User Details
- User Since
- Jul 14 2014, 7:52 PM (544 w, 5 d)
May 10 2016
The way it is now promotes teamwork and strategy. If everyone could heal themselves up to 100 % using FAKs, the medic would no longer be needed, and we would see more one-man armies.
I believe, if I recall correctly, that firing a rocket launcher from a prone position is a pretty bad idea. The backblast could hurt you.
I stand corrected. I remember seeing this (not the videos, but the idea) a good while ago, and now that I think of it, it would be nice to have.
Idea for how it could work:
You can go prone with a launcher just like with a rifle, but you have to enter the prone-lying-on-the-side stance (stance adjust + a/d) to enable firing.
Or you could simply hold the launcher at an angle when you go prone, that would probably work too.
I've noticed this as well. Happens with other uniforms that share the t-shirt, such as the Stavrou uniform and the t-shirt variant of the CTRG-uniform.
The first time you click add, it adds a "magazine" (also known as a battery) to the designator (and loads it). Anything else is extra. It works just like the guns do.
In the same video at 3:13, you can see that the person in the front is the only one holding the stick, and just moments later the helicopter turns.
What I'm saying is both pilots can control the helicopter.
Edit:
"According to this picture, we decided to change that. http://zarco-macross.wdfiles.com/local--files/wiki:boeing-sikorsky-rah-66-comanche/boeingrah66eb.jpg [^] (Community, thanks for it)
As pilot you can fire, just set manual fire on, as gunner you can take controls, too...
As a pilot you have to have great view... In AH99 you cannot have the seats like in AH64, MI24, becose in that examples is gunner seat higher then the pilot's." -Redstone, BI Developer
Note that in the picture, the pilot seat (11) is in the front.
3:13 must have been the wrong time then, my apologies. Anyway, shortly after 3:13, if you play the video at 0.25 speed, you can clearly see that the front pilot is holding the stick.
That said, unlocking full functionality for both seats is an idea I would gladly support
Having two systems could cause communication issues though.
They (by which I mean one of the devs) said they excluded the black variants from the unit list to avoid clogging it up with dozens of Taru variants. Insert the following into the init field of the Taru paint it black:
null = [this] execVM "\a3\Air_F_Heli\Heli_Transport_04\Scripts\Heli_Transport_04_basic_black.sqf"
For MRAPs and trucks, no, as the crew is likely to be forced to disembark, but for jets and other vehicles with limited/no cargo space, yes please. Upvoted. Pistols and maybe SMGs should be allowed though in my opinion.
Edit: Having it as a parameter setting would be a good idea I think, just like dropping weapons when swimming in Arma 2.
Psst, this is why we have the Darter. :)
A couple of questions:
- Would these lights actually be used in real life? (In combat situations etc.)
- Which colour would the lights be? Standard white, red, green/blue?
- Would they be togglable? (Maybe passengers would be able to toggle them with the L key?)
Can reproduce. It appears the "LinkItem" command does not work. Using the command 'this AddWeapon "LaserDesignator"' seems to work however. I suggest replacing "LinkItem" with "AddWeapon".
Edit: Ticket is related to 0019559
You could press F2 in the editor, then attach the FIA members to the CSAT officer. That way the CSAT unit will be the leader, and the FIA units will become CSAT units in the leader's squad. They should keep their gear.
Just tested it again. Made a quick mission on Stratis with one unit from each faction (including civilian, and even animals). The AAF, CSAT and FIA riflemen, and the civilian unit, all got the CSAT uniform. The NATO rifleman did not, and was instead standing there in his underwear (which I believe should not be the case as the "ForceAddUniform" is used in the VA export. None of the units were given the rangefinder.
Also, the commands did not work for the rabbit, obviously :)
I tested again. This time I used five separate missions where the unit was set to "Player". The CSAT uniform was only given to the CSAT soldier and the civilian. AAF, FIA and NATO ended up naked, as your tests suggested. Could be a problem with the "ForceAddUniform" command, as it seems to fail to force the CSAT uniform onto units that normally cannot wear it. As with previous tests, the rangefinder was missing on all units.
Also, I tested with the NATO uniform. AAF and CSAT were unable to wear it. I assume the AAF uniforms cannot be worn by CSAT and NATO. It appears FIA and NATO can share uniforms though, as expected considering they are both BLUFOR.
Conclusion: The player character in exported scenarios seems to be unable to wear uniforms belonging to another side (BLUFOR cannot wear OPFOR uniforms etc.). This is the case even when the "ForceAddUniform" command is used, meaning exported loadouts from the Virtual Arsenal may not work if the uniform belongs to another side.
The uniform appeared for me in editor, regardless of which faction the player belonged to. I tested with BLUFOR, OPFOR, Independent and Civilian. Bear in mind this was not a saved scenario. I was however missing the laser designator. I also tested it after saving the scenario, and it worked. I only did this for OPFOR though, but as the "forceadduniform" command is used, I don't think this should make a difference.
I saved it with the character as an OPFOR unit. Maybe the mission doesn't let you wear the uniform because it belongs to the enemy?
From what I understand, the AI likes to fly low. Using the terrain as cover is one of the best ways to avoid AAA.
I agree with showing the weight of the load. While it can be checked by testing the loadout, seeing the weight without having to load the VR world would be neat.
Also, the PCML being lighter than the Mk18 seems a bit strange to me. The Mk18's real-life counterpart (M14 EBR) weighs about 5 kg, while the PCML's counterpart (NLAW) weighs about 12.5 kg.
According to the information you provided, the TRG-20 (the compact version) weighs the same as the Zubr, 4-Five and the PDW2000. I'm not entirely convinced that it should be that way.
As long as it would be possible in real life with full combat load without serious injury and/or pain, I support this idea. Not sure if I support the idea of some AT rifleman/sniper/autorifleman/engineer hybrid with the biggest and heaviest backpack humanity has ever seen jumping over stuff while in a full sprint though.
Which side did the soldiers belong to? I did some testing (in the editor, with Zeus enabled) and the results were this:
Civilians do not run away from NATO or AAF units unless the soldiers fire weapons. I tried bumping into them, sprinting near them, raising weapon and driving into them slowly.)
Civilians run away from CSAT units, at least when the CSAT unit is near. I had my weapon lowered. (Civilians will probably run away from all OPFOR units they see.)
Civilians that have their behaviour set to "careless" ignore all soldiers, even those who fire their weapons. I was able to shoot past their faces without them switching to "combat" mode.
Civilians who are startled can be set to "relax" if you give them a waypoint in Zeus.
Keep in mind, I did not save it as a mission. (Also, I didn't test any more than 2-4 times per faction. Also, I forgot to test FIA.
(With that said, I do agree that civilians should not panic when they see soldiers walking around casually.)
But if they see a soldier, a mean guy with body armour and a gun, wouldn't the natural reaction be to stay away? Please forgive me if I'm wrong, I'm just not sure if I should upvote or not.
Edit: They should at least stay away from soldiers that clearly are in combat.
The helicopter and the people on board are strictly speaking the pilot's responsibility, and if the helicopter goes down, that means the pilot (or co-pilot) has done something wrong. Just my opinion. For mission makers a way of bypassing this would be useful though.
I agree with most of what you say, but the best way (and in the case of the XH-9s, the only way) of avoiding AA missiles is to stay out of their line of sight by for instance using hills as cover. Also, not flying close to an AO known to have AAA present is obviously a good idea.
This is especially important in the XH-9 due to the lack of flares/chaff/confetti.
That said, I personally think the score is a way of showing who causes losses of equipment and troops, so not being "punished" by the score does seem a bit strange to me. Of course, surviving the crash or respawning only to be shot by friendly units because they now see you as hostile is even stranger.