The "Questions for people with ArmA2" thread |
The "Questions for people with ArmA2" thread |
Jun 11 2009, 18:38
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#21
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Gentleman Usher of the Coffee Stain Group: Site Team Posts: 677 Joined: 5-November 06 From: C18.3#C77.2#G63.1 Member No.: 19 |
Has anyone seen Chernorussian Bigfoot yet? I'm interested in that, too. I'm still at the beginning of the campaign, where's that bigfoot thingy supposed to be anyway?EDIT: Has anyone killed Chernorussian BigFoot yet!?!? -------------------- |
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Jun 19 2009, 16:43
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#22
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ArmA.info Sarcasm Society's Mr. Argentina 2012 Group: Newshound Posts: 498 Joined: 20-October 07 From: Argentina Member No.: 1,502 |
BIS solved the problem of having two scopes in the same weapon?
Video And anyone is having issues (low FPS) after someone dies after being in agony for a while? |
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Jun 25 2009, 16:32
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#23
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Junior Member Group: Members Posts: 25 Joined: 19-July 08 From: Germany Member No.: 3,676 |
BIS solved the problem of having two scopes in the same weapon? Video I rather would like to call it the problem of not having two different scopes for one weapon (@G36 & G36k). In the German Version (patched to v1.02) with the VOP-Sound-Mod (in a modfolder of course...) I found it right back at the G36&G36k in burst- and autofire mode. This post has been edited by AndreAce: Jun 25 2009, 16:33 -------------------- |
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Jun 25 2009, 17:54
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#24
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
I rather would like to call it the problem of not having two different scopes for one weapon (@G36 & G36k). In the German Version (patched to v1.02) with the VOP-Sound-Mod (in a modfolder of course...) I found it right back at the G36&G36k in burst- and autofire mode. Hardly. There's never been any issues with not having two scopes on weapons in ArmA or OFP FFUR actually had a method of attaching aimpoints to weapons... maybe this could be used to get multiple sights working ingame... -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Jun 25 2009, 19:36
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#25
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Junior Member Group: Members Posts: 25 Joined: 19-July 08 From: Germany Member No.: 3,676 |
FFUR actually had a method of attaching aimpoints to weapons... maybe this could be used to get multiple sights working ingame... You are the artist - maybe you can make it available for Arma2...the ACE-Mod found a solution for Arma(1),I will be dammned wearing a skirt if they do not get it to work in Arma2 -------------------- |
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Jul 1 2009, 16:07
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#26
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The Il2 Fan Group: Members Posts: 733 Joined: 7-November 06 From: England Member No.: 25 |
Is it possible to attach humans into vehicles' cargo so they'd be able to shoot while traveling? No its not in, A long time ago it was planned, but i think i remember BIS saying they wernt going to implement it quite a while ago. Its more than likely that it could work with scripting, after all people got it working in OFP be it with some slight issues. This post has been edited by BigglesTrevor: Jul 1 2009, 16:13 -------------------- |
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Jul 1 2009, 17:08
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#27
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ArmA.info Sarcasm Society's Mr. Argentina 2012 Group: Newshound Posts: 498 Joined: 20-October 07 From: Argentina Member No.: 1,502 |
And what about attachTo?
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Jul 1 2009, 17:09
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#28
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Member Group: Members Posts: 83 Joined: 25-March 08 From: Italy Member No.: 2,761 |
hey guys can someone explain me the utility of the loader on the M1A2 TUSK ???
it seems that he is planned only to be an easy target This post has been edited by Lex89: Jul 1 2009, 17:09 -------------------- |
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Jul 1 2009, 17:13
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#29
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
No its not in, A long time ago it was planned, but i think i remember BIS saying they wernt going to implement it quite a while ago. Its more than likely that it could work with scripting, after all people got it working in OFP be it with some slight issues. Actually this is possible with the attchto command (I think this is what Rellikki was asking about). You can attach soldiers to any vehicle, and even animals, though there's not a good horse addon yet, and there's no way to control how animals move short of taking direct control of the animal itself. You'll need to set the deadzone right up when attached to a vehicle, as you can't turn, also for some reason you can't reload when attached to stuff. I think you could set up a reloading system through scripting if you had enough time though. @AndreACE: I probably could... but... well... it'd take effort... and... well... I'm too lazy EDIT: Curse you Benoist and your ninja posting! This post has been edited by D@V£: Jul 1 2009, 17:14 -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Jul 1 2009, 18:56
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#30
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The Il2 Fan Group: Members Posts: 733 Joined: 7-November 06 From: England Member No.: 25 |
Actually this is possible with the attchto command (I think this is what Rellikki was asking about). You can attach soldiers to any vehicle, and even animals, though there's not a good horse addon yet, and there's no way to control how animals move short of taking direct control of the animal itself. You'll need to set the deadzone right up when attached to a vehicle, as you can't turn, also for some reason you can't reload when attached to stuff. I think you could set up a reloading system through scripting if you had enough time though. @AndreACE: I probably could... but... well... it'd take effort... and... well... I'm too lazy EDIT: Curse you Benoist and your ninja posting! ahh i see, sorry i took the wrong end of the stick (ie. forgot to read the attach bit). This post has been edited by BigglesTrevor: Jul 1 2009, 18:56 -------------------- |
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