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Otterbear

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About Otterbear

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    Lance Corporal
  1. Giving my team the "crouch" command NEVER seems to work. (in my experience). Giving them the "copy my posture" command only works if you, as the leader, go prone. Otherwise, they just stand around like usual, unless you put them into "danger" or "stealth" modes, obviously. I'm relatively new so this is just based on my limited experience.
  2. Otterbear

    Troop loadout

    Fantastic! Thanks so much, Günter Severloh! I dont know why I couldn't find that thread for weeks now. :rolleyes:
  3. Otterbear

    Editor Unit-Loadout concept

    I also concur with all of CarlGustaffa's suggestions. I registered to vote for them, but something is amiss with my setup or something as I cannot log on at the moment. It is important that we keep the "New" player in mind. Firstly they are the ones who BUY the game, and as has been mentioned before, will quickly loose interest when they realize that its not a Game but a new language that they will be learning. Lets face it; the game isn't that hard after a little practice. Adding in more modules and an intuitive interface; as suggested, would make this much easier for newcomers and INCREASE the desire to learn more about the incredible flexibility of this game. The improved editor scripting sections would also solve a tremendous amount of headaches for me.
  4. Otterbear

    Troop loadout

    Thanks CarlGustaffa; So this scripting language is SQF? I guess I should have guessed by the .sqf extension. I just thought that was an extension they had decided to use. If this is the actual language, then there should be a site or book on how its used. Then the long list of Special names and such that arma has provided would indeed be useful. My experience:Some Assembly way back in the day (my 10MB HD was the size of a lawnmower - and SOUNDED like one.) :D Some COBOL, Lot of DBMS, DOS, BASIC, HTML, even dabbled with C++. To be honest, I had a hard time grasping C++ because it seems counter-intuitive. What I've spent years learning was a function call, turns into a procedure, ectra... I am/was familiar with SQF years ago, but never needed it at the time, and therefore never even learned much. So, even though I'm not thrilled at the idea of teaching this Old Dog, new tricks...at least now I know what direction to be looking. Thanks! EDIT: It does look like a lot of functionality could be implemented by the use of more modules. I guess this is what the modders are doing. BIS seems to be on the right track by incorporating them into the editor. I hope it continues to expand. (I'm not comfortable adding new mods to my current set-up as this can cause conflicts, but knowing that these are incorporated(modules), that work within the original game, does make me more comfortable using them.) PS: Do you know of anyplace that explains what all the different modules do? (vanilla, that is. I know that a whole lot of stuff can be done using scripts.)
  5. Otterbear

    Troop loadout

    :eek: The defense rests its case. :D To be totally fair, if I knew scripting...that would have been a tremendous help. As it stands..for me...It's Pig-latin. I am very grateful for the helpful assistance CarlGustaffa. *What I'm trying to get across is that your explanation was very thorough and concise...as a former programmer in several languages; I can see what your getting at...but not being familiar with "scripting" language...I'm still at a loss. But thanks anyways...you tried.:bounce3:
  6. HI, I'm trying to create a scenario where you can build bases and recruit men and such. I have finally figured out how to make a basic scenario, with the SOM. However, I can't figure out how to make money so that I can build bases and the such. I would like to add ALL the available Offensive support units as well; however using the "SSM" (Simple Support Module), it overwrites my Repair, medical support units and I cannot access them using either of the communications menu options. I have searched till my eyes are crossed for anything related to this, but cant seem to locate the right area or thread.
  7. Otterbear

    Troop loadout

    Short answer: 1) Learn a new programing language called "Scripting(?)". 2) Hope you have LOTS of friends that KNOW Scripting(?). 3) Spend hours and days talking to them about how to get what your trying to do to work. 4) search the forums and read till your eyes are crossed...then hopefully find somebody with a phone. 5) Try and test your "script" for days until it finally does work...if ever (my experience.). 6) Then when your done and its working...you'll be so sick of THAT scenario that you'll never play it. :D You could try option #4 first...then find a nice BIG bottle of headache medicine, and complain to everybody you know about how pathetically hard it is to find the right place or answer to your problem. (My favorite option) :) Hope that helps. (If I'm wrong; please feel free to tell me where.)
  8. Otterbear

    Editor Unit-Loadout concept

    Obviously a bit basic, but I TOTALLY agree. The editor, and possibly other areas of the game SHOULD HAVE an area that allows you to personalize you load-out and those of your squad mates. I understand that Picking a TYPE of individual solider helps, but I always end up lacking vital/important gear, such as a laser designator, or binoculars and other such equipment. I have no desire to learn a new programing language just to switch gear!:rolleyes: I have been playing this game for about a month now, and reading post till my eyes cross, and STILL cant figure out how to place a weapons crate on the ground to change load-outs/weapons at my base. I'm fairly hopeful that BIS is working on this. Dealing with all the various mods and their setups may be another whole ball of string to deal with but, it COULD be done.
  9. Otterbear

    Player stays as leader in SP

    I concur with you. Do I really need to repeat the entire quote?
  10. I hope this is the right place... I have created a simple user mission and added the SOM Module. The trouble I'm having though, happens in EVERY mission I create using the SOM. I'm engaged in taking a position/securing a position, or any of the other varied missions the SOM assigns. Problem...If I loose a man,(or more), I HAVE to OK the reinforcements...or time runs out and they RTB on me. More often than not, the reinforcement chopper, flies directly over the ONLY active enemy position on the map and gets shot down. Leaving me PERMANENTLY short of men.:butbut: Question: Why is the reinforcement query response time so darn short? Warning: Common Sense statement coming: I'm obviously not doing well if I've lost men... and most likely I've got bullets whizzing past my head...so its probably not the best time to say..."Do you want me to send reinforcements?...Huh? ...Huh? ...Huh?...TIMES UP!:eek: This then cause the other completely unnecessary result...loss of more men while the chopper is in route, because I had to OK the replacements before I was even in a position to properly do so. The player/commander should be allowed to call for replacements at the time of his choosing. NOT in the middle of the engagement. He should have the option of Breaking off the engagement or finishing the assigned task and THEN dealing with the issue of losses. Sorry I forgot to add the common sense warning here. Mods please feel free to do so.
  11. Otterbear

    Adding funds???

    Could somebody in "the know" please answer this question? I have the exact same problem within the editor and much the same skill level when it comes to scripting. Thanks. ---------- Post added at 09:34 PM ---------- Previous post was at 09:33 PM ---------- This is the question in question. I too, would like answered.
  12. Otterbear

    replacements

    never mind...I just want to be able to ADD weapons caches...with all weapons, to my mission...using the editor.
  13. I have searched high and low and either don't have enough lifetime left to peruse the 900 threads and when I try I'm getting nowhere with this question. I have created a simple mission in the editor. I added the "Spec-ops" module (SOF?). Some of my guys got killed and HQ asked if I want replacements. I say yes. 90% of the time they never show up at the designated rendezvous point...and no its not a hot LZ. Do I need to add something to the editor for this to work properly? I have the "ACM" and "civilians" modules added, as well as some support vehicles with their corresponding "support" way-points. Also, how do I add weapons caches, so that I could change load-outs? EDIT: Reason was BAF "BETA" does not reinforce troops. You must your other types of troops to be "properly" reinforced.
  14. ROFLMBO!!! I have the same dilemma.:D
  15. Otterbear

    Tank "dead ahead" and other stupidity.

    Yea, I just have to get used to it. Yea, In third person view your view typically follows the tanks direction of travel...usually what you want. In command view the view stays put, so driving becomes difficult, and as you say, scanning around the tank while it's moving is not an easy task. I have played other "tank" simulations and the commander/machine-gunner view was centered ON the tank...but driving and searching was still a learned art. I'm getting better at just jumping to the gunners seat, when I hear of, or see a target and killing it myself. There is still the problem of the third person gun view (while being aimed at the target), it changes to about a 20-30deg difference once you jump inside the tank. Which means you have to re-acquire the target. (this is a bug, and I assume has been sent to BIS, for them to fix).
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