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yosarin

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  1. TEAM WILD STRIKE Game Concept Demo - Phase 1 "WHAT IS TEAM WILD STRIKE" INTRO VIDEO: https://youtu.be/XfmsIp7BYF4 GAME CONCEPT: Just imagine if you could play accessible, yet also tactical, coop missions inspired by games like Ghost Recon Wildlands, with the option to have a small number of competing players also join the enemy AI side. Missions involving asymmetrical and rock-paper-scissors type gameplay, that can be easily balanced and adjusted by you, ensuring action packed yet thoughtful and suspenseful, mission based combat for all players. TEAM WILD STRIKE is a demonstration of this game concept. It features: - 3 MULTI-STAGE MISSIONS incorporating 3 CUSTOM BUILT BASES, inspired by Ghost Recon like games - ARCADE ACTION WITH TACTICAL GAMEPLAY: Gameplay design includes accessible, arcade action elements, whilst mission design and objectives encourage players to think strategically and proceed in a tactical manner - ROCK-PAPER-SCISSORS WITH GUNS, VEHICLES & SPECIAL EQUIPMENT: As players set about achieving mission objectives they must constantly evolve their strategies and tactics to keep the opposing side guessing, resulting in almost endless replayability - FREEDOM TO TWEAK DIFFICULTY and GAMEPLAY DYNAMICS: You are in control via comprehensive PRE-MISSION LOBBY parameter settings, so you can modify realism, difficulty, gameplay and team asymmetry to your liking with just a few mouse clicks prior to mission launch - FOR 1-14 PLAYERS: Play as a SINGLE player, in COOP with friends, or in the ultimate PvE+P mode - PLAYER HOSTED & DEDICATED SERVERS SUPPORTED ---------------------------------------------------------------------------------------------------- IN GAME FEATURES: TEAM WILD STRIKE is feature rich, including: - MULTI-STAGE MISSIONS with multiple objectives, that although action packed, encourage strategic thinking and a tactical approach - DETECTION SYSTEM (optional) giving players auditory and visual prompts when being spotted by enemies - PERSONAL DRONE SYSTEM (custom made) allowing you to launch a Darter recon drone with the push of a button. Personal Drones available in game include: NORMAL, EXPLOSIVE, MEDICAL / STUN, EMP - SPECIAL EQUIPMENT: Easy to use, one button deployment of additional equipment including proximity mines, vehicle mines, C4, and even an Assault Sentry via Maxjoiner's USCM mod - GRENADE PATH ARC prediction system (custom built) giving you the OPTION to nearly always see EXACTLY where your grenade will go before you throw it - AMMO RESTOCKING: Easy, one button ammo restocking for players and customisable auto ammo restocking for vehicles - AUTO PARACHUTE EQUIPPING (optional) when exiting air vehicle or BASE JUMPING from the top of towers / rocks etc - REVIVE MECHANIC via a modified version of G_Revive: An easy REVIVE mechanic (optional) for coop or PvE+P modes - ENEMY MARKING SYSTEM: Completely customisable and optional system providing onscreen and on map enemy marking, creating fun, asymmetrical gameplay possibilities - LOCATOR COMPUTER: When using a Personal Drone, the Locator Computer (optional) allows you to easily describe to your team mates precisely where nearby enemies are - TELEPORTER SYSTEM (optional) creating exciting gameplay opportunities and tactics - EXCITING NIGHT TIME GAMEPLAY (optional) with dynamic enemy base lighting, auto tracer fire for units and vehicles (optional), and easy to use flares from any hand gun - ENHANCED AI that will search the location of suspicious events, raise a base alarm when attacked, detect dead bodies and ruthlessly hunt down fully detected players - HEALTH & DAMAGE SYSTEM: Completely customisable and optional damage handling for units and vehicles, allowing for INTENSE yet FORGIVING AND FUN battles - HIGHLY SIMPLIFIED FLIGHT MODEL for Personal Drones and helicopters (optional) making them more intuitive and fun to bring into battle - HELI QUICK TAKE OFF SYSTEM (optional) allows you to go from cold engine start to airborne in any chopper in just 5 seconds - ENHANCED VEHICLE MECHANICS: Ground vehicles have more responsive acceleration and deceleration (optional), and most vehicles can be flipped by explosions and show smoke and fire when badly damaged - ON SCREEN HELP: Intuitive, onscreen labels (optional), prompts and tips (optional) so YOU ALWAYS KNOW how to do things and what to do next - MANY OTHER FEATURES & GAMEPLAY MECHANICS including auto magazine repacking (optional), enhanced grenade launcher grenades, enhanced smoke grenades, auto un-flipping of vehicles, customisable weather & time of day etc. ---------------------------------------------------------------------------------------------------- SETTING UP & HOW TO: Setting up to play TEAM WILD STRIKE is as easy as 1, 2, 3: 1. Subscribe to this scenario (by clicking on the green Subscribe button above) 2. Install 4 quick and tiny mods 3. OPTIONAL: Set up a few recommended key bindings ...and you are ready to play! See this handy How To Get Ready To Play video here: How To Play As Single Player: https://youtu.be/XTOn5wHq_bk&t=10m29s How To Set Up Key Bindings (Important But Also Optional): https://youtu.be/XTOn5wHq_bk&t=4m14s What Is Team WILD Strike intro video: https://youtu.be/XfmsIp7BYF4 See other related videos here: ---------------------------------------------------------------------------------------------------- JOIN THE CREATIVE MISSION: Are you already working on a similar concept or would like to contribute to future phases and the design and building of future TEAM WILD STRIKE missions and gameplay mechanics? Please contact me via this page and lets discuss how we may be able to help each other to bring more exciting gameplay possibilities to the world . . . ---------------------------------------------------------------------------------------------------- CODE USAGE: Except where credited, code has generally been written for this project by YB. Please feel free to use / adapt code / systems by YB in your non-monetized project, so long as: 1. Credit is given 2. You invite me to see your finished project 🙂 For use of YB code / systems in monetized projects, all rights are reserved and please contact me prior to publication. ---------------------------------------------------------------------------------------------------- CREDITS SUMMARY (Full Credits In Game): TEAM WILD STRIKE Game Concept Demo - PHASE 1 - Created By YB - Built Using Arma 3 EDEN Editor - Utilising G_Revive by KC Grimes - Assault Sentry Via USCM Mod by Maxjoiner - Additional Code By Alias, H8, KiloSwiss, Racketen
  2. Hi KC Grimes, I was seeking to confirm it would be ok to use your system in a modified form, with credit given, in my new, as yet unpublished, TEAM WILD STRIKE “game” built using the Arma 3 Eden editor. (I will not be monetising the game in any way.) I know you built the system to be used in mission / game making but I wanted to confirm it is ok to use the system with your name on it, even though it has been modified in some ways (modification has been indicated in game credits etc. and details re how modified can be provided on request). Yours sincerely, Yosarin Blake
  3. Hi Rydygier, I ran your Simple Demo Mission but the heli didn't attack anything. It arrived, then just sat in mid air, then CAS Complete was indicated. Heli turned to leave and was shot down. Am I doing something wrong? I am so excited to get this to work and maybe apply to a mission, with your blessing 🙂
  4. THANK YOU -NoMA-Bansku!!! THANK YOUR FOR EVER!! YOU ENDED MY HOURS OF SUFFERING!! 🙂 🙂 🙂
  5. Hi everyone, I had tried all of the suggested work-arounds but still got the flickering. However, I had heard about attaching a vehicle with lights to a helicopter with attachTo command and then turning the lights of the attached vehicle on. This results in no flicker at all. I eventually discovered that the remote controlled drone (AR-2 Darter) is ideal for this purpose as its light is very similar to, for example, the Pawnee search light. It is also very small and so can be virtually hidden in the body of the Pawnee etc. So this is the resulting code: (I created a script called YB_enemyHeliSearchLight.sqf containing the following code and then put it in mission root direcotry and then executed it using: null = _enemyHeliDriver execVM "YB_enemyHeliSearchLight.sqf"; where a driver / pilot of an enemy (i.e. AI) helicopter (of Pawnee body type) has been made equal to _enemyHeliDriver): if (isServer) then { private ["_driver", "_enHeli"]; //Prepare variables: _driver = _this; _enHeli = vehicle _this; while {sleep 60; true} do { //Wait until it is night time: waitUntil {sleep 30; (dayTime > 20 || dayTime < 4)}; //Create "search light" (UAV) and attach it to the helicopter: _uav = "B_UAV_01_F" createVehicle getPos _enHeli; _uav attachTo [_enHeli, [0,1.5,-0.5]]; _uav setVectorUp [0, 0.5, 1]; //Wait until helicopter takes off: waitUntil {sleep random 30; (getPosATL _enHeli select 2) > 5}; //If still night time, turn the search light on: if (dayTime > 18 || dayTime < 7) then { _driver action ["lightOn", _uav]; }; //Wait until helicopter lands, is destroyed, or it is day time: waitUntil {sleep 3; (getPosATL _enHeli select 2) < 5 || damage _enHeli == 1 || (dayTime < 20 && dayTime > 4)}; //Delete search light: _driver action ["lightOff", _uav]; deleteVehicle _uav; //Rinse, repeat via the while-do loop, in case helicopter takes off again / it becomes night again etc. }; }; Hope this helps. Cheers from Far North Queensland, Australia PS: If you want this enemy helicopter to "stalk" / "hunt" a player, you can set a way point such as this on a regular basis: //NB: curTargP1 needs to be first set as a player you are wanting the helicopter to pursue //NB: _driver needs to be first set as the enemy (AI) unit piloting the helicopter curTargPos = [ ((getPos curTargP1 select 0) + (_enSpreadDist - (random _enSpreadDist * 2))), ((getPos curTargP1 select 1) + (_enSpreadDist - (random _enSpreadDist * 2))), (getPos curTargP1 select 2)]; deleteWaypoint [group _driver, 0]; //Ensure previous waypoint deleted _heliWaypoint = group _driver addWaypoint [curTargPos, 0, 0]; _heliWaypoint setWaypointType "LOITER"; _heliWaypoint setWaypointLoiterType "CIRCLE_S"; _heliWaypoint setWaypointLoiterRadius 100; //Make sure helicopter moves slowly and scarily!: _heliWaypoint setWaypointSpeed "LIMITED"; _heliWaypoint setWaypointBehaviour "COMBAT"; _heliWaypoint setWaypointCombatMode "RED"; group _driver setCurrentWaypoint _heliWaypoint;
  6. yosarin

    AI Helicopter search light

    Hi everyone, I had tried all of the suggested work-arounds but still got the flickering. However, I had heard about attaching a vehicle with lights to a helicopter with attachTo command and then turning the lights of the attached vehicle on. This results in no flicker at all. I eventually discovered that the remote controlled drone (AR-2 Darter) is ideal for this purpose as its light is very similar to, for example, the Pawnee search light. It is also very small and so can be virtually hidden in the body of the Pawnee etc. So this is the resulting code: (I created a script called YB_enemyHeliSearchLight.sqf containing the following code and then put it in mission root direcotry and then executed it using: null = _enemyHeliDriver execVM "YB_enemyHeliSearchLight.sqf"; where a driver / pilot of an enemy (i.e. AI) helicopter (of Pawnee body type) has been made equal to _enemyHeliDriver): if (isServer) then { private ["_driver", "_enHeli"]; //Prepare variables: _driver = _this; _enHeli = vehicle _this; while {sleep 60; true} do { //Wait until it is night time: waitUntil {sleep 30; (dayTime > 20 || dayTime < 4)}; //Create "search light" (UAV) and attach it to the helicopter: _uav = "B_UAV_01_F" createVehicle getPos _enHeli; _uav attachTo [_enHeli, [0,1.5,-0.5]]; _uav setVectorUp [0, 0.5, 1]; //Wait until helicopter takes off: waitUntil {sleep random 30; (getPosATL _enHeli select 2) > 5}; //If still night time, turn the search light on: if (dayTime > 18 || dayTime < 7) then { _driver action ["lightOn", _uav]; }; //Wait until helicopter lands, is destroyed, or it is day time: waitUntil {sleep 3; (getPosATL _enHeli select 2) < 5 || damage _enHeli == 1 || (dayTime < 20 && dayTime > 4)}; //Delete search light: _driver action ["lightOff", _uav]; deleteVehicle _uav; //Rinse, repeat via the while-do loop, in case helicopter takes off again / it becomes night again etc. }; }; Hope this helps. Cheers from Far North Queensland, Australia PS: If you want this enemy helicopter to "stalk" / "hunt" a player, you can set a way point such as this on a regular basis: //NB: curTargP1 needs to be first set as a player you are wanting the helicopter to pursue //NB: _driver needs to be first set as the enemy (AI) unit piloting the helicopter curTargPos = [ ((getPos curTargP1 select 0) + (_enSpreadDist - (random _enSpreadDist * 2))), ((getPos curTargP1 select 1) + (_enSpreadDist - (random _enSpreadDist * 2))), (getPos curTargP1 select 2)]; deleteWaypoint [group _driver, 0]; //Ensure previous waypoint deleted _heliWaypoint = group _driver addWaypoint [curTargPos, 0, 0]; _heliWaypoint setWaypointType "LOITER"; _heliWaypoint setWaypointLoiterType "CIRCLE_S"; _heliWaypoint setWaypointLoiterRadius 100; //Make sure helicopter moves slowly and scarily!: _heliWaypoint setWaypointSpeed "LIMITED"; _heliWaypoint setWaypointBehaviour "COMBAT"; _heliWaypoint setWaypointCombatMode "RED"; group _driver setCurrentWaypoint _heliWaypoint;
  7. Hi everyone, I had tried all of the suggested work-arounds but still got the flickering. However, I had heard about attaching a vehicle with lights to a helicopter with attachTo command and then turning the lights of the attached vehicle on. This results in no flicker at all. I eventually discovered that the remote controlled drone (AR-2 Darter) is ideal for this purpose as its light is very similar to, for example, the Pawnee search light. It is also very small and so can be virtually hidden in the body of the Pawnee etc. So this is the resulting code: (I created a script called YB_enemyHeliSearchLight.sqf containing the following code and then put it in mission root direcotry and then executed it using: null = _enemyHeliDriver execVM "YB_enemyHeliSearchLight.sqf"; where a driver / pilot of an enemy (i.e. AI) helicopter (of Pawnee body type) has been made equal to _enemyHeliDriver): if (isServer) then { private ["_driver", "_enHeli"]; //Prepare variables: _driver = _this; _enHeli = vehicle _this; while {sleep 60; true} do { //Wait until it is night time: waitUntil {sleep 30; (dayTime > 20 || dayTime < 4)}; //Create "search light" (UAV) and attach it to the helicopter: _uav = "B_UAV_01_F" createVehicle getPos _enHeli; _uav attachTo [_enHeli, [0,1.5,-0.5]]; _uav setVectorUp [0, 0.5, 1]; //Wait until helicopter takes off: waitUntil {sleep random 30; (getPosATL _enHeli select 2) > 5}; //If still night time, turn the search light on: if (dayTime > 18 || dayTime < 7) then { _driver action ["lightOn", _uav]; }; //Wait until helicopter lands, is destroyed, or it is day time: waitUntil {sleep 3; (getPosATL _enHeli select 2) < 5 || damage _enHeli == 1 || (dayTime < 20 && dayTime > 4)}; //Delete search light: _driver action ["lightOff", _uav]; deleteVehicle _uav; //Rinse, repeat via the while-do loop, in case helicopter takes off again / it becomes night again etc. }; }; Hope this helps. Cheers from Far North Queensland, Australia PS: If you want this enemy helicopter to "stalk" / "hunt" a player, you can set a way point such as this on a regular basis: //NB: curTargP1 needs to be first set as a player you are wanting the helicopter to pursue //NB: _driver needs to be first set as the enemy (AI) unit piloting the helicopter curTargPos = [ ((getPos curTargP1 select 0) + (_enSpreadDist - (random _enSpreadDist * 2))), ((getPos curTargP1 select 1) + (_enSpreadDist - (random _enSpreadDist * 2))), (getPos curTargP1 select 2)]; deleteWaypoint [group _driver, 0]; //Ensure previous waypoint deleted _heliWaypoint = group _driver addWaypoint [curTargPos, 0, 0]; _heliWaypoint setWaypointType "LOITER"; _heliWaypoint setWaypointLoiterType "CIRCLE_S"; _heliWaypoint setWaypointLoiterRadius 100; //Make sure helicopter moves slowly and scarily!: _heliWaypoint setWaypointSpeed "LIMITED"; _heliWaypoint setWaypointBehaviour "COMBAT"; _heliWaypoint setWaypointCombatMode "RED"; group _driver setCurrentWaypoint _heliWaypoint;
  8. yosarin

    ARMA 3 Addon Request Thread

    Hi this is my first post / reply ever on BI forums - hope I'm doing it right! My idea is to give any Aliens (1986) fans a chance to make "Aliens Have Reached Earth" missions. So addons in this mod would include the pulse rifle, motion tracker, APC, dropship etc.
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