Thats has been so since OFP 1.00, but its not working out verry good. THe blast radius is way too big.
Thats has been so since OFP 1.00, but its not working out verry good. THe blast radius is way too big.
Cheers! And in the process we might also get rid of the ridicilous fact that AT-4s and RPG-7Vs can destroy MBTs. Blowing the tracks are one thing, but without Javelins or some equivalent, why even try to engage a MBT with only infantry?
And yeah, would be nice to see some more vehicle specific damage models, like incinerated crews in the BMP if shot from behind, and simply being disabled or parts of the people in it getting hurt/killed when penetrated by AT weapons.
INKO Simple Firing Script (Mission script)
INKO Disposable A2CO v1.3 and INKO Disposable A3 v1.1 (Addons)
Evidently you haven't been playing ArmA if you think that every vehicle will explode 100% of the time, regardless of circumstances... or you've been playing with your eyes closed and your hands clapped over your ears.Originally Posted by (DMarkwick @ Aug. 10 2007,15:49)
It's been like this since OFP, and it's still true when I play ArmA today. Play the sanitization mission, and tool around afterward destroying stuff. You'll find that none of those vehicles except the two uazs will explode. Even the Shilka won't explode.
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Yep the damage system needs some serious work. I just didn't want to complain.
Here's some stuff one dude is working on - awesome imho
Test13 HMMWV Destruction
Gameplay HMMWV Destruction 2<span style='color:red'>insane!</span>
Compilation of Building Destruction
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Okay, I am forum lurking lol.
Mecha Stalin. I think. Made a post in Torni's M60 thread or the ACE thread about an armour damage system he discovered 'hidden' within ArmA. There was a video demonstration.
I may sound like kind of a retard when I say this but I like ridiculously huge explosions. Hell if I made the game I'd make the explosion effects twice as big![]()
Try the ArmaEffects mod. Those explosions bring a special kind of ridiculousness to ArmA!
He sure did! It was in the ACE thread in A&MOriginally Posted by [b
To be fair, burnt metal does look almost exactly like that. I like the textures, I just don't like the way they are implimented. I think that fires should come first for the most part, then the burnt textures. In order for them to come in gradually, though, you'd need texture blending capability and I'm not sure ArmA can do that.Originally Posted by [b
I suggest you read my first reply and stop "evidencing" me into your preconceived notions.Originally Posted by (plaintiff1 @ Aug. 10 2007,21:06)
Let's see, I've been playing a different game, possibly with my hands clapped over my ears and my eyes closed...
OR I haven't played that specific mission in your specific way.
Simple question needs a simple answer bud, if you can't do it sarcasm free don't do it at all, I'd appreciate it more.
Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2
For better future effects addons, please vote for this ticket.
DMarkwick & plaintiff1, keep it civil. No need to start a flame fest.
I'm not sure how you came out thinking I was talking to you, initially, I was replying to TOPOriginally Posted by (DMarkwick @ Aug. 11 2007,04:27)
So if that's not your belief then maybe stop replying to my statement?Originally Posted by [b