Forums » Land & Armor Combat » ARMA Series » SimHQ O.N.E. promo video by Tao Active Topics You are not logged in. [Log In] [Register User]
Topic Options
Rate This Topic
Hop to:
#3573439 - 05/15/12 05:16 PM SimHQ O.N.E. promo video by Tao
guod Offline
Lifer

Registered: 09/29/00
Posts: 21675
Tao put together this sampler of what trouble you guys will
be dealing with at Military Monday and Tactical Thursday.

Nice job Tao! thumbsup

http://simhq.com/forum/ubbthreads.php/topics/3573436/
_________________________

"That's at least a third canine dog barking"


Top
#3573474 - 05/15/12 06:19 PM Re: SimHQ O.N.E. promo video by Tao [Re: guod]
Taosenai Offline
ArmA 2 Stuff Maker
Member

Registered: 03/29/11
Posts: 1082
Loc: U.S.A.
It's so corny!
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

Top

#3573512 - 05/15/12 07:26 PM Re: SimHQ O.N.E. promo video by Tao [Re: guod]
gatordev Offline
Member

Registered: 09/30/06
Posts: 290
Tao,

I don't remember this being covered before... Will the SD "fix" work with SD mags or with supersonic mags? I ask because that "DD" addon I linked to you a while back (with the 3D ACOGs) only uses SD mags when using a suppressed weapon, unlike most other addons (and vanilla) that can use both.

Basically, what I'm asking is: do I use SD mags with your adjustment and they exhibit the non-SD ballistics while still being hard for the AI to locate?

Now I'll just have to patiently wait for Doug to PM me................

Top
#3573528 - 05/15/12 07:57 PM Re: SimHQ O.N.E. promo video by Tao [Re: guod]
Taosenai Offline
ArmA 2 Stuff Maker
Member

Registered: 03/29/11
Posts: 1082
Loc: U.S.A.
There is absolutely nothing changed about weapon behavior other than the velocity of the bullets from the SD magazines. All previous aspects -- magazine compatibility, AI hearing characteristics, etc. -- are left unchanged.

So yep, your use case is right -- you just play as always and enjoy SD weapons with normal, non-subsonic ballistics.
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

Top
#3573571 - 05/15/12 09:50 PM Re: SimHQ O.N.E. promo video by Tao [Re: guod]
gatordev Offline
Member

Registered: 09/30/06
Posts: 290
Thanks...one more question... What's the .pbo that makes this work? I'm setting up my launcher so I have a SimHQ group and then my "everything else" group. So I don't double up on addons, I'm trying to move your SD fix addon over to another folder so I can load either folder, depending on what I want to play (SHQ vs "everything").

Top
#3573585 - 05/15/12 10:08 PM Re: SimHQ O.N.E. promo video by Tao [Re: guod]
Taosenai Offline
ArmA 2 Stuff Maker
Member

Registered: 03/29/11
Posts: 1082
Loc: U.S.A.
tao_ammo_minimal.pbo

It's client-side only, so you can do whatever you want with it, even delete it or whatever. That is, no mission will ever 'depend' on it to load. It also includes a change to the size of M136/RPG-18 ammo (1 slot only) and makes FFAR rockets fire one at a time (rate of fire, AI behavior, and impact pattern are all unchanged).
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

Top
#3573593 - 05/15/12 10:37 PM Re: SimHQ O.N.E. promo video by Tao [Re: Taosenai]
gatordev Offline
Member

Registered: 09/30/06
Posts: 290
Originally Posted By: Taosenai
tao_ammo_minimal.pbo

It's client-side only, so you can do whatever you want with it, even delete it or whatever. That is, no mission will ever 'depend' on it to load. It also includes a change to the size of M136/RPG-18 ammo (1 slot only) and makes FFAR rockets fire one at a time (rate of fire, AI behavior, and impact pattern are all unchanged).


I started playing with it after I asked... Something I've noticed:

Weapons that have, before the .pbo is added, been able to fire both SD and normal mags (like the BIS M4 SD or Lennard's L119A1) can now not fire unsuppressed mags. Not a big deal since the ballistics are fixed now. However...

RobertHammer's weapons (pretty much all of them except the MK17) can still fire both types of mags. However (again), shooting a SD mag at an AI elicits an immediate response and he knows right were you are. There must be something different with RH's config.

Don't mean to derail your video thread, I just haven't seen a O.N.E. "report" thread and figured I'd continue here. All in all, it's still a great addition, but just thought you might be interested in the info.

Top
Topic Options
Rate This Topic
Hop to:

Moderator:  adlabs6, RacerGT 
 

Forum Use Agreement | Privacy Statement
Copyright 1997-2013, SimHQ Inc. All Rights Reserved.