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Old 03-19-2010, 10:11 AM   #11
ANDROMEDA

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Default Re: ShackTac Fireteam HUD

Don't know why, but I liked this thing.
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Old 03-19-2010, 10:32 AM   #12
Blakeman
Default Re: ShackTac Fireteam HUD

Quote:
Originally Posted by AgentMongoose View Post
Pr bf2 never had anything like this, and I for one see it as a step into the arcady.
I agree, if comms are set up right you won't need all this kind of thing. I don't mind tweaks, but even BF2PR got rid of the radar (I remember the Garmin) and gps systems for infantry.

"You don't hurt em if you don't hit em." - Chesty Puller
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Old 03-19-2010, 11:33 AM   #13
gazzthompson

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Default Re: ShackTac Fireteam HUD

Quote:
Originally Posted by Blakeman View Post
I agree, if comms are set up right you won't need all this kind of thing. I don't mind tweaks, but even BF2PR got rid of the radar (I remember the Garmin) and gps systems for infantry.
but it kept the system of visually showing your squad mates on the hud with green arrows when they are close, i would compare this to that.


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Old 03-19-2010, 11:36 AM   #14
ComradeChaos

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Default Re: ShackTac Fireteam HUD

Shacktactical is known to be quite realistic if you've read the guide that is stickied, it is a good thing.
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Old 03-19-2010, 11:46 AM   #15
Blakeman
Default Re: ShackTac Fireteam HUD

Quote:
Originally Posted by gazzthompson View Post
but it kept the system of visually showing your squad mates on the hud with green arrows when they are close, i would compare this to that.
I would rather it be floating like that than a sort of compass, that way less items on the screen. I like the least amount of extra bits taking up my screen.

Hopefully the Arma2PR folks here can come up with something of their own that is more like the BF2PR hud since I think it works fine.

"You don't hurt em if you don't hit em." - Chesty Puller
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Old 03-19-2010, 11:58 AM   #16
gazzthompson

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Default Re: ShackTac Fireteam HUD

Arguably, 5 floating green arrows that fly all over the place is more bad for immersion and less stuff on screen than a small radar like that.


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Old 03-19-2010, 12:23 PM   #17
Blakeman
Default Re: ShackTac Fireteam HUD

Quote:
Originally Posted by gazzthompson View Post
Arguably, 5 floating green arrows that fly all over the place is more bad for immersion and less stuff on screen than a small radar like that.
Not in my opinion, since the radar feels artificial whereas the green arrows would be what someone would know by peripheral and other senses. We still can't replicate just knowing the sound of a fellow squadmates gear rattling etc, so it makes more sense to me than a radar.

Might just be that I hate all the personal radar in many of the more arcade type fps games though.

"You don't hurt em if you don't hit em." - Chesty Puller
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Old 03-19-2010, 12:26 PM   #18
gazzthompson

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Default Re: ShackTac Fireteam HUD

Quote:
Originally Posted by Blakeman View Post
Not in my opinion, since the radar feels artificial whereas the green arrows would be what someone would know by peripheral and other senses.....
... as with the radar :P


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Old 03-19-2010, 12:39 PM   #19
Dslyecxi
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Default Re: ShackTac Fireteam HUD

Quote:
Originally Posted by Blakeman View Post
I agree, if comms are set up right you won't need all this kind of thing. I don't mind tweaks, but even BF2PR got rid of the radar (I remember the Garmin) and gps systems for infantry.
This is an interesting statement considering that the addon was developed by a group that is pretty well-established as having very good comms and teamwork. I'm not saying anyone's wrong for thinking this is "unrealistic" (it's an argument I just don't have the energy for, and really, it's a personal thing at the end of the day anyway), but do consider the source of the mod in the first place. We made this based on years of experience in OFP/ArmA/ArmA2, playing at a high level. It has been a very welcome tool since we adopted it. When used in our typical method, it shows four people - just your own fireteam. This is not the BF2 radar that shows everyone on your team or terrain or anything like that, and it was very deliberately designed not to do those things.
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Old 03-19-2010, 12:53 PM   #20
xxXmsgt_jimbobXxx
Default Re: ShackTac Fireteam HUD

Quote:
Yes, it's client-side only. As long as you have CBA and this, it should work in any combination of mods etc that you can come up with.
Quote:
How to adjust for other islands
The current implementation of the STHUD uses a map control to display the markers. Unfortunately, map controls can't seem to be configured to not have gridlines and the zoom needed to fit one grid square inside the map control varies from island to island.

There's probably a way to figure these values out from examining the island's config but until then, we hardcode the values for each island used by ShackTac in the config.

When you use an island that isn't hasn't been configured, you'll get a sideChat saying so. You can tweak the three values used in real time assuming you have some sort of debug console. Once you're happy with the values, post them up and we'll be happy to add them to the next version of the STHUD.

First you need to ensure the markers are in the center of a grid square:
Code:

ST_FTHud_Centre = [150,150];

You will also need to adjust the zoom so the grid square fits inside the HUD without showing grid lines.
Code:

ST_FTHud_Zoom = 0.5;

If the markers are too big for the grid square, you'll need to change the scale value to shrink the markers:
Code:

ST_FTHud_Scale = 1.0;

Adding to the island's config:

Code:

class ST_FTHud_IslandSettings
{
class NewIsland
{
Zoom = 0.5;
Scale = 0.95;
Centre[] = {150, 100};
};
};

(Similar story with the hud's own config)

Remember, for those of you that run islands other than the ones listed, please feel free to find out good settings for them and we'll be happy to include those settings in future releases of the STHUD.


looks to me like its the player's choice.

I'm fifteen. I don't expect special privileges but be patient. I am slow. Some days more than others.
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