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F.Herbiie

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Posts posted by F.Herbiie


  1. On 8/5/2022 at 1:41 PM, Dead-Again said:

    Hi Herbiie, Thanks for this it is working ok on my server no loadout save though, I have a couple of requests though. 1 /  could the bodies stay around for a bit longer so we have a chance to get our kit back. 2/  is there a way for a arsenal box to spawn when the command vehicle is deployed.

    It all works well for us  on a dedicated server.

     

    Hi, sorry for the late reply I've taken a bit of a break.

    I'm looking into making the command vehicle and arsenal crate!

    • Like 1

  2. On 7/27/2022 at 11:30 AM, Posenpaul said:

    Thanks for sharing, I would like to play it with my friends and therefore tested it today solo and had the following problems.

    - Custom loadout saves are not possible (as mentioned already from corporal_lib)
    - no hints for weapon cache on killing enemies

    - probably no weapon cache spawned at all*

     

    *Tried for a very long time to find it with normal play, then I gave me admin rights on my server and searched for it with GameMaster, was not able to find it. Tried Provins and Chotain. 

     

     

    Try updating, crates definitely spawn!

     

    Will look into hints, there should be a 10% chance on each kill.

     

    Not sure about loadouts, could be that they're not working in singleplayer


  3. U0HI51W.png

     

    I'm releasing a new COOP game mode, a simple capture the island style of game mode in which players sweep towns and villages for weapons caches to destroy. This game mode was only made possible through the Night Operations Framework.

     

    We're current public testing with v0.1.1 - looking for bugs but more importantly gameplay tweaks (most systems should work fine). Look for the public playtest server!

     

    FOB Operations in a cooperative counter insurgency game mode, based loosely on the old Insurgency mission for Arma 2. The FIA have turned against NATO forces and have launched an insurgency campaign against them. As Everon is a crucial naval base, NATO are determined to bring a swift end to the insurgency.

     

    The FIA operate using a system of weapons caches in every town. If these caches are destroyed, the insurgency will soon run out of steam and Everon will be secure. Search each town for caches - they can be in buildings or hidden in the environment. The FIA have a strong presence in every town, so you will have to fight your way building to building to complete your sweep.

     

    FOB Operations includes:

    - Arsenal crate and loadout saving for use with mods

    - Prepared loadouts with more ammunition/bandages etc. than standard

    - Killing enemies will drop hint markers on the map to give a rough idea of where the cache is for that town

    - Cache crates have an action on them to attach a satchel with a 30s fuse, or caches can be destroyed with explosives from mods

    - Caches spawn in random locations, leaving and re-entering a town will move the cache location

    - Using the Dynamic Spawn Framework, AI will only spawn in when you approach a town and the more players you have, the more AI will spawn.

     

    Known Issues:

    - On player join the command vehicle spawnpoint marker is at the FOB even if the vehicle is deployed elsewhere

     

    Changelog

    v0.1.1

    - Added garbage manager

     

    v0.1.2

    - Removed vehicles from garbage collector

    - Changed case of crate prefab names to hopefully fix hints

     

    v0.1.4

    - Increased size of Defend radiuses and patrols

     

    Videos

    For some reason my recordings from Reforger are really choppy, but here goes anyway!

     

     

     

    • Like 5
    • Thanks 2

  4. lMuD6wu.png

    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):


    Version 1 now released!

    Current features:
    Clear Camp mission
    Recover Supplies mission
    Destroy Truck mission
    Ticketed respawn (adjustable in Parameters)
    End conditions for all players dead (and out of tickets) or all objectives complete and players returned to base.
    Optional arsenal crate
    Semi-dynamic briefing that changes depending on what the objectives are.
    ACE medical loadouts with the correct supplies
    A "hardcore" mode with limited maps and compasses, for that true lost in the jungle feel.
    Number of enemies scale to number of players

    Planned features:
    MORE missions - so many more!
    ACRE/TFAR compatability with spectator chat and radios
    US Only and All Vietnam arsenal options


    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.

    • Like 4

  5.  

    So I'd have to disagree with the below...

     

    On 1/18/2020 at 9:04 PM, LSValmont said:

    1- An incredibly slow start with not so much to do apparently. There should be a better explanation on what to do first and how to do it. (This is to be expected from an Alpha and the UI to expand this is in place so it should be fairly easy for the Devs to add more content to it to guide players better).



    @Sparker Livonia seems not to spawn any police stations for us?

    • Like 1
    • Haha 2

  6. 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
    • Like 4

  7. 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!


  8. 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.

     

    • Thanks 1

  9. ITC Air Land Battle

    ITC_Air_Land_Battle_Logo_512.jpg

    Steam Download Link | Wiki | GitHub Repo | ITC Discord

    This mission is still under development and has extra features to be added!

    What is this?

    Simply put ITC Air Land Battle is a mission that allows you to undertake a counter insurgency campaign across an island (currently Altis), building FOBs and patrol bases and carrying out missions to secure ground, while the boring presence patrols are done by AI (although if you want to patrol - feel free, there're enemies about).

    It uses the ITC Air Systems and ITC Land Systems modifications to enhance the existing gameplay of ACE and ArmA 3. It is best played with small numbers (current maximum is 20 although this is easily extended) with the majority of players as infantry with a handful of supprt guys manning the guns and aircraft.

     

    How does it work?

    This is a basic introduction video that shows some of the initial features of ITC Air Land Battle:

     

     

    Build your first patrol base then start doing missions. The more missions you do the more points you get and the better equipment you can use - and the more bases you can build to secure more areas.

     

    What do I need to play?

    This mission can be played with just ACE, CBA, ITC Air Systems and ITC Land Systems (all listed as dependencies on steam). However, it is also compatible with both ACRE2 and TFAR, and it is strongly recommended that one of these is used in conjunction with the mission.

     

    Can I play this mission yet?

    Yep - just download it and you can start playing. It may be a development version, but it is fully functioning (as much as any Herbiie mission ever was) and enjoyable (as much as any Herbiie mission ever was...). All this means is that, while there may be a bug or two, there are also more features to come!

     

    Currently Implemented Features

    • Choice of faction in mission parameters (NATO/CTRG)
    • Choice of time acceleration in mission parameters
    • System of Deployment Points allowing for the purchasing of assets and buildings of bases
    • Deploy-able Patrol Bases (PB) and Forward Operating Bases (FOB) that conduct presence patrols in local area, and can generate missions on request
    • Random attacks against PBs and FOBs in the form of mortar attacks or small-scale infantry attacks [Toggle in Parameters]
    • Counter Artillery Radar at all PBs and FOBs to give warning of mortar attacks
    • AI will send contact reports with map markers, a side chat message and an audible notification [Individually Toggle in Parameters]
    • AI patrols are tracked with map markers [Toggle in Parameters]
    • AI units have logical call signs relating to which PB or FOB they originate from [Toggle in Parameters]
    • Theatre headquarters from which assets and new bases can be requested from various staff officers
    • Arsenal crates at Theatre HQ and bases with faction-specific equipment
    • Secure-able towns that generate insurgent patrols if insecure [Density of patrols determined in parameters]
    • Dynamic Simulation to enhance mission performance [Distance determined in parameters]

     

    Planned Features

    • A tiered weapon system, where you can upgrade what weapons are available in the arsenal crates
    • Host Nation police and military to take over patroling in secured towns
    • Ability to close down patrol bases to recover some deployment points
    • Persistence!
    • Individual XP/Money that allows for more weapons or vehicles to be bought
    • Civilians
    • AI QRF System
    • FOB Attacks dependent on nearby security situation

     

    Would you like to know more?

     

    Shiny things

     

     

    More to follow!

    Play! Have fun! Give me any suggestions, feedbacks or bug reports!

    • Like 4
    • Thanks 1
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