Jump to content

ZeroG_181

Member
  • Content Count

    82
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About ZeroG_181

  • Rank
    Corporal
  1. ZeroG_181

    Battlestar Galactica

    It's pretty awesome but it would be more so if I could find it in the editor...
  2. ZeroG_181

    Special Forces Detachment Alpha

    But it would add functionality if you could use normal mags for it. I know that it wouldn't have the proper colours if used, but it still makes sense. Each weapon has their own magazine model which doesn't transfer to other weapons, AFAIK. Like the Mk12 has a 20rnd stanag, but can still use 30rnd mags, but still uses the 20rnd model. EDIT: Oh yes, don't forget the problem I mentioned earlier. When the bolt is open, you can see through the weapon.
  3. ZeroG_181

    Special Forces Detachment Alpha

    Nice one, but I noticed that when the bolt is open, it has no texture/modelling on the inside so you can see through it. Just a minor annoyance but overall a great addon
  4. ZeroG_181

    General suggestions.

    Here are a few more suggestions that I might have already made in the OP but I can't remember. Weapons: The weapons don't function as realistically as I'd like them. First of all, there's the lack of reload animations for each individual weapon, all using one of three animations (Pistol, Rifle, Shoulder-mounted). Speaking of reloading, that's not very realistic either. When the weapon is reloaded, a new magazine will put in 30 rounds, for example, not taking into account the round which remains in the chamber. Ragdoll physics, or even the Euphoria engine should be included in ArmA 2. I was severely disappointed to see guys just fall to the floor in a pre-determined manner in ArmA, so I hope this is fixed.
  5. ZeroG_181

    Project RACS

    Shouldn't the RACS be supplied with older equipment? As they're only a small island, I doubt they'd want to buy newer models instead of keeping the old surplus equipment. Instead of the M9, they get M1911s? AH-1Gs instead of AH-1Z (Well, maybe a bit too early)? MUTTs instead of HMMWVs?
  6. ZeroG_181

    SLX MOD public release

    Hi, i think you can use the command menu, i think it was 5-4 to call out youre wounded... AI or Player should see you then on their HUD and you see the next nearest medics position. AFAIK, that doesn't work, unless the medics are in your squad.
  7. ZeroG_181

    General suggestions.

    Glad you like that. It actually starts here: http://dslyecxi.com/bestoftactical.html And there's a followup to it here: http://dslyecxi.com/botg_infiltration.html Yep, you pretty much hit the nail on the head, no matter how out-dated that article is. Really makes me want VBS2, too. Also, for vehicle mounting/dismounting, Halo 3 has great animations. There was another game that did too, but I can't think of it right now.
  8. ZeroG_181

    SLX MOD public release

    I've got another suggestion. You could add a 'Call medic' action, for when you're critically wounded. If there are medics or friendly soldiers within 200m, or some radius, one of them will attempt to get to you and heal you. I thought of this when I was flying a Littlebird but got shot, so I landed near a friendly squad but they didn't heal me even though I was 10 meters away from them. You should also add a 'Surrender' and 'Surrender squad' (Squadleaders) action instead of you/your squad doing it automatically. And I've noticed that when someone surrenders, their weapons are removed instead of dropped. This annoys me because if I release them, they're completely unarmed. EDIT: Oh yes, I've noticed that when someone shouts 'I'm bleeding' or 'Frag out' and all the other non-radio speech, they use different, randomized voices instead of ones that correspond to their character.
  9. ZeroG_181

    ArmA 2 vs OFP 2

    To me, it seems like OFP2 will be a more realistic version of CoD4, because to be honest, the animations seem to be smoother. It's on a different engine, if I'm not mistaken, so we won't know until a good gameplay video comes about. EDIT: Was I just imagining seeing OFP2 animations?
  10. I find that the aircraft in ArmA don't feel very realistic at all. Helicopters are too easy to fly, and the damage doesn't seem to make sense, for instance, when I'm landing a helicopter in any other game, I tend to make it quick, by having some forward momentum when I touch down. In ArmA, though, the helicopter takes damage as soon as it contacts the ground, even if it has skids, so this means that a vertical landing is pretty much mandatory. When the health of the helicopter reaches a certain level, the helicopter's engine just decides to turn its self off, no matter where the helicopter's being hit. Instead, I think damage should be 'modular'. If you've played SLX, I'm thinking of something alot like that. If it's hit near a fuel tank, it starts to leak fuel. If it's hit in the engine, it becomes inoperable or is at least damaged. Basically, the frame of the aircraft is just the frame of the aircraft, it's the components that matter. Maybe the whole tail could be blown off, too? Anyway, it's the whole health thing that I don't like. In ArmA, if a helicopter is at 25% health, there's no way it can survive a contact with the ground unless it's a very soft one. But if you've seen Blackhawk Down (It's questionable how realistic that film is), the blackhawk gets hit with an RPG and goes into a tailspin, and it crashes into the ground. Alot of whipping and smashing is heard, then the helicopter is at rest. But guess what? The helicopter hasn't exploded and it's not burning. That brings me onto another thing. In ArmA, vehicle deaths are never survivable. It's just 'Health reaches 0%, vehicle goes boom, you go boom', but catastrophic kills aren't very common, especially with modern armoured vehicles. What I think should happen, at the very least, is 'Health reaches 0%, vehicle is completely inoperable', and maybe the crew are injured, or have a few seconds to get out before the ammo stores blow up. Same with helicopters, referring back to BHD, the second crash was survived by one of the aircrew, however violent it seemed. The helicopter didn't go boom. Back onto planes again. I don't play many modern flight sims, but I do play IL-2 very often, and from what I can tell, the A-10 and Harrier fly nothing like a real plane, except that they can't move backwards :P I know that ArmA's not supposed to be a super-accurate simulation of everything in one, but I'd just prefer to have more realistic flight physics for the planes. Also, I know there's a (million) thread(s) about this, but passengers firing from vehicles. If you're being shot at in an open topped truck, you're not gonna be sitting there calmly tossing your weapon from one hand to another. You're gonna be ducked down, or in the case of a littlebird, firing in the direction of whoever's firing at you. Again, this leads on to another annoyance that I have with ArmA. The AI seem to enjoy taking their time dismounting from a vehicle, one by one, while they get mown down by some machineguns. Instead, they should be all out within 10 seconds or so. If you think about how long (or not) it takes for a guy to get out of a Blackhawk, that's still a generous amount of time. With the 5t truck, they could just hop over the sides if it were necessary. EDIT: Something else I forgot too. Once more, I don't doubt there's already a thread or two about this, but reload animations and moving reloads. SLX almost had it with their reload animations, but it's still very weird looking. All that really needs to be done it have the magazine move with the hand. The pistols need animated slides, too, and if possible, a better animated belt for the MGs. At the moment, it's 'If more than 0 rounds, belt is present, if 0 rounds, belt is not present'. Instead, the visible rounds should correspond with how many are actually left. If the roundcount is more than there are visible, then it doesn't matter, but if there are 8 or 9 visible (Including the 1/2 in the gun), once the roundcount reaches 9, the number of visible rounds should start decreasing. Rainbow six 3 raven shield, if I remember correctly, had this, and so did HL: Firearms. As I said before, moving reloads, too. I'm sure it's faster to reload while stood still, but it's still possible to do so on the move. All those times I've accidentally pressed R and been shot to bits as a result could be avoided with this feature. [/walloftext]
  11. ZeroG_181

    Tv Guided System Beta release

    So, is this usable with the AH-1, or is it exclusive to the Harrier? Either way, great job. I'll give critique on it once I've had a play about with it.
  12. ZeroG_181

    Galaxy at War returns for ArmA

    Aww, I was getting happy, thought it was a new thread But yeah, I'd really like to see some progress with this!
  13. ZeroG_181

    SJB Submachinegun Pack

    Oh awesome, I've always wanted more H&K weapons. And an EoTech sight!
  14. ZeroG_181

    FFN MOD

    I don't know much about modding ArmA, but would it not be possible to use some of SLX's animations with FFN or the other way round?
  15. ZeroG_181

    FFN MOD

    Ok, I've been playing for quite a bit now. I like the mod, but I still prefer SLX. That doesn't mean that this mod doesn't have it's pros though. I like the wounded animations, and the whole support chopper idea. But, there should be some form of option to toggle whether the support chopper reinforces your squad or not. It should also keep its engines running when it lands, because if combat's still going on, it's more vulnerable if it's not spinning its rotors. It also seems to take quite a long time to get the casualties and POWs into the helicopter. One of the things I don't like about the mod is the lack of animations, namely the forward running animation, I just prefer SLX's. In SLX, the soldier has his gun up as he runs (Not sprints), allowing you to fire immediately if there's an enemy around the corner. And also, FFN doesn't allow you to look directly down or up which is quite annoying. Another thing is that you can't drag dead soldiers. Also, I found SLX a bit more immersive, because the soldiers would shout and scream when they're injured and bleeding. Also, I didn't like the lack of animations for the pistols (Slides aren't animated) and the fact that the magazines are magiced away like in normal ArmA. The AI in this mod, though, is excellent. I found them much more challenging in the town on Rahmadi than SLX's because they used cover tactically. The supressive fire actually made me think twice before popping out of cover and giving them a quick spray with my AK, and they flanked me successfully a couple of times too. The best thing ever would be if you were to collaborate with Solus and take the best features from both SLX and FFN and combine them into one hugely awesome mod. EDIT: Oh yes, you should also give the Special Forces units green smoke grenades, too, as a regular army officer would look out of place among SF operatives.
×