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MH6~SPARTA~

1-Gerousia
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Everything posted by MH6~SPARTA~

  1. Whenever I change a single O.C. setting (and this includes following guides), or hell, even enable the "Dummy O.C" feature of my mobo, my computer fails to boot.
  2. Nice video. My only complaint is the slowmo. It seems that damn near every ArmA2/ArmA1 video I've ever seen is in slowmo. Sure, it's good for select scenes, but people have been overusing it to the point where I cringe when I see it now. Other than that though, good stuff.
  3. I wish I could OC my 920. I even installed an aftermarket heatsink (one of the best), but am forced to run at stock speeds. /sigh
  4. Parajump pole spawning can be delayed for 1,3,5,10,13,15,20,25 minutes, or disabled entirely. Admin just has to set the map parameter.
  5. I was actually already thinking about something along those lines. For example, having an enemy convoy roll into the town we're trying to take. The convoy would be composed of some heavy armor, light armor, UAZ/Vodniks, and a few transport trucks loaded with troops. Upon sight of the enemy/coming under fire/reaching the town, all the troops will dismount from the transport trucks and spread out, looking for contacts. I was also thinking adding random assaults on FARPs, that would only occur if there were some people to defend. Otherwise we'd end up with a FARP that had 20 enemy infantry just sitting inside it, shooting anyone to spawn there. Or maybe the enemy could capture it, preventing us from spawning there until we took it back. Or maybe even give the enemy their own FARPs, which we could assault, and which would give them a starting point to assault us from. So for instance they could have convoys that spawned there and moved out to assist the current town. Regardless, I would definitely like to do something to make capturing towns a little more interesting. I want the AI to do something unexpected for once, that would force us to adapt to the situation.
  6. Why? I'm a programmer, fixing bugs is nothing new to me.
  7. I'll be fixing paradrops this weekend (along with everything else)
  8. That's what I was referring to when I said the Steam shortcut. Guess I should have explained it better (thanks)
  9. I would think it'd be similar to how everyone else does it. Put the @VOP folder into your main ArmA2 folder, and add this to the Steam shortcut: "-mod:@VOP" Disclaimer: This is only a guess.
  10. Maybe this will help: http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial or this: http://community.bistudio.com/wiki/Visitor_3_Manual Essentially if you want to do terrain editing, you need to use Visitor, which comes with the BIS tool suite. I believe you can import satellite and topography data into it as well. For object editing, use Oxygen (also comes with the tool suite).
  11. Never seen one not kill its target, personally. Probably only ineffective if it can't find anything to kill. The "seek" radius of the SADARM is substantially smaller than the Laser HE, however, at 200m. It also deploys (and begins seeking) at a lower altitude (between 75 and 275m) It also has a damage value of 330 for a direct hit, or 142 indirect (i.e. hits ground beside target) spread over 7m. For comparison, the SMAW-HEAA round has a damage value of 480 direct, and 12 indirect, spread over 1.2m. Still, I could have sworn a single SADARM would demolish a T72, so maybe it factors in some other variables besides damage value (since a single SMAW-HEAA round will not). Decided to throw together a quick table of all the damage values for the artillery. And now in graph form! Yeah...I get bored sometimes.
  12. What's even better is that he was holding the tube with his hand. In all probability, whatever he was firing at wasn't hit (atleast not directly). You can't accurately fire a mortar using your hand as support, the slightest variation in angle will put the mortar off target by a couple hundred meters ('course I'm sure it still sucks to be even that close to incoming mortars--never know, he might get lucky). Also the fact that most (U.S. anyway) mortars have an effective kill radius of around 30-50m or more, depending on the caliber, means the camera man was probably seriously injured (if not killed) as well. Talk about killing two birds with one stone. Edit: Mixed up mortar and howitzer kill radius.
  13. I had to go to class so sorry for the delay. The "seek" range for the Laser HE round is 700m. So 7 of the small grid squares if you're looking at the map. I want to say most towns are only about 800-900m across (though I could be mistaken), so you will probably get a hit as long as both the target and the location you are firing at are within the red circle. Just don't fire at the eastern edge of the circle if the target is on the western edge. As for extending range, I don't see why not.
  14. What it's doing is reloading the WP and Illum rounds once the HE rounds have been expended. So that last set of 8 won't do anything (unless it's night time). If you look at your action menu after it automatically reloads, you'll notice the "Reload 81mm 8xWP" choice disappears, because it's already reloaded them, and it is now the active ammunition. Yes, you should see Laser HE and SADARM in the scroll menu, assuming someone hasn't already used them all up before you. You should get the targeting menu regardless of class, and the success rate is a lot higher than it was before, but it still doesn't work 100% of the time for some reason. I will see if I can improve upon this a little bit. The Laser HE round will begin actively seeking laser targets 1000m above the target area. It will scan until it hits the ground, at a range of 700m. If the lased target is any further than that, the shell will not lock on. Based on the script for it I'd say yes, though I haven't tested it personally. The MLRS is still in-game, and should be working, though I haven't tested it for this latest version. M119s can be transported just fine, yes. However, M119s are very fragile. If you are not careful, they are liable to be damaged en route during an airlift. All it takes is hitting one tree to make it inoperable. I will look into making them repairable by engineers, as I don't believe they currently can be. That enemy firebase is a side mission. And yes, upon completion of the side mission, enemy artillery observers will cease to spawn at the main AO. They are not there all the time, however. Only during the side mission.
  15. Yep, I mentioned that you should setup a gamepad/joystick to control artillery in the first post. You wouldn't believe how much it helps with accuracy. On the small map, it could look like you were right on target, but you zoom in on the big map and you're off by 200m. That 200m could be the difference between killing the enemy and killing friendlies. Anyway, to set it up, you first need a gamepad/joystick. Then go into your ArmA2 controls, and look for the Aim Up/Aim Left/Aim Right/Aim Down controls. Set each of those to the corresponding analog axis on your second controller. I.E. Aim Up for me is +Y Axis on my left analog stick on my Logitech Dual-Action Gamepad. Aim Down is -Y Axis. Left, -X axis, Right +X axis. Fire, Button 3. You cannot fire while the map is open (which annoys me), but it doesn't take too long to close map, fire, then open map again. Now, if you need a continuous stream of rounds on target, and can sacrifice accuracy, then it's better to use the regular Artillery map. For instance, when I need to take out a large line of infantry, I first line up with one edge of the line using the big map, then use the small map to adjust fire afterward, swinging the artillery to the side and firing salvos along that line. It doesn't have to be a direct hit to kill, just has to be close. Taking out armor and such on the other hand, has to be a direct hit. As to what's available: Two M119s spawn at south-west end of airfield with the following ammunition: 60xHigh-Explosive (HE) 30xWhite Phosphorous (WP) 30xSADARM 30xLaser HE 30xIllumination Two M119s spawn in northern hangar with 30xHE rounds M119s called in by airdrop are equipped with: 60xHigh-Explosive (HE) 30xWhite Phosphorous (WP) 30xSADARM 30xLaser HE 30xIllumination (Illum.) Two M252 mortars spawn in northern hangar with 8xHE rounds M252s deployed by mortar soldiers are equipped with (subject to change): 8xHE 8xWP 8xIllum.
  16. Very nice, very detailed SOP. I'm glad you included a mortar as well.
  17. I was going to have it so you steer it like flying a plane, yes. Though I may add an autonomous mode were it flies a large circle so you can more easily spot targets. Maybe something like before deployment, you can set waypoints for it to follow. And yes, the UAV would see squad-level objectives. The UAV would be in the same group as the handler. The enemies show up on the map as you fly over them, but you can also manually spot targets. So if we were to say, run veteran mode, you would still be able to use the UAV to mark targets manually for ground troops. Giving it to team leaders sound good. Maybe only to the team leaders who can't call in air drops though (i.e. Bravo, and maybe Echo?)
  18. Thanks bud. On an unrelated note, how would ya'll feel about a hand-launched UAV? Only a few soldiers could carry one, and it isn't armed. You would basically have a "Launch UAV" option, where it would then spawn the UAV over your head, already in flight. The UAV would be the Pchela-1T...a Russian UAV, I know, but the MQ-9 is waaaay too big. The Pchela is no higher than your knee. It would have FLIR and normal modes, and have a maximum distance it can travel away from the handler. Once this distance is reached, the screen begins to blur the further away it gets, until eventually the engine cuts off and the Pchela coasts to the ground on its own. The unfortunate handler would then have to go pick it up, assuming it didn't explode on impact. When destroyed it would have a timer before you could launch it again. It is not armed. It flies slow and is a small target, making it perfect for observation. I've already messed with it some in the editor, and I love it. So, what do you guys think? I'm definitely like to put this in some map, either the public Dom. map or maybe a special tactical map for Fridays or somesuch. Pictured: Pchela-1T And I know, I know, I'm supposed to be fixing bugs...and I will, but I need to work on something a tad more fun than bugs for a day or two due to my marathon bug-fixing session a few days ago. Kinda burnt me out for a bit.
  19. Added to Todo, will implement tomorrow
  20. That is an odd, awfully specific number. Any particular reason? So you basically want parajump flags not to function for atleast 13 minutes when a town is cleared? That's certainly doable.
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