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F.Herbiie

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About F.Herbiie

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    https://www.twitch.tv/herbiieisbest

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  1. V0.4 - Added a dynamic 5 paragraph briefing to give details on what is required at each objective - Added a 'Recover Supplies' mission type
  2. v 0.3 Update - Added custom loadouts with ACE and ACRE as required and with TFAR compatible radio backpacks - Adjusted helicopter loadout to include flare launcher, M72s, spare ammo and a medical grab bag (for vanilla and ace medical). If ACRE is enabled two AN/PRC-77 radios in radio backpacks will also be in the helicopter for use by the crew.
  3. V0.2 Update - Fixed objective spawning bug that was spawnign objectives 400m in the air! - Added arsenal, role limited and completely unlimited. Will be adding US only and All Vietnam soon!
  4. Air Cavalry Patrol (ACP) is a MILSIM/Semi-MILSIM/Casual MILSIM dynamic mission generator that provides replayable objective focussed gameplay for minimal effort, ideal for communities of 5-15 players but playable with a single player! Players take the role of either a ground infantry squad or a Huey crew to fly into the jungle (walking's for chumps) to complete an objective, then fly out onto the next objective. Each objective should take around 15-20 minutes (depending on flying time and catastrophe) and the mission has parameters for 1 - 6 objectives per mission! All objectives will be able to be done with enemies still remaining, and in some cases you won't be able to fight them all off - so expect hot extracts as well as hot insertions, because hot LZs is what a Vietnam game is all about, right? Mission available for download here: https://steamcommunity.com/sharedfiles/filedetails/?id=2482465442 Introduction Video (v0.1): This is still very WIP (currently about 5hrs worth of effort at time of posting!) so it's far from finished, but hopefully playable! Find any bugs? Let me know! Current features: Clear Camp mission Recover Supplies mission Ticketed respawn (adjustable in Parameters) Optional arsenal crate End conditions for all players dead (and out of tickets) or all objectives complete and players returned to base. Adjusted loadouts Automatically identifies ACE/ACRE and adjusts loadouts/arsenal accordingly Semi-dynamic briefing that changes depending on what the objectives are. Planned features: MORE missions - so many more! US Only and All Vietnam arsenal options ACRE/TFAR compatability with spectator chat and radios A "hardcore" mode with limited maps and compasses, for that true lost in the jungle feel. In addition to this I'll be making a ground-based patrol mission (for those walking chumps I mentioned) that is similar but without the requirement for a helicopter.
  5. F.Herbiie

    [MP][COOP] Vindicta (Alpha)

    Yeah we tried that, we covered about 1/3 of Livonia without luck 😞
  6. F.Herbiie

    [MP][COOP] Vindicta (Alpha)

    So I'd have to disagree with the below... @Sparker Livonia seems not to spawn any police stations for us?
  7. Hey all, I made a basic set up tutorial which goes through keybinds etc.: I also compiled a playlist of tutorials for ITC AIr/Land:
  8. TFM Missions Presents TFM: TERRORIST HUNT Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1914183097 TheFerretMaster Missions presents ArmA 3: TFM: Terrorist Hunt, a simple dynamic CQB game mode with a highly original name. This scenario simply lets you select a building, fill it full of enemies, then go kill them. No modifications are required and, due to the customisation and simplicity, this game mode is compatible with all/almost all modifications. The mission is fully customisable, easy to port to new islands, change enemy AI or limit player equipment. Features: Simple scenario, pick a building, pick the number of enemies, start location and time of day - then go clear the building. Mission automatically resets, allowing you to pick a new building and start again. After each building is clear, mission gives you performance data such as mission time and number of shots. Easily customisable, allowing you to use any mod with TFM: Terrorist Hunt Can be ported to new islands in less than a minute If you want to port TFM: Terrorist Hunt to new islands, change the enemy AI or limit the arsenal selections, watch this video to learn how: Changelog: v1.1 Improved location placement to make each come from a different direction Stopped box/satellite dish mating rituals
  9. A tutorial for v1.3's Naval Fire Support Systems
  10. Hey guys, I did a few more tutorials for using ITC Air Systems: I've compiled them into a playlist here:
  11. F.Herbiie

    Arma3 Videos

    Using the ITC Land Systems mod in action 😄
  12. Hi guys, I did a quick basic tutorial on using some of the waypoint stuff 🙂
  13. I did a tutorial for this 😄
  14. Alright, This is probably a really basic issue BUT: How do I make a curator unable to edit or see objects except those that they placed themselves? Essentially I'm working on a Zeus v Zeus mission and at the moment they can edit one another's units - not ideal! The mission is here: https://github.com/Herbiie/Zeus-Commander-Battles The curators are added by placing the curator module & having the curator owner be the name of the player unit. The costs are then defined in these scripts: https://github.com/Herbiie/Zeus-Commander-Battles/blob/master/core/functions/setUpCuratorWest.sqf https://github.com/Herbiie/Zeus-Commander-Battles/blob/master/core/functions/setUpCuratorInd.sqf https://github.com/Herbiie/Zeus-Commander-Battles/blob/master/core/functions/setUpCuratorEast.sqf I'm probably missing something very basic! Thanks!
  15. Version 2 has been released, implementing a persistent save system - the Steam Workshop link is now working again! Turns out I couldn't publish anything after a password change. Details of persistence can be found here. To use it is simple - there's a parameter called 'Load Previous Session' which is set to 'Yes' by default - set it to 'No' for your first mission, and when you're done playing use the 'Save Game and Exit' option at bases or HQ. I've added a mission or two extra as well.
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