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PR:ARMA2 General Discussion General discussion of the (as yet unreleased) Project Reality: ARMA2 modification.

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Old 03-19-2010, 05:49 PM   #31
sparks50
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Default Re: ShackTac Fireteam HUD

This is the correct way to go about realism IMO. Some people think that an game will always get more realistic the more minimalistic the HUD is, but they forget that doing tasks in the physical world VS looking through a small computer screen will always be vastly different no matter how you go about it.

Yes, I do want games to be more ambitious, to over-reach spectacularly,
to be more open and vibrant and mad.

-Jim R.
Rock, Paper, Shotgun.
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Old 03-19-2010, 06:40 PM   #32
socomseal
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Default Re: ShackTac Fireteam HUD

Before we continue this argument, let it be known that this hud requires CBA meaning there is slim chance it will be added to ARMA2PR.

Long time PR player+

Tacticalgamer ArmA admin
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Last edited by socomseal; 03-22-2010 at 10:29 PM..
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Old 03-19-2010, 07:49 PM   #33
Dslyecxi
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Default Re: ShackTac Fireteam HUD

Quote:
Originally Posted by socomseal View Post
Before we continue this argument, let it be known that this hud requires CBA meaning there is no chance it will be added to ARMA2PR.
It requires CBA currently because that's convenient to us. There's nothing stopping us from developing a version that would work in A2PR w/o CBA.

Is that on our agenda currently, though? No. To say that there's "no chance it will be added to A2PR" is simply wrong, however.
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Old 03-22-2010, 09:40 AM   #34
[R-DEV]wormeaten
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Default Re: ShackTac Fireteam HUD

Try it on AToW yesterday in PvP MP game and it works great.
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Old 03-22-2010, 01:23 PM   #35
Wattershed

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Default Re: ShackTac Fireteam HUD

Can everyone saying "no" and act all "I'm L337 and don't need anything" realize that they are trying to create a teamwork mod that is played by the unexperienced public? Public needs to be modded in order to have a good game experience. So anything like this would help a lot. and it doesn't obscure anything.

Just play vanilla Arma2. Where everyone is running around like headless chickens in public.
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Old 03-22-2010, 01:58 PM   #36
Web_cole
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Default Re: ShackTac Fireteam HUD

I think points made earlier about PR having a similar system to this are valid. PR uses the green arrows to simulate real world situational awareness, I see no reason why PR:Arma2 shouldn't have something similar. I know personally I've just started playing Arma 2 and I lose track of teammates all the time.
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Old 03-22-2010, 02:07 PM   #37
K4on
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Default Re: ShackTac Fireteam HUD

Quote:
Originally Posted by sommergemuese View Post
but you need TS3 to talk with your mates or you get "lost".
get mumble
but i dunno if mumble supports 3d voip in arma2...


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Old 03-22-2010, 02:08 PM   #38
sommergemuese
Default Re: ShackTac Fireteam HUD

I like TS3 more
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Old 03-22-2010, 09:56 PM   #39
AgentMongoose
Default Re: ShackTac Fireteam HUD

Quote:
Originally Posted by Wattershed View Post
Can everyone saying "no" and act all "I'm L337 and don't need anything" realize that they are trying to create a teamwork mod that is played by the unexperienced public? Public needs to be modded in order to have a good game experience. So anything like this would help a lot. and it doesn't obscure anything.

Just play vanilla Arma2. Where everyone is running around like headless chickens in public.

I feel your argument is off point.
Players are hardcoded. Players will do whatever players want to regardless of a little 45m friend or foe identifier. I say friend or foe Id instead of squad locator is because that is how this device will be abused.
Hmm there is a guy 40m behind a rock... Hmmm I don't see anyone on my squaddar over there let me chuck a Nade.
Then one of 2 thing will happen
1. A friendly is killed because he wasn't in the squad theirfore not on squaddar.
2. A foe is killed by some magical short range ground based radar.

Neither is what I want to see.
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Old 03-22-2010, 09:58 PM   #40
sommergemuese
Default Re: ShackTac Fireteam HUD

Wrong:

You can see ONLY your Mates no Enemys!
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