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Parias

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Everything posted by Parias

  1. Neat video, I've actually been looking for excuses to get back into CA. That said.... Ack. What features haven't been implemented yet?
  2. It's not just the land warfare - it's the overall RTS-style control that I really find interesting. I had a ton of fun just ordering units around and coordinating attacks with my friends at the last LAN party I did with this (I modified the mission we were playing so one of them could fly an A10, and the other a KA-50 since those were the packages they owned) - I actually barely touched direct control for the vehicles at all.
  3. Isn't this the case by default? It is for me - I launched right into a mission in CA without bothering to change my controls at all the first time, and my mouse controlled all turret movements without issue. Although interestingly, I just double-checked to compare (Options -> Controls -> Ground Unit -> Axis Commands) and noticed that my bindings menu here was completely empty. I don't know if that's something specific to my own configuration somehow or not though.
  4. Ah, I think you're correct. It's a bit annoying to troubleshoot because a unit will path along a pretty gentle slope, then just roll to a complete stop right before something even 'slightly' higher - and have the same behavior even going downhill. If I apply more incremental waypoints and replace my unit with something that has a bit more oomph to it though (the BRDM2 seems like a pretty good winner so far) then I'm able to get a bit better results out of the path finding. I wish there was a better way to gauge this from the editor as opposed to having to start the mission, wait the 3 minute load time, realize your waypoint doesn't work, bomb out, make some minor adjustments, and then try try again. But yeah, I think I'm getting some better results now - thanks for the tip!
  5. Is there some special trick in getting ground vehicles to properly handle off-road waypoints in elevated terrain? I'm trying to get a ground convoy to head up a mountain pass, but they simply won't do it. Some vehicles will follow an initial chunk of the waypoint path, then just stop completely - others won't even try and will just halt in place. Seems to depend on the vehicle type - I set up a competition of sorts in my mission and found certain vehicles will handle off-roading better than others. While reproducing this symptom, I'll lay down a lengthy path into the foothills for my ground convoy, then go in-game and immediately go to F10 view. Clicking on the group in question will show the path they're trying to follow, but the destination 'flag' terminates only a small amount into their journey. Attached are a couple of screenshots showing how things appear in the mission, and the editor (actual full waypoint path) respectively - is there anything I'm doing wrong here? This is a complete show-stopper for the kind of mission I'm planning. Thanks!
  6. It costs four hundred thousand dollars to fire this weapon for twelve seconds.
  7. Aha! I can't believe I missed that, it even says in the manual that it's useful for multiplayer... if it performs as advertised, it should work perfectly. This is good advice as well and will be useful for cases where I do want both players to receive the same dialogue; I was wondering about using time-since-flag to manage this, but didn't know how to implement it without making one message dependent on the other. I hadn't thought about using a continuous check though, that makes sense. Thanks! Now I can get back to work.
  8. I'm setting up a heavily scripted, dialogue-driven co-op scenario, where two pilots will initially be working independently on separate objectives, but will both be receiving the same text messages from 'Command' based on their progress. Aside from plot purposes, this is also because there doesn't seem to be a way to restrict the text messages to only be sent to a specific player / vehicle owner (just everyone, or everyone on a specific faction). The problem I'm running into with this is that if player A completes his objective at the same time player B does, they'll both have separate, unique lines of dialogue triggered, but the latter one will go over top of and completely interrupt the former one, potentially before he'd have a chance to finish reading it. Is there a way to have the game just display multiple text dialogue boxes at once, or just queue the messages? Or is there some other, better way I can work around this?
  9. That about says it - I'm a pretty passionate action gamer who's dipped his hands into every genre.. I play (and love) all the new cliche Call of Duty, Halo, and Battlefield releases as they come out, RPGs like Skyrim (and other assorted JRPGs), RTS games like the Command & Conquer franchise and World in Conflict, space sims (Freespace 2!) - pretty much everything, but every few months I can't help but break out my HOTAS setup and dive back into the A10 for a few rounds to see what else I can learn.
  10. Oh, derp - I didn't even notice this thread had been resurrected from 2009, my bad. Yes, the protection method has changed since Black Shark 1 - with the first release you could indeed play over LAN without being forced to check in with the online master server first - I guess BS2 now uses the same system A10 does so LAN play with one copy isn't possible.
  11. I'd like to know this too - doesn't it force you to log in to the online master server (requiring you use an account linked to the serial key, of which you can only have one system logged into at a time) even if you're doing LAN play - or has this now changed?
  12. I'm confused on this too, why are those campaigns being removed in this patch?
  13. Especially when Russians are
  14. Seconding the X-52 - I love the hell out of mine and get a ton of use out of it.
  15. There was a function for this in DCS: Black Shark wasn't there? Or am I remembering wrong?
  16. Hah, I gotta agree - that trailer really was the game-seller for me. I've also used it to sell the game to like three other people as well.
  17. Agreed, TrackIR is definitely the best solution - a must for this game.
  18. That takes a lot of the thrill out of it though - if you build your own missions, you know everything that's going to happen in them. A lot more exciting to play other content (especially if it's well-made), particularly in a co-operative context. It'd be pretty cool in particular to try a few of the singleplayer missions in co-op play and I'm honestly a bit surprised they don't naitively support this.
  19. No, you do need to be logged in - this is a point of rather fierce controversy over in the MP forums because it basically 'breaks' LAN play (you need to be 'logged in' to the master server online even if you're just playing locally).
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