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padi

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Everything posted by padi

  1. Hi, while working on my campaign I came to one mission needing an artillery bombardment on a village with two locations in the village that shouldn´t be destroyed, one of those shouldn´t even be damaged. And it should be randomized where the fire lands to make the mission replayable and make the whole work of reacting to different outcomes worth it... Sadly I realized over the last week that I didn´t have the knowledge to get it work and also the things I have researched haven´t been fitting. Could anyone help me with that? Thanks in advance.
  2. Hi, this is the WIP-Release of the upcoming „My Mistake“ Campaign. The Story is about a grandfather, who is very sick and gets his family around him to tell them about a mistake he did in his life, which he wants to talk about before his death. He starts with the last few days before his mandatory military service where the player visits friends behind the Iron Curtain in East Germany. Then war erupts and the player is thrown into the fight to save his and his comrades lives and their country from an invasion with unknown intentions. After this the player experiences the whole military career of the grandpa and discovers what he meant with the words „I made a horrible mistake“... Current state of the Campaign: Currently in the WIP release there are 3 missions with more to come as they are created into a playable state. None of these are 100% finished, which I do besides finishing the other missions, but they should be mostly bug free and are only lacking some immersive touch on like more AI civilians or more ambient conversations... Remarks: The campaign is nowhere near finished, and I didn´t start with creating it from the first mission on as these are missions where big parts of Altis and Tanoa need to be decorated, which I started with, but isn´t finished and needs more time. Also for now I skip everything that happens before the conflict with the GDR (about 10 missions, mostly training and immersion focused) as this part of the campaign (the second part) is planned out completely and I used the first mission of it to experiment with some mechanics that I want to use throughout the whole campaign and continued from there. What makes my campaign special is that it is a really realistic story that I develop in cooperation with a military advisor to keep it realistic on a strategic as well as tactical level so the player could be fully immersed into the life of the grandpa. I try to build as much randomness in the missions as possible, in one mission there are over 40 different possibilities how a conversation could unfold according to how a artillery barrage hits a target and that also changes the next mission on this point. Also there are often multiple possible ways to complete the mission. Because of this it takes long for the missions to be completed, but I think it´s worth it if the mission is better afterwards. Features: -Realistic and immersive campaign -Many random elements -Story changing corresponding to player and AI actions -Custom dialogues -Very long campaign (story spans over roughly 50 years) with potentially over 100 missions -Voice acting and cutscenes between and during the missions planned -Training missions to teach you what you need to know (coming in the future) -German and English localization (no english localization in the second mission, but it could come soon) I´m looking for your help finishing the campaign: Due to the massive scale of the campaign any help is greatly appreciated as currently I create this campaign alone with some help in testing, scripting and localization, but basically alone this would take forever to finish. Primarily needed is help in mission creation, scripting, testing, voice acting and localization in other languages. It doesn´t matter what you could do, if you want to contribute we find a role for you. If you find any bugs feel free to share them, so I could fix them. Also if you have suggestions for improvements please share them so I could implement them. I hope you enjoy this campaign. Requirements to play: - Global Mobilization Cold War Germany CDLC Workshop-Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2791570343 Contact: You could join the projects Discord Server here or contact me via PM or simply reply here, I will try to answer as fast as possible. Credits: Jaentzen for help, advice, tips, testing and English translation Zink for suggestions and testing Sturmhuhn for suggestions and testing Gonzka for help with scripting [101.JgBtl] Th3_Jock3R for help with scripting Alpha993 for help with scripting the artillery attack in Barmke StellaStrela for the templates in the package "Weferlingen - Border Crossing Point and Military Bases"
  3. padi

    [WIP] [CAMP] [GM] My Mistake

    Today is an important day for me as it ist the first anniversary of the start of mission creation. At last years christmas after all the appointments were finished and I concluded the planning phase I sat down and started the building of the campaign. Now one year later there are 14 missions more or less in development. Of these 1 is at about 95+% completed, 5 at about 80-90%, 1 at about 60-70%, 1 at about 30-40% and the other 6 were just testbeds for different things that need to be massively improved to get them to be used in the campaign. It was a very hard year as I needed to learn so many things from the ground up but at the same time it was great to get the things working and improving unless there was nothing more to improve... Also it was nice getting help from many different people when I struggled with certain things. I hope 2023 will present new highs for the campaign. See you in 2023 and stay tuned for the new campaign update which for the first time will feature the first mission of the whole campaign.
  4. padi

    [WIP] [CAMP] [GM] My Mistake

    Hello, we are still looking for interested voice actors for this campaign. In terms of volume, there is everything from one to several dozen lines, if someone would like to contribute more extensively. We are looking for German as well as a few English voice actors. If anyone is interested please message me and I will be happy to answer any questions.
  5. padi

    [WIP] [CAMP] [GM] My Mistake

    At the end the story will span the time from the 1980s to 2035. When they become needed mods will be added to tell the story in the best way possible. I don´t know how many missions the campaign will contain at the end. 100 are possible, but nobody knows at this point. I build the planned story and then at the end there will be a number. There are 5 segments in this campaign. Just the inner german conflict segment contains at least 20 missions, maybe it will become more during actual building. But you won´t have the whole number of missions to play through as there are multiple points in the story where there is more than one way to continue the story with different missions depending on the choice. I work 100% quality oriented! The whole campaign is very realistic, slow to medium paced and immersive. I try to include memorable cinematics, but that is extremely hard for me as my experience with these isn´t much. For this reason they are sadly very basic for now but should be improved sometimes in the future. Thanks for the kind words, we will continue to work on it.
  6. padi

    [WIP] [CAMP] [GM] My Mistake

    Big news today, @kuro is joining the development team as our new Lead Scripter. Also he will continue to contribute as tester and will be one of the voice actors of the campaign. Stay tuned for updates, a new update is only a few weeks away.
  7. padi

    [WIP] [CAMP] [GM] My Mistake

    The campaign got a big update today as I updated it with everything I managed to fix and improve over the last month after the initial release. Here´s the changelog: Countless fixes and improvements to the campaign. Improved the third mission with a third possible course. Finally fixed the bug in the third mission that prevented the completion of the checking of the battle positions in some playthroughs.
  8. Hi, I finally managed to release the WIP-version of the Campaign (for now 3 missions) here and on Steam, you could find here. I hope you enjoy it and thanks for the help reaching this milestone of my first ever release.
  9. Hi community, the first post after being registrated for 5 years. Why? I was a silent reader for years and forgot that I was registrated 😉 But now to my topic on hand. For the whole history of the Arma Franchise there is only one really great singleplayer campaign, Cold War Crisis. Remnants of War is also fantastic with a great storytelling (maybe even better than Cold War Crisis), but really short. All the other Campaigns were okay to solid, but none was as fantastic as Cold War Crisis and Remnants of War. My idea is that we combine the knowledge of everyone willing to contribute into one team to create a fantastic, long and immersive campaign of which the whole Arma-Community could be proud. Why should one modder do every job in campaign creation when it isn´t only much more efficient to do only what you´re good at, but also to shorten development time and increase the quality of the finished product? I have seen some really good community made missions, so the talent is clearly there. Sadly I have also seen over the years, that popular topics (Operation Neptune Spear, Operation Gothic Serpent, Operation Overlord) are done many times and there is little to no difference between the versions, that is collectively viewed just wasted time, in which a different scenario could have been created. In my imagination everybody could help. You have no idea of the editor but could write a great story or a believeable and deep biography of a character? Great, that is needed! You speak two or more languages? Great, a localizer is found. You´re an editor nerd who didn´t have a good story in mind? Great, also needed! You can´t help in editing but you would give your voice for a character? Great, also needed! You have features or scenarios in mind that you want to see in the Campaign? Great, ideas are welcome as well. You could help solving editing problems? Also needed! You want to help test the finished campaign and iron out bugs? Also needed. Maybe we could also create needed mods if there is something missing. Yes I know that it is very broad and nothing specific, but I wanted to write this to you all to read if there is interest on such a community campaign. Also I imagine of the establishment of easy and fast help with your own problems in editing in a way that is both convenient and efficient, but by now I have no idea how that could be done. Maybe there is a pool of experts for every problem area which you could send your missions and they fix the problem for you in exchange for your expertise on their problems. If you have questions or an opinion on the topic feel free to communicate that, I would be happy if I could read your opinions. Greetings
  10. Thank you very much for this shortening of the code, I didn´t knew of that possibility.
  11. Thank you, I will try it out. I wish you much success for the law school.
  12. Okay, then I´m sending you the three missions now👍
  13. The mission is currently in translating, it should come in the next days. If the translating of the other missions is finished by then you will get not only one but three missions😀 Another question: Do you know how to save the destruction level of a town so in the next mission the town is exactly in the state it was in the last mission?
  14. Hi, it will take a few more days until I could send you the mission, I added a plot twist that needs to be completed and I also forgot that a german localization didn't cut it for you, so english localization is incoming.
  15. Hi @alpha993 and sorry that it took a littlebit longer, reallife got in the way🙈 I expanded it a littlebit and now it works really good for my demands. This is the code for it: _TAG_artilleryRadius = 100; // Set village radius in meters _TAG_artillerySpread = 50; // Set artillery spread radius (the accuracy of the rounds, in essence) _TAG_artillerySpread2 = 15; // Set artillery spread radius (the accuracy of the rounds, in essence) _TAG_artilleryRounds = 20; // Set how many rounds will be fired _TAG_artilleryDelay = 5; // Set the minimum and maximum delay between rounds in seconds //1 _TAG_selectedPos1 = [[[getMarkerPos "TAG_artilleryCenter1", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos2 = [[[getMarkerPos "TAG_artilleryCenter1", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos3 = [[[getMarkerPos "TAG_artilleryCenter1", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos4 = [[[getMarkerPos "TAG_artilleryCenter1", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos5 = [[[getMarkerPos "TAG_artilleryCenter1", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; [_TAG_selectedPos1, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos2, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos3, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos4, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos5, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; //2 _TAG_selectedPos6 = [[[getMarkerPos "TAG_artilleryCenter2", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos7 = [[[getMarkerPos "TAG_artilleryCenter2", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos8 = [[[getMarkerPos "TAG_artilleryCenter2", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos9 = [[[getMarkerPos "TAG_artilleryCenter2", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos10 = [[[getMarkerPos "TAG_artilleryCenter2", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; [_TAG_selectedPos6, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos7, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos8, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos9, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos10, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; //3 _TAG_selectedPos11 = [[[getMarkerPos "TAG_artilleryCenter3", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos12 = [[[getMarkerPos "TAG_artilleryCenter3", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos13 = [[[getMarkerPos "TAG_artilleryCenter3", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos14 = [[[getMarkerPos "TAG_artilleryCenter3", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos15 = [[[getMarkerPos "TAG_artilleryCenter3", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; [_TAG_selectedPos11, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos12, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos13, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos14, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos15, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; //4 _TAG_selectedPos16 = [[[getMarkerPos "TAG_artilleryCenter4", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos17 = [[[getMarkerPos "TAG_artilleryCenter4", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos18 = [[[getMarkerPos "TAG_artilleryCenter4", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos19 = [[[getMarkerPos "TAG_artilleryCenter4", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos20 = [[[getMarkerPos "TAG_artilleryCenter4", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; [_TAG_selectedPos16, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos17, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos18, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos19, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos20, "Sh_82mm_AMOS", _TAG_artillerySpread2, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; //5 _TAG_selectedPos21 = [[[getMarkerPos "TAG_artilleryCenter5", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos22 = [[[getMarkerPos "TAG_artilleryCenter5", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos23 = [[[getMarkerPos "TAG_artilleryCenter5", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos24 = [[[getMarkerPos "TAG_artilleryCenter5", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos25 = [[[getMarkerPos "TAG_artilleryCenter5", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; [_TAG_selectedPos21, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos22, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos23, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos24, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos25, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; //6 _TAG_selectedPos26 = [[[getMarkerPos "TAG_artilleryCenter6", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos27 = [[[getMarkerPos "TAG_artilleryCenter6", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos28 = [[[getMarkerPos "TAG_artilleryCenter6", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos29 = [[[getMarkerPos "TAG_artilleryCenter6", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; _TAG_selectedPos30 = [[[getMarkerPos "TAG_artilleryCenter6", _TAG_artilleryRadius]], [TAG_safeZone_1, TAG_safeZone_2]] call BIS_fnc_randomPos; [_TAG_selectedPos26, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos27, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos28, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos29, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; sleep 0.5; [_TAG_selectedPos30, "Sh_82mm_AMOS", _TAG_artillerySpread, _TAG_artilleryRounds, _TAG_artilleryDelay] spawn BIS_fnc_fireSupportVirtual; I expanded it to 30 different locations in total within 6 different zones with 20 rounds each. Also I implemented a second spread value for the zones near my safezone to protect them more and at the same time spread the impacts out at the other areas. So it now is nearly guaranteed that the village will be hit hard, but the player and his commander (the safezones are for them) survive in every one of my 20 tests and I didn´t know which defense area gets hit and maybe even destroyed. Do you want to have the finished mission which uses this script send to so you could play it? Kind regards Padi
  16. This is nearly exactly what I needed, thank you again! The only thing I need to improve is that the rounds should fall all over the village (excluding the safezones) and not only in one spot. But I think that I could archieve this by playing with the radii of the artillery fire and calling it multiple times again or having multiple firing centres all over the village... I will try that and report back.
  17. Thank you @alpha993, I will try it tomorrow and give. you feedback how it works. You are great👍🏻
  18. Hi guys, the second mission is now also at 95% completion (which for me means no audio for conversations and there are some possibilities to further enhance the immersion of the player, the mission is technically complete and everything relevant for the mission is done).
  19. padi

    CAS using drones

    I know that @beno_83au gave you an idea how it could work. But as I also have an idea (maybe not as good as his) I would share it regardless😀 As you already solved the problem of delivering the CAS, what's about using a dialog to select the ordonance and then scripting the messenges via kbtell?
  20. Hi guys and sorry for the long silence. I needed to get over a death of a near relative so I stopped working on anything for a long time, but now I recovered somehow from the loss and started again. I have split up the imaginated campaign into smaller parts to ensure its finishing in a reasonable timescale and the first mission of the cold war part is now nearing its completion, with only the audio for the conversations needs to be inserted and some little improvements as a result of feedback from testers. As it was rightfully critizised it is difficult to form a team if you have nothing to show for... Now the first mission is at about 95% complete, so it could give you an impression of the kind of campaign I´m creating. As the mission is part of an upcoming campaign I´m not releasing it on the workshop as a standalone. The story is already set up and checked by a veteran so that it is "realistic" and believeable, as well as I´m in a continuous exchange with him when I´m planning the missions in detail and also when deciding things in the mission. For now it is focused on a Bundeswehr infantry draftee. But I'm thinking about including some tank missions, if it could fit the storyline... Also there will be a special forces plot, but that would be at a later time as that happens parallel to the actions of the player, but he didn't know about it. East Germany attacks West Germany (yes the basic setting is like in the GM campaign, but the reason for the attack as well as the storyline are completely different). This campaign focuses on strong immersion, decisions of the player that alter the direction of the campaign (participating in recce operations or being evacuated with different following missions for example), a no failure style of playing (if a task is failed the campaign is continued in a different way instead of simply retrying the mission), believeable and "realistic" story (in quotation marks as no game could be completely realistic) and characters with a backstory and a reason to do what they do. If someone wants to play it to experience it and decide, if you eventually want to contribute, simply PM me and I will send you the mission file.
  21. Due to a hardware crash all mission files are gone, so I need to start all over again... But with the knowledge of the first try I´m confident that I will be able to remake the lost missions quickly...
  22. In the last weeks I planned the general layout of the campaign, detail planned the first and second chapter of the campaign and started to build it. I found out that it works best for me when I plan about 75% in advance (general flow of the mission and cutscenes) and plan the remaining 25% on the fly. I've been thinking about this rough campaign course: The part in the current time where the grandpa calls the player is already created technically but for now lacks atmosphere because I wanted to have it work first and then add atmospheric things. There is only one mini mission missing, which is the bridge between the current time and the past. The second part (Start at home in West Germany not far from the border, the player is drafted for basic training and Player goes through basic training) is already planned out: I´m enhancing the immersion parallel to the creation of the missions to mix up the work and variety it to prevent loss of interest due to being annoyed. I would also finish creating parts one and two (as part one are 2 complete missions I have both workflows together) and when they are finished I will create the remaining parts one by one to not have everything begun and nothing finished... Questions: Do you guys like the general direction of the campaign? I would be happy to have help with creating missions, are you interested? Also if somebody is good at creating an immersive environment I would be very happy to have your help. Are there mods that have house interior like kitchen or bathroom stuff to design the houses realistically as it always annoyed me that the vanilla houses had no bathrooms? I hope you guys like it, I will continue the (sadly slow) work on it and if you have advice I would also be happy to incorporate it. Greetings
  23. Hi, I have another question, this time more specific to the editing part. When I create a conversation I currently do that with this vanilla Conversation system like the manual conversation example. Do you guys have other recommendations how I could better create conversations or is that the best way? @poolpunkI just saw that my answer to your text is hidden for some reason. Hopefully they unhide it fast.
  24. Thank you for that, for some reason I didn´t see that yesterday. Not knowing about that approach I continued to write the script. Feedback is as always welcome. I translated it online because I write it in german so if something is hard to understand just ask. It also isn´t finished by now...
  25. Thanks for that quote and the links. i already knew them, but not the quote. the links might be useful👍🏻
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