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11-22-2009, 12:02 PM #31
Re: What we are missing.
Is there away we can use the nuke? Maybe have it scripted to go off it BLUFOR fails to complete the objective?
-Find this guy with the suitcase.
-Kill said guy before X time
-If you fail the island will be nuked?






Bastion: "I always enjoy it when the mentally questionable are given control of flying the aircraft"
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11-22-2009, 12:47 PM #32
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11-22-2009, 12:56 PM #33
Re: What we are missing.
And what about these?:
GMJ Sight Adjustment
http://www.armaholic.com/page.php?id=6494
zGuba's Gameplay Modifications
http://www.armaholic.com/page.php?id=7184
31st MEU Replacement Reticles and Realistic Ballistics
http://www.armaholic.com/page.php?id=6817
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11-22-2009, 01:01 PM #34
Re: What we are missing.
Well, all of the mentioned need to be on the client (most of zGuba's on the server as well) which doesn't make them as easy to implement as the Zeus AI fix. I agree that all of them are nice though. Although I'd say the 31st MEU reticles and GMJ sight adjustment is up to personal taste rather than something everyone should have. I personally HATE the 31st reticles for example. I don't want the same reticle on all guns. The ballistics-mod could be nice though, since it'll be more kind on computers than the scripted ballistics-correction that's TG-made

Will be fun to see how mission difficulty will change now with the changed AI ^^
Btw, Browna, I assume that the Skill and Precision values were changed as well with the mod implementation?





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11-22-2009, 01:39 PM #35
Re: What we are missing.
If that means my mod we're talking about two completely different things. All my mod does is give the ability to have two weapons using the same magazinetype with different muzzlevelocities. It does not touch the air resistance of bullets and only changes a few mag's initial speeds. The ballistics part in the 31st pack is almost completely a "port" of NWD's Ballistics from Arma1 and does not deal with same area as my mod at all. All of these are also purely client-side, so no need at all to put them in TG's modpack.
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11-22-2009, 01:53 PM #36
Re: What we are missing.
True, true. That part we will need still. Didn't think that far. Next time tell me to do that *before* I post and make a fool of myself, will you?

On the other hand I don't think that there's any harm in small mods like yours to be included in the mod pack, even though they are purely client side, simply because they only weight in at a few kilobytes.




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11-22-2009, 02:05 PM #37
Re: What we are missing.
True true. I'm pretty sure the whole 31st+GMJ+Muzzlevelocity-pack would be less than one megabyte. Then again if we wanted realistic ballistics for the AI too(they don't need the reticles that much) I already have a custom-made port of NWD's Ballistics lying around. Completely working, everything done config-side so no additional performance hit, and the size is less than 100 kb.
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11-22-2009, 03:57 PM #38
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11-22-2009, 04:14 PM #39
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Re: What we are missing.
yeah so lets add the b-52 now
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11-22-2009, 04:17 PM #40
Re: What we are missing.
Personally I say leave strategic high-altitude bombing to scripts. Although the B-52 could be nice to have as objective in some mission I can't really see the need to download an addon for an aircraft that should be flying 15km up when dropping bombs ^^





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11-22-2009, 05:06 PM #41
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11-23-2009, 02:51 PM #42
Re: What we are missing.
*hands soupy kleenex* see what you did boon! You couldn't just leave it be.....now soupy is an emotional WRECK!







Bastion: "I always enjoy it when the mentally questionable are given control of flying the aircraft"
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