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  • #16382
    XDCMADMAX
    Participant

    #50903
    XDCiNSANE
    Participant

    hahaha

    have to say it made me chuckle 🙂

    #50904
    Mr.Fenix
    Participant

    Close the forum! It’s a waste of space.

    #50905
    XDCsPUNKer
    Participant

    Im sorry to say so m8
    I have the game. gathering dust. have to say i just wasnt ready to go back to an everso slightly sooped up version of the game i played 5 years ago or so 😕

    #50906
    TurksMeister
    Participant

    Quite glad i didnt get this then!

    #50907
    Ryzo
    Participant

    My Arma is used to hold my door open,

    #50908
    XDCsPUNKer
    Participant

    my arma is connected to my shouldera

    badum
    ….ching

    😳

    #50909
    Mr.Fenix
    Participant

    @=XDC=sPUNKer wrote:

    my arma is connected to my shouldera

    I can fix that for ya 🙂

    I keep trying, but I’m unable to double-click on any other game icon these days. I love ArmA, especially 6thSense and Evolution.

    I’m just reading this about stuff incorporated into 6thSense Mod, stuff which boosts the vanilla ArmA considerably: –

    Global Group Link 3:
    Based on Group Link 2 by KeyCat and Toadlife

    The purpose of Group Link 3 is to analyze the situation on the battlefield, make groups perform maneuvers according to the situation, make the AI appear smarter, more difficult, and more interesting, and to add additional effects. Any squad can be initialized into GL3 and will dynamically react to all other GL3 squads.

    GL3 Features:
    AI routines roughly follow Sun Tzu’s “The Art of War.” Calculations measuring strength: Morale (strength, skill of leaders, backup, etc), Weather(bad weather affects things, like aircraft and munitions), Terrain (higher altitude versus enemy = tactical advantage), Skill (of leaders, backup, units), Amount of Reinforcements/Support (supplies, arty, air, nearby squads, etc). Flow like water: Flow to low places(fight weak squads), stay and watch slightly higher places(wait and see), run away from high places(fall back and find a weaker spot).

    Squads scan through all other GL3 squads to collect information about known friendly and enemy forces.

    Squads pass information about enemy squads to each other.

    The strength of a squad is based on the number of armed units, type of vehicles, skill of units, skill of leader, and strength of nearby squads.

    Infantry squads rush weaker enemies using bounding overwatch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it’s more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one.

    Squads take cover when overmatched. If there are enterable buildings nearby infantry squads will garrison the building and use it’s cover for a while. If the player is squad leader and enters a building with formation set to “Vee” then the player’s squad will garrison the building. AI squads garrison nearby buildings at mission start. All buildings can be garrisoned from mission start but only buildings placed in the mission work for garrisoning after loading a save game.

    Squads call for backup when they need reinforcements or support.

    Squads retreat when they are severely outnumbered. They use bounding overwatch to perform an orderly withdrawl.

    Squad radios for communications. Default radio is SINCGARS (SINgle Channel Ground and Air Radio System), each side can be set up to have their own type of radio but only the SINCGARS is included as default for all sides, some modern Russian manpack radios may look similar to the SINCGARS though. If someone in the squad has a radio and there are CoC artillery available then they will call in artillery when they come in contact with the enemy.

    Groups shout out relevant commands while performing most actions and maneuvers.

    GL3 Effects:
    Suppressive fire on squads. Rate of fire is determined from any known enemy, so two rifle squads could suppress if they are all firing. A unit can suppress by quickly firing a weapon at an enemy squad.

    Some unit types can be configured to create a CoC artillery platoon near them. The unit can be of any side but it must be manned. The default artillery creating units are the ammo trucks for each side.

    Working smoke concealment. Smoke can not be seen through by AI’s but can be walked and shot through.

    APC’s deploy smoke when infantry is disembarking in combat.

    Tanks and APC’s fire smoke grenades when attacked or injured to make them harder targets.

    Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind.

    Munition effects. Firing munitions creates effects such as smoke around the barrel, muzzle, and ejection port, a faint vapour trail along the munition’s trajectory, tracers, munitions are affected by wind, hit effects with debris and dust, and riccochets. Smoke grenades create actual concealment, it takes a few seconds for the AI’s to lose track of you if you’re already in their sights, and don’t shoot while depending on concealment or the AI’s will fire at you. If the AI’s are not targeting you then they will never see you if you stay behind the smoke. The smoke screen is affected by the wind, so if the wind changes the screen will move with it. Smoke is hazardous to breathe in for too long, and being in a confined space with smoke can be deadly. Firing a lot of tracers or explosives can set things on fire. Grass can be set on fire with machine gun tracers. Fire flows downwind, so you can plan for where it might go, but beware a change in wind direction sending the fire somewhere else. Uncontroled fires can cause widespread destruction. Launched grenades are not armed until they reach a safe distance of 14 to 27 meters, but unarmed grenades can still ricochet and hurt things that they hit. If you are using a weapon with good optics and the conditions are right you can see the “trace,” or vapor trail, of the shot even if it’s not a tracer round. You can use the trace to make corrections to your aim.

    Vehicle damage. When a vehicle is damaged an effect will happen relevant to the amount and position of the damage. Vehicle damage effects include munitions malfunctions, fuel leaks, fire, tire blowouts, broken glass, main rotor damage, tail rotor failure, and temporary engine failure. For example, if a helicopter gets hit in the tail rotor casuing too much damage it will fail and start to go down. If a vehicle is hit in the engine, fuel tank, or body, it has a chance of starting a fuel leak. If a vehicle is leaking fuel it is vulnerable to catching on fire if it gets damaged again. The extent of the fire is based on the amount of damage the vehicle has, starting out as a small fire and eventually consuming the entire vehicle, then burning back down before extinguishing. The fire does damage to the vehicle and nearby things, ammunition cooks off while burning, and sometimes nearby things get set on fire. Fire can be put out by repairing the vehicle, submerging it in water, going over 400 kph, or if the fire is small enough you can try using the “put out fire” action (which has a somewhat random chance of working) until the fire goes out. People disembarking from a burning vehicle have a chance of catching fire proportional to the damage of the vehicle. They can put the fire out by getting healed or by keeping moving. People on fire will automatically crawl forward prone to keep moving, you can also try rolling on the ground to put the fire out if you are using a rolling mod such as DMA’s. People sometimes burn up into charred body parts after they die and SLX Wounds is active. Helicopters with main rotor damage become more unstable the more damaged they are, eventually tearing themselves apart and crashing if they are too damaged. When a helicopter with main rotor damage crashes it throws up lots of dirt and dust as the blades are smashed apart on the ground.

    When getting in or out of tanks and APC’s the crew will turn out and then turn in, to simulate having to open hatches to get in or out.

    Commander machine guns on tanks that can shoot at low flying aircraft. Crew turns out when commander’s gun is fired.

    Vehicle lights are left on when ejecting from a moving vehicle.

    AI’s do not eject from damaged helicopters while in the air to increase AI survivability.

    #50910
    XDCiNSANE
    Participant

    I just put mine on Ebay!

    #50911
    XDCsPUNKer
    Participant

    just wondering. Are you still playing ARMA Fenix?

    #50912
    nOm
    Participant

    got the latest patches and have been having a go again…the new Warfare mod type thing is fun and the Berzerk mod is a laugh…..hard to find decent servers though, cod4 is wearing thin at the moment too many gay servers and repetitive gameplay, mind you will get fed up of arma in a day or so 😉

    got in a heli with a russian dude and flew about the island, landing to occasionally kill players and bots, player movement is better but still shit, gameplay with the right players is pretty awesome though.
    had a rifle which was zeroed in at 400m at 600m the bullet dropped about 2 feet…pretty damn great 8)

    very very long learning curve….i hope i have the patience

    #50913
    XDCiNSANE
    Participant

    pfft.. should have shut this and that shit ogayme place down a long time ago!

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