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pognivet

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About pognivet

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  1. Is there a simple way for me to make some sort of config that lets you add your own .ogg tracks into the rotation for the radios? I miss all the music in the game from before you took it out. I'd like to add it back in for my own missions. I have all the files converted properly already.
  2. Synopsis: You are an E-2 USMC Rifleman, part of a Marine Rifle Platoon. You've been involved in yet another political "humanitarian intervention" in a country you'd rather see on your home TV set than up close. NATO is losing ground and support among the Baltic states of the former Soviet Union. Some states have become openly hostile to the West. This trend must be put to an end before NATO loses strategic military installations near the border of the Russian Federation. The democratic process that lead to this situation must be put aside for the sake of the interests of the United States government. You will form part of a "tip of the spear" expeditionary force, ostensibly tasked with providing relief for refugees fleeing from the internal conflict of the area. Your real mission, however, will be to make certain that the Russians don't find an opportunity to exploit this recent chain of events. The first phase of this operation will be to secure a beachhead and landing zones for both rotary and fixed-wing aircraft. In order to accomplish this goal you must clear the area from your initial insertion point to the village of Harju to the north. Adapt and overcome. Screenshots: Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2405715713 Features: NPCs who will chat with you, give you instructions and report certain developments. Enemy units can be made to surrender through overwhelming force, injury, suppressive fire, being surrounded or a combination of all of these things. Dynamic artillery that can be called in by AI and will take time to sight itself in before firing a barrage. Semi-Dynamic airstrikes using several different munitions. Not heavily dependent on cutscenes, scripts or invisible walls so you have decent freedom to do as you see fit. No playthrough will be identical and many things are left up to a combination of random chance and skill, much like real life. Gameplay Tips: Listen to your squad leader and follow the waypoints he sets. If he dies you may have to take over for him, or another AI will. The enemy is very good at sneaking up on you and it is hard to tell friend from foe. Watch out for flanking maneuvers and enemy reinforcements. You will not be punished for killing civilians or prisoners. War is hell. Do what you need to do to survive. Even if things seem completely hopeless never give up. If you feel overwhelmed fortify your position and hunker down. Your comrades are doing their best to bring their vessels close enough to shore to support you even further. It may just save your life. The absence of evidence is not evidence of absence. If an enemy decides to surrender make sure that you disarm him as soon as you can, handcuff him if possible. Make sure you treat him like a real prisoner. Deprive him of his radio and move him away from the battle or simply execute him. Otherwise he may try to give your position away or pick his weapons back up and return to fighting when you least expect it. Captured enemies are considering the same as dead enemies for the sake of capturing a zone, so there is no need to execute them to advance the mission. Notes: It was designed for SP, but I added slots so that it can be played in COOP as well. You won't see the intros/outros though and some things may be broken or not work properly. I'll try to improve this if I can. Please report any problems in MP. The main mission is incredibly long and can be extremely difficult. Depending on your play-style it could take up to three hours. I added as many save points as possible. I made this entire thing in less than 24 hours, start to finish. It is still heavily a WIP. It started as an experiment and morphed into something interesting, so I decided to publish it for feedback. There is a small intro, the main mission, and two small outros depending on whether you win or lose. These will only show in singleplayer. This may be made into a full campaign, but it is uncertain. I neglected to add in a real-life OPREP or proof-read dialogue to make it "legit". I plan to do this in the next update. Don't expect it to be 1:1 with a real military action, but the OOB should be close enough to real life for it to be believable. Every unit's rank should be more or less appropriate for their MOS/Rate. Forces generally (loosely) adhere to modern USMC OOB and enemy forces adhere to generic Soviet client-state OOB. Important Message: The required addons are barebones. Here's the full modlist that I used when making the mission and when playing it, which gives the best experience possible. I highly recommend that you use it not only with this mission, but in general: https://www.dropbox.com/s/moeus9whyw0d6qw/OperationVandalMods.html?dl=0 None of the mods conflict and they should enhance your game greatly with no added lag. I also recommend the mod "Unit Voiceover for RHS" in addition to the above: https://steamcommunity.com/sharedfiles/filedetails/?id=1779856762 It works perfectly fine with this mission and adds a lot of immersion. Please let me know about any problems, glitches, inaccuracies, dislikes, complaints, suggestions and so forth so that I can learn from my mistakes and improve things. Thank you!
  3. pognivet

    [Release] POG Surrender

    Updated to Version 1.1. - Fixed errors associated with checking unit's mindstate after having surrendered.
  4. Do you happen to have the mission file or the script example for when you replaced the Fallujah buildings with RSO ones? I really don't want to have to troubleshoot that all myself since from your screenshot it looks like you've got it working pretty good. Thanks in advance.
  5. Doesn't work for me. Every time I try to run it my entire game just crashes. Do you know if I'm doing something wrong or if there's an updated/alternative version that I can use? Like you, many of my missions are dependent on it. Thanks.
  6. That number is all within the game engine itself. The script doesn't change the number, it only reads it. Also keep in mind that the enemy have to know that they're surrounded/overwhelmed/losing in addition to being scared. If they don't know that the squads/APCs are there then they won't surrender. This is a more advanced version: _h = this spawn { waitUntil {fleeing _this && morale _this <= -0.5 && _this call BIS_fnc_enemyDetected && _this distance (_this findNearestEnemy _this) <= random 100}; _this action ["Eject", vehicle _this]; ["ace_captives_setSurrendered",[_this,true]] call CBA_fnc_globalEvent; }; The one above is more realistic and might work better. idk. Instead of just checking for the morale and whether or not the enemy can be seen it: A. Makes sure the unit is so scared that they're ready to flee. B. Checks the morale level. C. Makes sure the enemy can be seen/they are aware of them. D. Makes sure that the enemies are at least within 100 meters of where they are. It also issues the eject command in case the unit is inside of a vehicle or a static weapon so they can surrender too. Or you can try this script I made where it works on every unit in the game automatically:
  7. POG Surrender Description: There was something that I thought was desperately missing from Arma 3: the ability for the enemy to realistically surrender. I got sick of doing missions where you're forced to genocide every last enemy in existence. It made them feel like totally inhuman android enemies. Therefore I decided to make this small script for myself to add this functionality the best I could. It's not perfect, but it seems to work. I've used it for a long time, but I've decided to share it to see if anybody had any input or advice on how to improve or optimize it and also because I think that many people would find it useful for their missions. Features: - When AI get too scared and the enemy is closing in on them they will surrender. - AI's fear level is determined by the "morale" parameter and units with higher "courage" subskill can be made less likely to surrender. More info here: https://community.bistudio.com/wiki/morale - AI will drop their currently held weapon with its currently loaded magazine and it will clatter to the ground with physics as if it fell from their hand. It can be picked up after this. - AI that are in vehicles or static weapons will exit them before surrendering. - Surrendering disabled for AI on the player's side in order to avoid breaking missions. - Some AI have a small chance to decide to stop surrendering and try to flee if nobody is guarding them. - There are one or two configurable settings. Compatibility: Everything. Bugs: - May add a small amount of lag to missions with extremely large amounts of units (like hundreds, D-Day style), but I can't really tell. Please report any bugs you find. Examples of how to increase AI fear: - Suppress them - Injure them - Kill their friends - Surround them or flank them - Outnumber them by a large margin - Be much stronger than they are (i.e. drive a tank up to a guy armed with a handgun) There are many other ways. It's all on the engine level with BI's morale system. REQUIRES ACE Installation: Drop the files in your mission folder. That's all. If you want you can edit a couple of basic options in "POGSURinit.sqf". Download: Link 1: https://www.dropbox.com/s/63qnl2m09txumyo/pogsur.zip?dl=1 Link 2: http://www.mediafire.com/file/jowj4ptxlazwllw/pogsur.zip/file
  8. Can someone please repost this and the other stuff too? The links are mostly all dead. Much appreciated.
  9. i really like the look of the gui. really slick. hope you figure out the sell aspect of it soon. would love to use this for a single-player STALKER mission.
  10. pognivet

    DUNE mod V1.0

    haven't tried this yet, but thanks for making it anyway. it's so interesting to see dune in this game. i love it. i remember playing emperor battle for dune as a kid and wondering what it would be like to be on the ground fighting. hope one day we can figure out how to script in some worms.
  11. Fair enough. Are mortars going to be fixed? I have this problem where no mortar in the game has any ammo in it and they can't be loaded with any. Artillery pieces like the D-30 and so on work and have ammo and fire as they should, but any and all mortars for every side are just perpetually empty for me and can't be loaded with magazines even through scripts. My friends have this problem too so I don't think it's just me.
  12. You're right. I noticed my mistake later on. I had brackets around the variable for the array which made selectRandom not work correctly. My bad. I'm kind of new to this. Sector1 is just a gamelogic named Sector1 that acts as the center of a sector's capturable radius. The waitUntil unit == unit thing is something someone told me to do a long time ago to make sure that everything is initialized on the server before doing something. Like checking that 2+2=4. It's just some black magic. I don't know how much it really helps though. I've altered things. They look like this now and seem to work more or less: Run bottom one when I need to like "0 = [this, activesectorb] execVM "gotosector.sqf"" for BLUFOR. This works somewhat for a 5 sector battle with two bases, one for each team. I've altered things slightly so that each team has their own active sector. All sectors start as neutral. As teams capture the neutral sectors they are removed from the neutral sector array and added to the respective teams "owned sectors" array. Once the neutral sector array is empty (meaning that a front-line has now been created between the two teams somewhere in between two sectors) then it switches into another mode where the active sector is selected based on where this front line is. For example: Let us assume there are 5 sectors in a straight line. If Team A owns sectors 1, 2 and 3 and Team B owns sectors 4 and 5 then the active sector for Team A will be 4 and the active sector for Team B will be 3. If Team B captures their active sector before Team A captures theirs then Team A's new active sector will be to re-take Sector 3 while Team B's new active sector will be to push onwards to Sector 2. In this way it creates a sort of back and forth that leaves the detritus of war in its wake, making for an interesting experience. My coding is not the best, but my main concern is simply to have this working at some basic level to provide an interesting and dynamic battleground that can be used with any mod and scaled up or down as one pleases.
  13. Does Yeah, spacing out the spawns helps immensely. I highly recommend this and also if you put the spawning groups close to each other and they're using vehicles I'd give it about 30 seconds in between spawns so nothing glitches out in a weird way and kills people or blows up. Does anyone know how to get transport vehicles working such as a helicopter while using this? I've already been able to write a couple scripts where units will use trucks to drive around and get out of them to fight and get back in and drive off once the battle is over, but the squad leader of the infantry squad has to be the one driving it. I've achieved some success in two WW2 scenarios, one set on D-Day and another in the Pacific. They're both large-scale invasions using landing craft. I was able to write a script that spawns a landing craft and puts a squad inside of it, along with giving the landing craft the waypoint necessary to unload the squad so they can do whatever they're supposed to. All you have to do is run this script in the init of a squad leader of a group and place him in the middle of the water and the script takes care of the rest: The only problem is that if I try to use this script or something similar to spawn a helicopter or an APC or a truck or whatever it just flat out doesn't work. I tried using: Obviously I left the variables the same and just changed the classnames so "_boat" refers to the helicopter, but you get the idea. When I do it like this the heli spawns and seems to work somewhat. I'll fly off to where it's supposed to drop the troops, but it refuses to ever land or drop anyone off and instead skips to its next waypoint. I've tried other variations using other methods of spawning vehicles and putting crew in them, but the results I got were less successful and varied from the vehicle refusing to spawn whatsoever, to it spawning fine but never moving no matter what, to it spawning with no simulation and being stuck that way, to a bunch of other problems. Just can't figure it out, wondering if someone else had yet. Also wanted to share what info I've collected on how to do it, at least with boats. I think I'm on the cusp of solving the helicopter dilemma but I need like-minded thinkers to build upon what I've started. Also, some Global Mobilization vehicles, most specifically the West German trucks, spawn half-way inside of the ground when you try to use JEBUS with them. They shoot out of the ground like a cannon when they spawn and blow up and kill everyone. Why this happens is unknown. Doesn't seem to happen to the East German trucks.
  14. pognivet

    Flying Circus

    i love your mods, but can you make the barrage balloon have longer wires? the wires coming off it are only like a couple of feet long, as if its to be anchored a foot off the ground.
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