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grandelemental

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About grandelemental

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  1. grandelemental

    [SP] HETMAN: War Stories

    Interesting. It wast just a week or two ago when I struggled with a very similar problem: I wanted to add an option to weapon shop which would hide all guns that are from DLC's player doesn't own. This proved to be a lot harder than it first looked like, as Bohemia hasn't done a great job on marking which assets belong to which DLC into the config classes themselves. Sure, there is 'DLC = "Expansion"' in _some_ classes here and there, but I've not found it to be very consistent unfortunately, at least I'm not seeing a clear pattern. However, there is an asset list in (configfile >> "CfgMods" >> "Expansion" >> "Assets") for all(?) APEX stuff, the reference to a class is stored as an array in (configfile >> "CfgMods" >> "Expansion" >> "Assets" >> *THE_ASSET_YOU_WANT* >> "reference"). I've yet to find a great solution for using this in any meaningful way, but maybe some day... Anyway, years later, I still freaking love this mission! This is probably the best way in SP to experience a true milsim kind of scenario. I can remember having so much fun with this, especially when RHS units used to work with it! =) Rydygier, you truly are an inspiration for all of us noobs trying to find our way with scripting.
  2. grandelemental

    DETROIT 2077

    Dude, this looks amazing! :O It would be a very welcome addition to ArmA, I don't recall ever having played anything like this within the engine.
  3. grandelemental

    [SP] Bounty Hunter (Malden)

    [SP] Bounty Hunter (Malden) An endless sandbox mission, featuring a custom shop system, upgradeable base, customizable missions parameters, dynamic enemy groups and random missions. You start with some basic gear and a couple of resources, the rest is up to you. You can earn money from killing roaming enemy groups, eliminating roadblocks, selling enemy vehicles and explosives to the Black Market and completing missions. The idea of this mission is to be a fun, "grindy" sandbox, inspired by games like Just Cause 2. I did my best to allow player to have a variety of different tools in his/her disposal, without making everything too easy or predictable. It was also not my intention to dive too deep on realism, so... keep that in mind. =) Mission link (Steam Workshop) http://steamcommunity.com/sharedfiles/filedetails/?id=1126213389 This mission is still under heavy development, so bugs and errors are to be expected. Any feedback and bug reports are much appreciated! Known issues: -The screen in base occasionally refuses to work correctly. Also, if you don't have PiP on from the settings, it doesn't do anything anyway. Since this feature is pretty much a luxury and doesn't do anything else than add some visuals to the base, it's not a priority. -Sometimes groups will, despite many different workarounds, spawn inside rocks in Malden. I'm looking for better solutions for this. The issue persists with certain locations regarding the Area Clear mission type, unfortunately. -You will sometimes see duplicated notifications about group kills. These are annoying, but they don't actually add any extra money. I'm pretty sure that they are caused by some kind of bug inside Bohemia's own notification system, as none of my functions calls them when they appear second time. This mission is for SP only. However, 4 player CO-OP is currently under heavy consideration, but I make no promises. This mission DOESN'T REQUIRE ANY MODS. However, the following mods are strongly recommended: -CBA A3 :: http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 -JSRS SOUNDMOD :: http://steamcommunity.com/sharedfiles/filedetails/?id=861133494 -JSRS SOUNDMOD - Additional Weapon Handling and Reloading Sounds :: http://steamcommunity.com/sharedfiles/filedetails/?id=863393819 -Blastcore Edited :: http://steamcommunity.com/sharedfiles/filedetails/?id=767380317 -Enhanced Movement :: http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 -Revo's Simple Quicksave :: http://www.armaholic.com/page.php?id=29306
  4. I've been trying to get an image gotten from config to display in a bigger form. parseText allows resizing images, but I can't get it to recognize image path as a variable, not string. The following doesn't work, as it probably recognizes the variable as a basic string. _imgPath = getText(_config >> "picture"); parseText "<img size='7' image=_imgPath/>"; I've been messing around with format command, also, but with no success. =/ Is there any way you can resize images gotten directly from config?
  5. grandelemental

    Problem with "infinite" spawning

    Yeah, this was it! I completely misunderstood how ArmA handles groups beneath the surface, I assumed that the empty groups would be automatically deleted and their resourced could be reallocated. Now I get around this problem by just spawning some static groups and refilling them when the units are all killed. Thanks a lot mate!
  6. So I've been trying to work with a SP mission that keeps a certain amount of hostile AI units spawned in a map, kind of like the old Flashpoint dynamic missions for Arma 2 but obviously much, much simpler. Every time a unit is killed, a new one spawns, keeping the amount of units constant (test value has been 15, and that includes the player as well). The problem is that after about ~150 spawns, they just stop spawning. I've tried all kinds of alternative solutions but can't quite work out why this keeps happening. I've had a while true loop to spawn units only, if the unit limit isn't reached, and if it is, just sleeping a couple of seconds. I've tried adding an event handler "killed" so that when a initially spawned unit dies, it immediately respawns a new unit. But no matter how I try to accomplish this, after a unit has been spawned around 150 times, the script just doesn't spawn anything. Everything seems to point into a some kind of limit with either event handlers (I have no idea if they get deleted when the unit they are assigned to dies) or dynamically named groups. Is there a way to completely remove a unit with ALL parameters and allocations assigned to it (like group names and such), so that it won't fill up the space? It's a longshot, but I've honestly no idea what causes this, how to fix it, or whether it's even possible. =(
  7. grandelemental

    [SP] Pilgrimage

    Nice! It also makes perfect sense from the more realistic point of view, as any boat can get you back home. =)
  8. grandelemental

    [SP] Pilgrimage

    Yeah, bullet sponging is an unfortunate "feature" of ArmA 3 with most weapons that you can actually carry. Everything below 7.62 usually takes multiple shots, even from close range, and since you start with a SMG in Normal, it usually ends up draining those initial magazines very quickly. I wish there was a weapon damage mod for SP missions that made the damage output more like ArmA 2, but so far I've had no luck finding such. Personally, I like the harder start with a pistol, or even without any gear at all. :D Makes it all the more satisfying to finally be able to fight back in the later game. Combined with the incognito mod, this creates some really interesting situations, in which you need to really think about risk vs reward when engaging with the enemy for the first time.
  9. grandelemental

    [SP] Pilgrimage

    I've only played it through once, but so far it isn't bad. Maybe a bit lower than Altis, but not much.
  10. Sounds cool, mate! =) Will you also be updating the SP mission?
  11. grandelemental

    [SP] ROADS for RAVAGE

    I've been really liking the mission so far! Little bit of a lowish FPS sometimes, at least in larger cities and as the time goes by, but it has not been too big of a problem. I really enjoy the beginning in the dark, early morning, starting with pretty much zero gear and building up from there. Also, there really are not a whole lot zombieless (is that a word? =D) SP survival missions out there, this one is clearly among the best. The biggest downside so far is the extremely easy difficulty level. I've played multiple games where no one fires a shot at me, as the enemies tend to not eve have weapons. I noticed the discussion before, so I guess it's in the RAVAGE side of things to have so few enemies around. I hope they will make this a bit more flexible in that regard, so even when there are no zombies around, the mod can provide a worthy challenge. The vanilla RAVAGE scenario certainly does, it's almost too hard for my liking (zombies eat bullets like cheese!). Anyway, wherever you decide to take the mission from here, I wish you the best of luck and motivation! =)
  12. grandelemental

    [SP] Pilgrimage

    Wow, what a fantastic mission this is! No matter how many times I play it, I just can't get enough. It's quite easily the best open world custom scenario for ArmA series. And... yeah, probably my favourite third party modification for any game I've ever played. According to Steam, I've played 500+ hours for just this one mission, and it just never seems to get old. Every time there is something that goes against my predictions, sometimes it's a sudden garrison of soldiers attacking unexpectedly from point black when I'm not looking, or a team of tanks casually driving by when I'm trying to stay hidden in my ditch knowing full well, that if just one of those things spots me, it's over! When I first started playing Arma 3, this mission was the most fun way to get familiar with the map of Altis and all the non-NATO gear coming with the game. It also offers a surprisingly well-written backstory, with so much flavor that it's an accomplishment by itself. I also love the way Rydygier sets up his missions, giving so much freedom to experiment with different sets of parameters (I've also played HETMAN War Stories countless times, another masterpiece by Rydygier). So yeah... It's probably been a year or so since I started with this mission. Still playing it, still enjoying it. This is pretty much what I always wanted Arma to be. =)
  13. Please do! I'd love that! =)
  14. I've been this for a while now and I thought I'd post a couple of thoughts and suggestions. -All enemies with Mk200 always spawn without any ammo. This is probably not intentional. -Even though 6.5mm Katiba mags spawn regularly in buildings, there are no OPFOR weapons at all. Could these be added? -Wouldn't it be much more fun if all lootable weapons spawned always without any attachments or scopes? There are always a lot of silencers and scopes everywhere, and since the weapons always come with almost everything you need from the start, I don't really see the point. It would make the progression more satisfying with a lower starting point. -Since this mission does not feature a normal save system, ie. there is pretty much permadeath (without Defib), could it be somehow possible to acquire body armor? Maybe through quests or something (might already been implemented, but I haven't yet been so lucky). -I like shooting random teams of non-armored people a lot! But could it be possible to have some kind of distinguishable factions, with different gear and weaponry? -...also, it would be cool to have them also hostile to each other. Maybe even without factions, just every man (or group, in this case) for themselves, in a single player Battle Royale style? That would be really cool and it would make sense, since you're pretty much dropped there to eventually die. =) -Now the idea of utilizing iniDB2 is cool and it works, but... this mission really runs horribly. I needed to reduce my viewing distance to 1000 in order to get at least 25+ FPS. Usually it's around 20-35. At one point I saw a huge increase, staying easily in 40+ territory, but then I found out that BattlEye had blocked the iniDB2 mod... =/ Maybe there would be a chance to run the SP mission with just the regular saving system and non-consistent world, completely RNG every time the mission is started? I have no idea how scripting actually works, so I don't know. Just a thought. I don't want to appear overly critical, I've really enjoyed this mission. But I hope you keep developing it, there is so much potential! =)
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