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exec

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Everything posted by exec

  1. exec

    Terror in malden campaign

    Thank you for the links Zuku1 & CAPTUSNR. Â I really enjoyed this campaign. Â Its very hard to make even a mission that includes variety of vehicles and amazing battlefield experience. Â Was a very thorough, detailed campaign that played well all the way through. Â Id recommend this campaign as its one of the best I have ever played and enjoyed. Â The author's website gives a good preview and screenshots: "]http://christianboutin.com/mainsite/index.php?1prjt[tinm]
  2. exec

    Terror in malden campaign

    I looked for another link to the English version of this mission download. Â Several sites including the authors homepage has information on the campaign but no download link. If anyone has the campaign would greatly appreciate a link or if can be sent through email. Thanks.
  3. exec

    Invasion 44 server

    hello. has there been an address change and/or is the server up?
  4. exec

    GRAA Modpack 3.0

    Amazing mod, enjoying it very much. Ability to change the mod, stand-up RPG firing, new 3rd person, roll/lean animations, lag-free, nicest addons for look and compatibility are few of the things that I especially liked. You've got me replaying all my completed missions with this mod... Great job!
  5. exec

    exec's mod

    http://exec.armaholic.net/execmod.zip
  6. Hello all. I've been working ArmA to get it closer to the ol' Flashpoint. After a couple hours of working with it, I came up with these three small modifications. All these mods are optional, so you can choose to run only the ones you want. I play Arma mostly single-player, so I don't know how it affects multi-player. Probably it will see some of the files as a 'modified config file', but should not affect game. In any case, I do not suggest to use this mod online. You can always run it as a mod folder to be sure you don't overwrite the files. Anyway, heres what it is: 1. Less recoil on all weapons by half of their original settings. If you played FDF mod in OFP, it has a very similar recoil effect. This especially helps if you are not using crosshairs. 2. Night vision. Nothing special, but just makes you have clear full screen night vision goggles instead of monocular/fuzzy ones. 3. If you think the above mods make the game too arcadish, you may still like this one. It changes all the loading screens. For lack of better pictures I the billboard pictures within the game (including Miss Arcadia) for the load screens. The pictures can of course be changed to have better resolution, and might work well if/when someone makes a complete mod. The pictures will look better when they are 1024x1024 or 2056 x 2056, or any format that I can convert with Photoshop (ideal is .paa if you have it). If anyone is interested in downloading/testing the files, I will need help from someone to host this, as I do not have web-space. Or I could upload just the configs, which Id rather not do. I noticed that you had to use the same pbo/unpboer otherwise the addon became corrupted. I consider the mod still a work in progress. I'm also trying to work on the helicopter movements (its tough maneuvering with keyboard) as well as some of the animations. regards, EDIT: the mod was customized using Arma v. 1.08
  7. exec

    exec's mod

    Link removed due to multiplayer's cheat 'hysteria'.
  8. exec

    exec's mod

    Totaly Agree This Mod shood not be oferd as it is The wepons.pbo need to be renamed so it can not be used in Multiplayer evan if it not for intended for multiplayer use this mod shood not offer it works in it. the point of makeing mods is to make new .pbo names and new missions that require that mod this shood be taken down becuse people will use as a Cheat. evan if you say use at ur own risk! wtf The mod is offered to be used separately, to not to overwrite your original files. You can disable the mod folder before jumping online by removing the parameter from your Arma shortcut, or by using online server tools such as ArmaLauncher. Even if they are renamed as a different pbos, it doesn't change the way the server will detect the specific files. Also, it doesn't take much knowledge to find and replace those files even if they were offered in another way. I don't like cheaters when playing online, thats one of the reasons its better to run the game in SP, imo. But I do have faith that the servers will check for these files online. If they haven't done so already, my hopes is that it would actually encourage future server patches to first distinguish and then defend against these any unfair 'mods'. By the way, its funny and interesting to see people act like the authority on mod-making. Isn't mod short for modification? By definition, that includes pretty much anything...
  9. Hello all. I've been working ArmA to get it closer to the ol' Flashpoint. After a couple hours of working with it, I came up with these three small modifications. All these mods are optional, so you can choose to run only the ones you want. I play Arma mostly single-player, so I don't know how it affects multi-player. Probably it will see some of the files as a 'modified config file', but should not affect game. In any case, I do not suggest to use this mod online. You can always run it as a mod folder to be sure you don't overwrite the files. Anyway, heres what it is: 1. Less recoil on all weapons by half of their original settings. If you played FDF mod in OFP, it has a very similar recoil effect. This especially helps if you are not using crosshairs. 2. Night vision. Nothing special, but just makes you have clear full screen night vision goggles instead of monocular/fuzzy ones. 3. If you think the above mods make the game too arcadish, you may still like this one. It changes all the loading screens. For lack of better pictures I the billboard pictures within the game (including Miss Arcadia) for the load screens. The pictures can of course be changed to have better resolution, and might work well if/when someone makes a complete mod. The pictures will look better when they are 1024x1024 or 2056 x 2056, or any format that I can convert with Photoshop (ideal is .paa if you have it). If anyone is interested in downloading/testing the files, I will need help from someone to host this, as I do not have web-space. Or I could upload just the configs, which Id rather not do. I noticed that you had to use the same pbo/unpboer otherwise the addon became corrupted. I consider the mod still a work in progress. I'm also trying to work on the helicopter movements (its tough maneuvering with keyboard) as well as some of the animations. regards, EDIT: the mod was customized using Arma v. 1.08
  10. exec

    exec's mod

    Hi Platty. The only one to change out would be 'weapons.pbo' (bin.pbo is for recoil and ui.pbo is for the changed screens) Im quite sure its possible, although haven't tried it. It should be within the configuration of the individual weapons if you unpbo the files. ...just in case that still wasn't clear enough.
  11. exec

    exec's mod

    Hi Platty. The only one to change out would be 'weapons.pbo' (bin.pbo is for recoil and ui.pbo is for the changed screens) Im quite sure its possible, although haven't tried it. It should be within the configuration of the individual weapons if you unpbo the files. ...just in case that still wasn't clear enough.
  12. exec

    exec's mod

    Hi Architect, The following files were changed from arma/addons/ui/data: loadscreen_east1_co.paa loadscreen_east2_co.paa loadscreen_west1_co.paa loadscreen_west2_co.paa The following files were changed from arma/addons/ui/textures: loading.paa The files I changed them with are the billboards or signs included in the game, and the splash screen image from the loading screen. These are all taken from arma/addons/misc: Bilboard_Bienvenudo.paa Bilboard_Revolucion.paa Bilboard_Traidores.paa from arma/addon/misc/data: propaganda_poster_co.paa and from arma/addons/ui/data: splash2_po.paa Thanks to authors of the following tools: Arma Pbo View by Voyager and Mr. Flea http://www.armaholic.com/page.php?id=1434 Paa Image Browswer Dialog by Dr_Eyeball http://www.armaholic.com/page.php?id=1375 Heres some more of those screens:
  13. exec

    exec's mod

    Hi Architect, The following files were changed from arma/addons/ui/data: loadscreen_east1_co.paa loadscreen_east2_co.paa loadscreen_west1_co.paa loadscreen_west2_co.paa The following files were changed from arma/addons/ui/textures: loading.paa The files I changed them with are the billboards or signs included in the game, and the splash screen image from the loading screen. These are all taken from arma/addons/misc: Bilboard_Bienvenudo.paa Bilboard_Revolucion.paa Bilboard_Traidores.paa from arma/addon/misc/data: propaganda_poster_co.paa and from arma/addons/ui/data: splash2_po.paa Thanks to authors of the following tools: Arma Pbo View by Voyager and Mr. Flea http://www.armaholic.com/page.php?id=1434 Paa Image Browswer Dialog by Dr_Eyeball http://www.armaholic.com/page.php?id=1375 Heres some more of those screens:
  14. exec

    exec's mod

    Update: Heres the download link for anyone who wants to try any of these mods out: Installation: You can unzip the folder to your Arma directory and add the '-mod=exec' parameter into your Arma shortcut. IE. "C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=exec -nosplash OR ***Make back-ups first*** and then replace the files in your addons & dta folder. Thanks to El Nino Foxhound and ArmaHolic for hosting: http://www.exec.armaholic.net/exec.zip PMed moderators, please move to addons: complete section.
  15. exec

    exec's mod

    Update: Heres the download link for anyone who wants to try any of these mods out: Installation: You can unzip the folder to your Arma directory and add the '-mod=exec' parameter into your Arma shortcut. IE. "C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=exec -nosplash OR ***Make back-ups first*** and then replace the files in your addons & dta folder. Thanks to El Nino Foxhound and ArmaHolic for hosting: http://www.exec.armaholic.net/exec.zip PMed moderators, please move to addons: complete section.
  16. exec

    REQ: Advanced Artillery mission

    STT scoped weapons pack: http://files.filefront.com/OFP+Add....fo.html heres another mission using artillery, but you need to build and defend your base before getting use of it: http://files.filefront.com/OFPR+Mi....fo.html you need Kegetys' Editor Addon for it. this is where i found some of the nicest missions for OFP: http://www.theofpfaq.ashnav.co.il/ > M.O.M. section (mission of the month).
  17. exec

    REQ: Advanced Artillery mission

    I think you may be talking about this one: Dead by Dawn, by Toadlife Download here: http://files.filefront.com/OFP+Mis....fo.html While youre at it heres another well scripted F.O. mission with artillery: FO's Lament, by Ian Bremner Download here: http://files.filefront.com/OFPR+Mi....fo.html
  18. exec

    non infantry

    http://www.ofpmdb.net/include.php?path=content/download.php&contentid=177
  19. exec

    Paradise Pass

    Date Created: Dec. 24th 2006 Mission: Paradise Pass Author: exec Island: Sahrani Time of Day/Weather: Your choice Spots 12 Resistance (Independent) Download here: http://www.freewebs.com/ofpexec/ParadisePass.rar Thanks to Big from Armaholic.com, heres a better link for download: Paradise Pass Co-12 Heres my first mission for ArmA, a 1-12 player coopertive on Sahrani. Thanks to JohnnyBoy and Deadfast for their support on the BI Forums. Objectives: Parachute in and enjoy the pleasure of sabotaging an enemy convoy moving north to Mataredo. Try to disable/destroy the enemy's anti-air assets to benefit support from the Air Force. After the convoys complete destruction, clean the town of Mataredo before extracting to safety. +Custom Music +Custom Camera Scripting +Custom Weapon Loadouts +Intro/Outro +Overview +Working Briefing +Uses Spectating Script v1.2 by Kegetys updated to ArmA by Daddl Screenshots: Enjoy. Thanks & have a Merry Christmas/Happy Holidays.
  20. exec

    Paradise Pass

    I made a few edits to this mission Edited: Feb. 07th 2007 Changes: *Added revive script (Revive Respawn Script Doolittle modified by PRime and Gnat, converted to ArmA by Hailo) *Added night vision for sniper & officer position for night-time play option *Added intro On/Off option *Added info in briefing Download: Mirror thanks to Big from Armaholic: http://www.armaholic.com/page.php?id=561 http://www.freewebs.com/ofpexec/ParadisePassRevive.zip (right-click, save as)
  21. exec

    Alamo

    Hello. I've converted my OFP map 'Alamo' on Nogova for ArmA. co 14 alamo beta1.sara Download: Mirror @ ArmaHolic, thanks to El nino Foxhound: http://www.armaholic.com/page.php?id=757 http://www.freewebs.com/ofpexec/Alamo.zip (right-click, save as) Mission: Alamo Sahrani, 1985. After many days of fighting and too many casualties, command has decided for our troops to pull out of Sahrani, one squad at a time. We are one of the last standing outposts on Sahrani, waiting to hear from Yankee-One North Command to give us the signal to extract... Features: *Revive Script by Doolittle modified by PRime and Gnat, converted to ArmA by Hailo *Spectating Script v1.2 Kegetys *IED Script by Jeevz (used for artillery) *Various Scripts/Reference from Flashpoint Combat Missions (Strango, Rock) *Custom Music, Scripts, Pictures, Sounds & Radio *Time of Day & Weather choice at setup *Lots of enemies to fight This is a short (10-15min) hold the fort mission at the Hotel Alamo on Southern Sahrani. No addons required. There is no join in progress, but there is revive respawn. The revive script is a little different from OFP, you will spawn instantly to a ‘loser island’ until somebody revives your corpse. You are then transported back to the battlefield if you get revived. You can only revive 3 times! The extraction helicopter is on the roof of the building, where the engineer will be busy fixing it - he will let you know when/if its fixed. Defend them both, they are the only way to extract…and try to keep the building from collapsing. Remember to land on the helopad as instructed by the Yankee-1 Base HQ when you extract. I had to cut down on a lot of scripts because of the compatibility (scripting language is different), but it still works similar to the original OFP map. The only thing that I couldn't replicate is the randomization of spawning enemy units, actions and movements. The enemy units do not spawn in as they used to, they are only inserted at different times. I also reduced the game length to 10-15 min from about 25-30min because I felt that players that joined after the game started would get bored of waiting and disconnect. As the name suggests, this is beta. I need feedback any bugs/gameplay issues. How is the difficulty? Need more/fewer friendly units? Is it too short? Unbalanced? On a dedicated server if I enable playable slots will the revive work for players that join in progress? There are no known bugs when playing on a private server. I cannot test as extensively as I want to on a dedicated server without my computer crashing (video/sound card problems) or getting team-killed, so any feedback would be much appreciated. This is not an official Arma mission so use at your own risk. FILE DETAILS: ------------- Mission created by: exec Mission Version: beta1 Release Date: 4 Feb 2007 Game mode: Coop, Spots 14 BLUFOR Addon's required: None Intro/Outro: Outro Briefings: Full brieifing, notes & tickable objectives Created for Arma version: 1.2 INSTALLATION: ------------- -Extract/move the pbo file to \ArmA\MPMissions folder. FUTURE PLANS: ------------- -Better movement for AI/Spawning enemies -Join in Progress REVISION NOTES: ---------------- beta1 - 04.Feb.2007 - Initial beta release. Have Fun, exec
  22. exec

    Alamo

    Hi Evilnate, and thanks for the test. I will change those explosions to gamelogic, and reduce/remove some of the cluster bombs as they do not seem to work well on the dedicated server. I'm surprised you experienced that players that join in progress cause the mortars to fire again since disabledAI is on. I thought that after the game starts, there will not be any AI to spawn into... I didn't replicate the large base with many objects of cover as in the OFP version. Initially I was concerned that it was too easy with too many objects/cover to hide behind. There are certain spots on that hotel (roof door area, bottom floor lobby window, etc) that are good for cover, but you're right: not useful when a grenade comes in. I will add those objects and especially sandbags set on top of each other to provide some better cover. Removing enemy grenadiers is also a good idea, as well as scouting for a new battleground. I think some bugs can be sorted out on the revive script to force spectating script when the player gets killed, even though its good to have some target practice on loser island . I intend on making it possible for join in progress in the future.... Thanks again for the input.
  23. Hello. My apologies if this has already been covered, although I didnt find a similar topic with the search module. I am currently making a mission that requires an AI convoy (consisting of tanks and trucks) to follow a narrow, winding road. I've tried the following: -setting many waypoints for AI to follow -setting very few waypoints -setspeedmode to limited/normal/full/no change -changed ranks -changed position of each vehicle -added formation "column" -moved AI in vehicles using "moveindriver" All the above do not make any (consistent) difference, as the AI continue to over-take the preceding vehicle in the convoy. I understand that OFP had this limitation in certain areas on an isle, is it the same for ArmA? Any suggestions on what else I can try to have the convoy move like a convoy? Any help - much appreciated.
  24. That worked. I guess to switch them back to 'aware' or 'combat' after the convoy gets attacked. I also moved out some trees to make for better vision for the players that will set up the ambush on the convoy. Its for the main road leading to Mataredo from the south. Thank you both for the help.
  25. Nice idea JohnnyBoy, although Im not sure how to go about doing that. Perhaps by using the object IDs? I can see the convoy is afraid of moving though the narrowest part of the road that is partly surrounded by trees. This brings me to another thought - will it work if I made the convoy go directly to each ID on the road? Ie. script its movement down the road? Moving the units in the vehicle did help a little bit, I dont really understand why. The most of the vehciles now stay in line, but the trucks still overtake the tanks. The area is Passo Paradiso, an area southwest of the city of Mataredo on Sahrani. Id still like to work a little more on the convoy + other objectives and the player insertion even before uploading a beta. Thanks for your help.
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