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I think the Board Submarine from the exterior, was removed, or it quit working. I haven't used it in a super long time. I'll look into it and try and add it. BIS changed the menu stuff, so I may.... Nevermind, I'll figure it out. I can code around BIS' issues if I need.

 

I'll add AI Support as well to at some point. But, yeah, just place them manually somewhere.

 

The Heli Paperwork allows you to override the Module setting. That's the Heli Type that gets assigned to the mission for the rest of the game. This allows you to decide what type of Heli you'll need/want based on the Mission assigned and/or the Intel Report for your operation from the SCAR setup. It let's you pick from INSIDE the TOC as needed.

 

Each Heli has pros and cons.

 

1. The old Civ Heli is Black-ops, very stealthy. But limited speed, equipment, and flys high to blend in with civilian air traffic. Only carries a couple of guns. Super sneaky!

 

2. The SOAR Black MH-9, is Military Grade and flown by Operators. Has more military gear, flys fast and very low, on the deck below Radar. Intense with high precision. Also fairly stealthy, and you can shoot from the benches if needed.

 

3. The Ghosthawk is armored and can take a pounding. Has a full crew with Door Gunners that will engage targets when they land at the LZ. Has alot more gear and equipment. Can deploy a Zodiak CRRC (duck). And also flys very low below Radar! Not stealthy though. Full combat. Low & Fast!

 

4. The Huron-Twin, can haul a large team. Has a ton of Weapons and Gear, including a UAV for Recon, and even a Mortar. Great for re-arming a larger element or platoon. And has a CAS AH-99 Blackfoot Attack Heli as an escort when dropping you off at the Infil LZ. It's a beast. But... is the WORST choice for stealth.

 

 

Thanks for the feedback. Keep 'em coming fellas.

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Info/Tip:

 

The way its meant to be played with those Helicopters, is you File all of the Paperwork for Heli Type, Infil Start Location (Off Map), and what type of LZ, etc. You can pick PIN-POINT or COMMAND.

 

With PIN-POINT the Pilot will try and Land EXACTLY where you Clicked, so be careful picking the LZ. Flat and clear of all obstacles. With COMMAND, the LZ will be selected for you based on where the CURRENT SOCOM Marker is at for your Mission, OR you can Click to indicate where your Object is at, and HQ will pick an LZ for you, out to 2km away at Random, that looks Flat & Clear according to their Intel SAT Data.

 

Once you are in, and the Heli lands at the LZ, run away from the Heli and get CLEAR in case it starts taking fire. You need to get clear of it anyways. Then pull up your CORE Menu (SHIFT+C) and Select RTB to send it back to Base. Once he is clear of the Map, he'll Radio you a msg stating he is Off-Site.

 

You can then CALL him again at anytime to use him to Re-Arm, Transport, Helocast, Exfil the Mission, and so on. What is often missed is people forget to send the INFIL HELI HOME. The Infil Heli has ONE job, and one job ONLY. Get you into the Landing Zone, then Return to Base. The NEW 2nd Heli you call is the Main Support Heli. You will have Options from inside that Heli to command and give input on what you want the pilot do do.

 

 

 

Hope that sheds a little more light for anyone that's interested. :f:

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Hi, I have a problem with heli insertion. It always leaves my screen black, only text is visible...

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59 minutes ago, matkob said:

Hi, I have a problem with heli insertion. It always leaves my screen black, only text is visible...

same here ..

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So sorry gentlemen. I messed up. I'll upload the fix later tonight. I stopped mid upgrade, and didn't finish. Fix coming soon......

 

Until then, you can fix by running:

cutText ["", "BLACK IN", 5];

 

from the Debug Console.

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UPDATE

 

v0.2.3 Beta
=======================

FIXED: Black Screen bug if using Heli Infil
ADDED: Optics Gear (Binoc configs, WIP)
ADDED: Remove Reload Icon option .pbo file
ADDED: Remove Ammo Count option .pbo file
CHANGED: Updated New Weapons config (WIP)

 

 

Also updated the Example Mission from my sig as well. It may have been broken.

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thx for the quick update/fix :)

 

some things I would love to see ...no requests...just some ideas

 

using the Blackfish VTOL for Halo/Para insertion

 

http://static2.businessinsider.com/image/51e0032069beddf452000009/marine-recon-only-exists-because-of-the-atomic-bomb.jpg

 

Zodiac insertion

 

http://www.americanspecialops.com/images/photos/navy-seals/seals-zodiac-team-hr.jpg

 

 

drone support (intel) during the mission

 

CSAT Pacific faction support please :)

 

 

cheers

 

 

 

 

 

 

 

 

 

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1. Blackfish, Check. I'll add it to the list at some point.

 

2. Zodiac. Already supported and in the Ghosthawk. Its on the bird if you call it back later. Its not available for the initial Infil. Doesn't make sense, I know. I'll redo the Infil stuff, and add some options for it from the start.

 

3. Drone. On the board soon. Should be in the next set of updates.

 

4. CSAT Pacific Faction... Not planned, but I could add it in if you want. I never use them. Sure, no problem.

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Nice to hear :)

 

for the CSAT Pacific Faction...of course for Tanoa but also for the Cambodian Playground  ( maybe even better on this one)

 

....doesn't hurt to have some chineese bad guys in the mix  anyway 

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Thanks for the update. Are you also planning some more support for AI in SP during infils? For now only XC-130 HALO and Paradrop is working but even so it takes away the backpacks of AI and after jump it gives them back empty. Heli and submarine infil is possible only as a player.

 

thx

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Notice:

Should have some updates this weekend if I have time later today or tomorrow.

 

A major game-changer for me was the overhaul to the Sonic Cracks. I absolutely HATE the "popcorn" double pops of combat in the game. Although realistic, I think it sounds terrible. I removed the "Sonic Cracks" and replaced them with numerous "Bullet Wiz" effects if the rounds buzzzzz close by the player. Played our first game yesterday testing this, and it is WAY more immersive (opinion) if you prefer the fictional movie-style sound effects you always hear in entertainment.

 

Another update I did, was added Damage & Pain effects when you get shot. I'm super sick of the medical icon that pops-up when you get shot. Its yet another horrible decision by BIS and is completely contradictory to the realism they tend to aim for. I just don't get a lot of the management decisions by BIS. They go for realism one day, and they next they treat you like you're 12 years old.

 

Now when you get shot, it'll spray the screen with random Blood Splatter, and add some sound and Pain effects as well. I'll be removing the Medical Heal Icon soon when I get time.

 

Another update I did, was added a Long-Range Support Radio you can setup and use to help simulate calling for Support. You have to punch-in the GPS coordinates into the panel and select the Channel you are broadcasting in. You can setup the options in the Module, for Range, Number of Calls, Support Type, etc for EACH channel/type. Some support options to call right now are Support/Transport Heli, CAS Blackfoot, APC, QRF Heli ParaTroops, Land/Naval Artillery, and FighterJet Strikes. There are 10 Channels to broadcast on. I may add more in the future.

 

This adds a bunch of immersion as you have to know the GPS Grid and dial it in. Under stress, and the combat fog-of-war, this can add human error, so be sure to double check your numbers and channels. Super fun!

 

These options can be controlled by the modules, or by simply removing the BulletFlyby config pbo file if you do not want the movie-style sound effects.

 

I have a few other small updates in the other projects as well (like burying your HALO Gear). Its been a slow season, but I'll try and upload a few of them too this week when I get time.

 

Over & Out

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Radical Winter Solstice, and Bitch'n New Years fellas!

 

This is the biggest CORE update so far. Its now the 2nd biggest file in my SpookWarCom Series. This was a real Game-Changer for me. I have a few philosophical differences with BIS, so I decided to release these as part of my CORE Addon. The big ones here are the Bullet Sound Effects, Blood Splatter, Radio, and the Tactical Reload modifiers.

 

UPDATE:

 

v0.5 Beta
=======================

ADDED: Black Mk18 Marksman Rifle
ADDED: Black VX-7 "Nighthawk" 7.62 Battle Rifle
ADDED: Gypsy Long Range Support Radio (10 ch)
ADDED: Gypsy Support - Land/Naval Arty
ADDED: Gypsy Support - FighterJet Strike
ADDED: Gypsy Support - APC (more options ON the APC too)
ADDED: Gypsy Support - QRF Heli ParaTroops
ADDED: Gypsy Support - Transport Heli (set in module #1)

ADDED: Gypsy Support - CAS AH-99 Blackfoot Heli
ADDED: Tactical Reload (no reload from Backpack)
ADDED: Tactical Throw (no throwing from Backpack)
ADDED: Tactical Explosives (Set/Pickup Explosives by hand)
ADDED: Blood Splatter, Pain, and Sound EFX
ADDED: Replaced "Sonic Cracks" with "Wiz,Whoosh,Zip" EFX
ADDED: Light into the Ops Center for Night Starts
FIXED: Mk48 MachineGun Splash Damage if too close
OTHER: several other misc tweaks, and updates

 

 

 

A few quick Notes - part of these are modular (like ACE), if you don't like the New Sound Efx, just delete or move the .pbo file.

 

The Radio is a separate Module. It should be fairly straight forward, and there is usually info in the Tool-Tips if you hover over the Option. To use the Radio, you must have it on you, and use the CORE Menu to pull it up. I'll be upgrading to the ACE Menu at some point. Just press Shift + C for the CORE Menu. Select the Radio. Press Left or Right Keys to change the Channel to correspond to the Options you set in the Module. Press Up/Down for each GPS Grid number. Then press the Green Transmit Button.

 

It works in standard MP play, did not test in dedicated (as usual). So all calls get counted for all players. This simulates limited rounds, calls, fuel, etc however you want to roleplay the setup. Give it a test and let me know your thoughts. Its still WIP (aren't they all?) so there is more to come this spring/summer.

 

Tactical Reload is great! I tried to get this into the Game Officially, but was shot down. They didn't even like the idea of a player option setting. So here it is "unofficially".

 

Its not quite done, so there are a couple issues yet you may or may not notice. Tactical Reload/Throw/Explosives prevents the player from using those items in your Backpack. This simulates that the Backpack is transport ONLY. It also REMOVES the auto-reload as well. If you need to reload/throw, make sure the Magazine/Throwable you want is in your Vest or Uniform. Reload with "R" key (or whatever you have mapped).

 

To use Explosives, you'll have to open your Inventory and Place them MANUALLY. As it should be!!! Just place on ground like normal, take a step back and click "activate". That's it. Doesn't that make sense? Sheesh! No more accidentally clicking your mouse wheel and placing a lovely Bouncing Betty that'll end your 2hr game quick. This makes you very unpopular with your squad. So..... I FIXED THAT.

 

To pick up Explosives, use the CORE Menu again and be within 2m to turn it Off, an then you can pick it up. It makes no sense you need to be EOD qualified just to turn Off your Claymore, and grab it again. APERS and AT Mines can only be disarmed via EOD though as they are NOT able to switch Off. Once you set those, they are SET.

 

Oh, I forgot. Got off track there. One little issue with Tactical Reload, is its looking for the Mag you already have in your weapon. So if you need a DIFFERENT TYPE, you have to reload from the Inventory. Example, you have Sub-Sonic loaded for a sneaky spec-ops mission. But you have Standard Mags loaded into your Vest as needed. If you needed to Reload, its looking for the Sub-Sonic which isn't in your Vest, so it won't reload (I'll be fixing and expanding the code later). You'll have to open your inventory and Drag/Drop the "standard" mags into your weapon. Then it'll work as normal. I coded it so its looking for whats loaded into your current weapon, and not ALL compatible Mags as it should be. I ran out of time and wanted to tackle other projects.

 

Try these all out and let me know your thoughts. The crown jewel for me was the Sonic Cracks, and Damage Effects. I love ArmA, but it needs to be an entertaining game first, that focus on immersion and intensity. Too much realism in the wrong places can easily drag it down into the humdrum of mediocrity.

 

 

 

Enjoy!!!!

Post your Feedback PLEASE.

 

Hooyah

 

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Thxs for this nice gift Von and happy new year to you and your family!

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@Foxhound

Thanks!

 

@everyone

Still no feedback or reviews? I'm disappointed...

 

For anyone who's interested, I'll be including our "WarZone" Rule Book and possibly a weekly After Action Report if you want to sorta follow along at home or are more curious on how we play and how all my projects fit together.

 

It's a fictional alternative storyline than the vanila game. We just conquered Tanoa, and freed Fiji from the grips of CSAT/AAF. Now the war moves back into the Mediterranean to counter-attack CSAT on the islands of Altis and Malden.

 

We just started the Malden Campaign and I'll be uploading the Map and Rulebook included with CORE soon.

 

You will not be able to play with us directly, but can role-play and follow along at home and do your own thing. Each week I'll try and upload (via separate link) the After Action Report, and the current WarZone Map.

 

WarZone is a Gamemode we invented to add more depth, and have numerous cause-and-effect relationships that spans a long arching campaign where you can win or lose a map in the war of Red vs Blue.

 

Operation: Condor has begun!

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Sorry, man I missed this due to holidays etc.  It's been crazy here.

I'll get this downloaded and see if I can set a mission up to test it out soon.

Interesting design concepts. 

I'm really waiting on HALO and FROGS Dedi MP work so I can integrate that stuff into my Experimental server for the unit, as I really love the work you did with those.

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Here is a sample of Last Week's After Action Report:

 

 

  :  :  AFTER ACTION REPORT  :  :

 

29.DEC.17 -- RECON -- After a successful CIA Heli infil onto the northern shore of Malden, two operatives proceeded to conduct Special Reconnaissance completing the last OP for Ia. Successful recon of the main northern Airbase was also completed. This CSAT Airfield provides major air support for the entire Mediterranean region and nearby OPFOR HQ at Altis.

 

 

29.DEC.17 -- SUPPORT -- Following the successful Recon Mission, JSOC ordered a Beachhead Mission for the same area. A successful mission would have cleared the way for Force Recon to gain a toe-hold onto Malden beginning the counter-attack. Mission was only partially successful, and scrubbed due to lack of resources and Enemy QRF Team being deployed.

 

One SAM Site destroyed, and a small firefight ended quickly. MI6 Officers were able to flip Infantry AO Intel over to STATIC, now confirmed at 11 AOs.

 

 

29.DEC.17 -- ACQUISITION -- NSA surveillance spotted a downed CSAT MI-48 KAJMAN Helicopter. Recovery of its DataLink System would provide valuable Intel on Helicopter AOs.

 

H.A.L.O Infil into the interior of the island was deemed the best option by SOCOM. The XC-130 "Nightmare" entered Malden Airspace at over 30,000'ft with CSAT Air Defenses fairly light.

 

Several small firefights broke out, and recovery of the Databox was SUCCESSFUL. Injuries were minimal, with a confirmed 19 Enemy KIAs.

 

Secondary Recon Objectives, combined with on-site Intel: Heli AOs have been flipped to STATIC; confirmed. AWACS now tracking 3 AOs in operation.

 

 

29.DEC.17 -- SURVEILLANCE -- Before NATO arrives, Command has ordered a mission to infect the island's DRAC Network with a Trojan Virus to disable several Air Defense Systems.

 

Operatives "Goblin" and "Spectre" snuck into the southeast Port & SeaBase where intense firefighting broke out with the Node Terminal under heavy guard. Both operatives suffered severe wounds with 2 gunshot wounds each. Enemy KIAs were confirmed at 16.

 

MISSION SUCCESSFUL. Virus installed - 4 SAM Sites, and 3 RADAR Systems taken offline.

 

Secondary Objectives included Destroying a COM Tower with a Satchel, restricting enemy communication for the area.

 

Tertiary Recon Objectives yields no further intelligence.

 

 

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Operation: CONDOR

RuleBook: WarZone

 

Week #2: War Report

 

 

Here is the current Map, GameMode (Word Doc), and AAR (Word Doc) if anyone is interested. I'm undecided if I'll be posting these on a regular basis or not as almost everyone is going to be doing their own thing obviously. I might just try and keep all these Game Files in my current Signature (as you can see below). Starting with the next update of C.O.R.E, the RuleBook will be included in the downloads.

 

It's mostly just to see how we play, and how SpookWarCom was meant to tie all my projects together into a larger role-playing and on-going campaign-like system. Its also for those who don't want to spend time setting up maps, or who might want to play along with something that feels like its an on-going war, with more of an organic experience.

 

The Map/Mission will (maybe) be updated weekly if i have time. The docs are Microsoft Word Documents (.docx) Files.

 

We just finished Week #2 last week, which was the "RECON" Phase of our Game. We were able to get some Intel and lock down some AO stats. We are starting Week #3 tonight.

 

I was kicking around the idea of setting up a subscription-based website with an even larger system for the public to play around with. It would be similar to ALiVE but more real-world geopolitics, role-playing, and manual detailed weekly human management. This "WarZone" is kinda a spinoff of that. I'm skeptical that many people would want to get involved, or I'd even have the time to run the program, so I'm releasing a few things here as part of CORE/SpookWarCom for you guys to goof around with.

 

Over & Out

Edited by Von Quest
Fixed CONDOR Mission File (wrong Freedom Fighter AO setup)
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Have you added the ability for divers to "attach explosives" to ships hulls that you mentioned towards the tail end of the year ? I rarely have any success trying this, with the current crop off "scripts" without the explosives dropping to the seabed!!.

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Hey bud.

Did I read somewhere you are leaving the modding-side of the hobby? Or at least not uploading anymore? You were making great progress. Can I ask why?

 

 

Anyway, I checked my dev notes and can't find if/when I added it. I'm not near any of my other dev/game PCs right now so I can't check my mods. I'm almost positive its already in the FROGS Project (it also may be in the FUSE Project as well). I haven't used it in a while so I'm not sure its still working. It DID work the last time I had to attach some C4 to a few Gunboats to clear a Bay. I'll have to check later this weekend and see. Maybe I'll do a micro-update in the next few days for FROGS.

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