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wolfmat

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Everything posted by wolfmat

  1. Sure you can. 1. You find a hatchet that actually is a hatchet (Hint: It looks like a hatchet on the ground) 2. You pick it up, it ends up in the primary slot, looking like a hatchet, and dangling at your side as a 3D model 3. You run into a forest, pick a tree, go in front of it, open the inventory, right-click the hatchet and pick the option
  2. The hatchets on the ground looking like ammo are a bug. You can actually find a legit hatchet, it looks like a hatchet on the ground. It is a primary weapon now though, which is of course a PITA because you can't easily carry a proper primary and a hatchet with you now. But it makes sense to a degree, right? I mean, this "hatchet" is as long as my arm. rocket should rename it to "axe".
  3. Roshi, stop the bickering. Let him say his piece if he has to. The spawning thing is actually a legitimate bug.
  4. You can use a hatchet for woodcutting like before, rightclick near a tree in the forest. Roshi, what you picked up was called hatchet, isn't actually a bunch of hatchets though, but the ammo for hatchets, which doesn't take up inventory space. "Legit" hatchets STILL LOOK LIKE HATCHETS. They go in the primary slot now (where your rifle goes). So that makes things awkward to a degree. You switch to them as if they were a rifle or whatever. They have a million shots iirc.
  5. Oh dude, I think I know what the ghost hatchets and crowbars that look like shotgun shells or Makarov ammo are, they're ammo for the actual hatchet or crowbar. So rocket, you might want to give them a spawn probability of 0% because I'm pretty sure you've given the weapons enough shots to last for years.
  6. Cows also go flying when you hack them in the face. Which makes me think of Monty Python And The Holy Grail.
  7. Engine parts start burning when you hack them with a hatchet.
  8. Okay I guess I have to mousewheel-scroll to ready the hatchet, all is well :)
  9. Found a legit hatchet. Not sure how to sink it into faces, no obvious attack thing.
  10. Yeah, FPS is stellar, good job on that mate Okay, the visibility only getting up to 1 bar was because the game seemed to think it was night, sorry for freaking out.
  11. Issues: - Hatchets and crowbars are shotgun shells - After picking them up, they do not appear in the inventory - Picking up a knife drops items - I have 1 visibility bar at the most (easy mode? WTF!) But I can pick female now. So that's cool. And food spawns.
  12. wolfmat

    Pending Hotfix: Build 1.7.1.2

    That's not a problem at all. They believe they can fly. And you just gotta believe.
  13. I never had this happen. And I rotate servers a lot. I think beach camping is a myth. Crouchrun works like before now, according to the patch notes. So crouchrun, crouchwalk, pronerun, pronewalk, pick the appropriate movement variant to get to the loot. It's a mod he made in his free time. It's a free mod. You buying ArmA 2 for it might be your way of getting to it, but he doesn't get money for that. He doesn't get a cut of the sales or anything. He's an employee with a salary at Bohemia. And the mod is not Bohemia's product. You need to differentiate there. Plus, you had fun so far, right? Like, hours upon hours of fun? With your buddies and shit? So I don't see why you're freaking out about it. That sounds like a good way of going about it. Wait it out, if you hate it still, then it's probably not going in a direction you would enjoy. It's like with AMC shows or whatever, you know. You get the subscription and then Walking Dead gets worse and worse, but you still have that subscription. Along those lines, like you could watch Mad Men instead on AMC, you could play another mod, or even the normal game, of ArmA. Because it's a terrific milsim. It really is!
  14. They're spawning anyway right now, just too late. It's the same thing, only correct: Spawn the zombies so that you run into them, not so that they can only see you at the horizon because you're already really far away.
  15. Oh, a mechanical issue that's probably inherent to how things work: Bikes (and probably other vehicles) are too fast to let zombies spawn in time when you zip by a town. So bikes = No zombies unless a player's been nearby recently. Edit: Possible fix: Detach spawn circle from player location. Offset spawn circle: Spawn circle = Player_loc + (normalized_movement_vector * speed * magic_value).
  16. Not sure if this one got through: Putting on suits can despawn nearby zombies. So I put this ghillie suit on, a zombie in a building next to me vanished. That was in 1.7.1 though.
  17. wolfmat

    Build 1.7.1 Rolling Update

    It's really easy to break line of sight around the airfields, by the way. Just sayin.
  18. wolfmat

    Build 1.7.1 Rolling Update

    Find a barn. A wild weapon appears! Come on dude, you've played this for some time, right?
  19. wolfmat

    Build 1.7.1 Rolling Update

    Okay, one example would be crouch-running a couple of times around a building, directly next to the wall. At some point, you will break the line of sight because of inferior pathfinding, and then, you need to stfu, go prone and get out of there. Unfortunately, you will have no way of telling when the zombie de-aggros exactly, so you're gonna have to feel your way towards it.
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