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eaglezero6205

METAL GEAR SOLID Campaign Project for Arma2 CO

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Hey guys sfter playing many missions and having made my own missions with all the addons available out there

I have decided that I have almost everything I need to make a Metal Gear Solid Campaign Ive already made the beginning level so I know it can be done with the use of several addons as well as a maybe a Project team I am thinking I can take this to the next level. I don't know much about scripting but I can do Scenery

and know how I want to go about all this. As big a game as Metal Gear was and has grown to be, I know that there are many others out there that love Metal gear and love Arma2 Obviously. Ive never built a Campaign before but I'm sure that if I can get enough resources it should not be a problem. Like for instance Voice actors would add Immersion,and I'll need scripts for alot of things undoubtedly as well as Possibly even the biggest Feat a Model of the Old METAL GEAR REX. Here are some Screenshots of what Ive done so far

arma2oa2011090721584798.jpg

This one is of what would be Solid Snake Swimming to the surface just before the cargo Dock after exiting his 1 man SDV which is currently not able to be simulated so I am improvising with another mod to stay submerged on entry into the Facility. Several Objects from various libraries were used to Create the dock area.

arma2oa2011090722010084.jpg

In this picture snake settles behind an Obstruction where hes contacted by Colonel via his codec for the first time in the game. I'm sure the Codec sound will be easily implemented.however as for the actual Avatar Animations in the Picture to Picture Communications may be hard to accomplish or even just left out all together.

arma2oa2011090722024119.jpg

"They're armed with 556ers and Pineapples"

arma2oa2011090722025718.jpg

Here we see one of several of the Genome Soldiers guarding the Cargo Dock Area you may recognize the Units and Weapons from some fairly popular mods,It turned out to work great with the US markings on the shoulders considering that in the game they were indeed US military Special Forces. I think FOXHOUND should sound familiar to all of US...hehe

arma2oa2011090722013984.jpg

In this Image just behind the Guard you can see the entry tunnel that leads out into the Bearing sea

and the upper deck portion of the dock as well as a different variation of the Genome Soldier.

arma2oa2011090722031387.jpg

This last Image shows the view from the Docking port all the way down to the Cargo Elevator Currently Non Operational."I TRIED THOUGH"... I'm thinking I can talk to JDOG about how he set up the Nimitz elevator or something. For now its not important and can be left out. As for when you sneak behind the white Standing Forklift I am irritated to say that I found one long ago to place as scenery in Arma2 but I Cant remember where it was. I would really like to have it in the Level if anyone knows what I'm talking about its a detail that won't go unnoticed and if you have info on this please let me know.

Thats all the images I have I'm also working on a film portion as well. If anyone is interested in being part of a group effort to bring this to life let me know. This includes anyone for Voice acting, scripting ,Modeling or just Ideas please don't hesitate to give me a shout I really think this can be done.

Thanks for reading,

Eaglezero6205

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Hey, Eaglezero

This looks great!. This is Just the type of mission i am also planning to make. I am a noob to arma2 and have so far made many stealth mission's in the editor. I'm in pretty much the same position as you, i can model in max, and make missions in the editor but i know little about scripting. Maybe we can help each other along the way or combine our efforts?.

Edit; Are you going to make a complete model of shadow moses Island?. I would be up for helping to model the whole thing, if you would like.

Which mods do you use?, i have tweaked the loudness of some units with the" Infantry stealth and recognition skills" mod, and can now perform infiltration missions very nicely. SMK animations is also a must for me. I was using the wire cutter in ACE mod to breach barbed wire and fences, but since ACE2 isn't compatible with SMK animations, i am having to make do without ace for the moment.

I have two projects in the pipeline for the near future, one is an underground tunnel and bunker system for the military base in Zargabad, and if i can complete that, afterwards i hope to make an accurate head model of Old snake to add on to an existing body.

Btw, In your scenery do you have any duct's or tunnels to crawl or crouch through?

tunnel/bunker sketch

http://www.flickr.com/photos/63235598@N06/6461340145/

Edited by freeman83

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Yeah sure,that would be great .I don't do modeling as I said before,just pretty much have an Idea and I can do scenery fairly decent. As of right now I'm actually only planning on using existing maps for different parts of the campaign so alot of map switches would be in order. On top that I know little about Modeling a map for Arma2 Other then you need a whole Lotta space and a really great rig. Mines a mediocre type and I seriously doubt I have the space to perform such a task. Im just going by keep it simple at the moment so building shadow Moses is a very large task and would be alot of work. As of right now what I'm trying to do is assemble a team for the project where everyone can do a little to add up to alot. without too much on anyone persons shoulders. I have so far thought that I could use one map to accomplish what I can on and then use teleport to get to various other areas of the Island and only switch maps if its absolutely Necessary then use Available scripts to accomplish different tasks until I can find someone to perform the Scripting for more advanced tasks. An example might be the Nikita missile part and the electric flooring.But the Main model issue right now is REX. I will accomplish what I can with whats already available and then adapt it with future versions as necessary.

Mods so far would include,SIX Watkins/MAPEU/GNAT Submarines/GNAT Scuba/BB Units Schnapdrosel /ags Industrial/Ado Objects Req/ADO ArmsV1.3/ADO Arms V1 Muticam/ADO Units.

Ive never heard of that mod sounds very interesting I'll look into it. Ive used SMK before but I had trouble with constantly running and stopping to do a Combat roll. Though It has been updated I haven't checked into it yet. The Ducts and tunnels are going to be a challenge Ive not seen anything I can use for that purpose but maybe a Container Flipped or something .

The tunnels in Zargabad should be Interesting to see Ive not seen a n Underground mod as of yet other then "JOHN" a Rambo story campaign.

Anyway thanks for your interest I actually had to look into the mods I was using I haven't opened that mission in quite some time so that should be the full list thus far you may notice NO ACE or CBA. I love ACE2 but I am trying to watch what I use.Not everyone has ACE2.

Edited by Eaglezero6205

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there is however one issue i see with those scenery pics - the ai pathfinding will be very problematic. Tight corridors makes the ai get stuck alot, so you will need to plan some sort of compromise for space and scenery for the ai to patrol and work with.

I have seen it happen on Namalsk - the abandoned factory looks great and all, but the ai cannot go inside it without phasing through walls, getting stuck, or simply getting stuck on the outside walls.

just a little tip

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@Igneous01 You are 100 percent right. I did have that issue I even set invisible barriers.They worked to keep the player in but the AI just ignore them. I miss the F03 Navmesh option lol. Even then the patrols were very funky even when I moved them around. I tried to set up the exact paths they used in game but Unfortunately It didn't happen and I honestly have low hopes that I can make it happen AI pathing has always seemed to be a problem for mission makers.

On another note Ive signed up the Metal Gear forums and conatcted a person that actually has done a 3d model of REX I however am waiting to hear back.

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Just a thought, it will take a while to finish the project anyway right?, by then Arma 3 may have been released or close to release. Maybe it is better to aim to release it for A3 because it will solve some of the problems you are facing, for example the AI path finding, i think a dev mentioned improved path finding in a A3 demonstration mmaybe. by then Arma3 could have a melee attack or stealth kill, and perhaps a knife. Maybe it will be more mod friendly and BIS will provide better mod tools.

Edit; also their will be submarines in Arma3. MGS1 begins with submarine insertion if i remember correctly.

I'm working on something, will show you soon ;)

Edited by freeman83

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well I may or not be able to run Arma3 or Even purchase it for the matter to be Honest I played the demo for about 6 months after AO. Im not too keen on buying games, I just Loved this Game. I also said before that I am quite Confident that with the mods Available it can be done for Arma2. Besides I wanted it Available for Arma2 to begin with. I'm also more familiar with the Editor and have already made level 1 Why stop there. There could always be another Campaign made for Arma3 later pending the Outcome of this one should this project ever take off. Im still assembling the team as of yet and REX is still an issue.

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I think OFPEC is the best place for recruitment, tools and anything you need regarding this project, if you haven't already, checkout the OFPEC site.

Edited by freeman83

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Well I'm checking back in after a long holiday hope everyone's holidays went well but now Im trying to get back to it when I can of course. I saw on Armaholic Feint is fixing to release hes Underwater Diving mod and Im really counting ON having that as an option for the Opening it would be way better then using the Dive tanks to 9ft below surface and IM having issues with Death upon exit of the tanks at times. Also the Forklift has to be a white standing Operator Lift. I don't really wan to just throw in anything to sub it however at any level it can be left out if necessary. I'm keeping an eye out for Mods to use to make this campaign with and have still yet to assemble a team. However After toying with the Police mods I see that Textures can be applied to existing units via script thus opening a new playing field for the possibility of making the characters look like the real ones or at least resemble the real ones.Wouldn't it be cool if someone designed a Metal gear solid Characters Units Pack Complete with a REX.This mod is a progress in slow process but I hope to see it come to light. Till we get more people to work on this and have more resources it will continue to make snail tracks but Any progress is good progress I hope to start on the next portion of level soon.till next time later and thanks for the comments.

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I thought OFPEC was kinda out of date and was for Armed assault not Arma2 most the stuff I run into on their site is mostly dead links and such.

EDIT: 4/4/12 OK I just wanted update PROJECT IS BEING PUT ON HOLD till Further Notice.

Edited by Eaglezero6205

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I just found this thread and I am really happy with what you have done so far. I hope that this is still in the works.

---------- Post added at 22:23 ---------- Previous post was at 22:22 ----------

I know that you said it is on hold, but I still look forward to seeing more of it.

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