gnarly_rider
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[SP] The Day of the Camel - A Hitman style assassination mission
gnarly_rider replied to celery's topic in ARMA 2 & OA - USER MISSIONS
The camel trader hints at checking the alleyways for such a dealer... The one you are after is actually in a shop... -
Very nice work Surfer, though I'm convinced the AI can still see better in the fog/rain than players.... Great Ambience. I did accidentally fall in the sea, and discovered that the ladder on the other side of the boatyard doesn't work... Also where'd you get the ship from? I assume its a hidden object? Next step, get it onto the Steam Workshop!
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[SP] EOD Squad 1 - something a little different (Stratis)
gnarly_rider replied to sproyd's topic in ARMA 3 - USER MISSIONS
Yeah I had noticed you must be prone now to deactivate AP mines; crouching still triggers them... Nice work, will give it another run this week sometime. -
Surfer, you haven't actually provided a pbo file; the download is still your editor sqm/ext/etc files....
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[SP] EOD Squad 1 - something a little different (Stratis)
gnarly_rider replied to sproyd's topic in ARMA 3 - USER MISSIONS
I was going to ask when it would be on steam... ill try it tonight -
Garrison on the fly script
gnarly_rider replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Obvious question, for which I haven't found any reference to yet; has this been tested at all on dedicated sever, or solely SP? I think one of our members put this (back in March) into a dedicated server mission, with quite significant resulting stuttering and desync. -
Make ai take cover
gnarly_rider replied to skilfuleric's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check out these two mods: http://forums.bistudio.com/showthread.php?161875-WW-AICover and http://forums.bistudio.com/showthread.php?164304-TPW-MODS-enhanced-realism-immersion-for-Arma-3-SP (specifically ) -
Module: Visual House Positions for A3
gnarly_rider replied to mons00n's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Most awesomeness! Loved this thing in A2 -
Or FRAPS it and play it back slowly.
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Used this a lot in ARMA 2 for randomizing mission objective locations (e.g. find a destroy the OPFOR AA emplacement/ammo dump/whatever, with associated foot patrols, camo nets, MG bunkers, etc). A great way to allow a mission design to be reused multiple times, and even keep it 'unknown' for the mission designer. Excellent work Shuko.
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TPW CIVS: ambient civilians and traffic for Arma 3
gnarly_rider replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I lol'd when it spawned two SUVs onto the go-kart track. Suffice to say they wrecked themselves pretty quicksmart... Very nice work on the mod, desperately needed! -
The BETA is dead! Long live Arma 3!
gnarly_rider replied to scorp4's topic in ARMA 3 - BETA DISCUSSION
Check out any new firing range/training scenarios, then the editor... 50% DLd, and it must suck if you haven't bought the Beta - retail price is US$15 more.... :) -
Task "Success" activated by deactivation of multiple mines?
gnarly_rider replied to Asclepius's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great info @cobra, works a treat! -
Garrison on the fly script
gnarly_rider replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very nice work Zorilya! A great fresh start for A3. A tiny and minor request, that's probably well outside the scope of this script package; it would be great if they could randomly close some of the doors behind them. The open doors are very much a 'tell-tale' of breadcrumbs when you are using the script without waypoints; walk along the street, and look for open doors to focus building and room clearing on. If the door is closed, small chance OPFOR present (unless they came in a back door, of course! I do fervently wish for the day when the AI gets a bit "smarter'', and actually (within a house) leave their rooms to track down firefight occurring in nearby rooms (again some level of randomness, some will and some wont. Or even some exit house to engage in nearby firefight, whilst others don't. Almost a variable setting a level of randomnees allowing them to break out of the garrison script when 'firefight' nearby? Also I didn't see any crouching occurring at all in 1.7? All targets were standing at all times? Keep up the great work, I won't be playing SP without this (and it may sneak into some MP missions to....) -
[SP] EOD Squad 1 - something a little different (Stratis)
gnarly_rider replied to sproyd's topic in ARMA 3 - USER MISSIONS
Thanks Sproyd, good little mission, and nice 3rd one. I concur with Beowulf's comments; I barley had time to complete the mission before the convoy rolled through. Whilst putting the pressure on, its a little too annoying IMO. Also didn't fire a shot (sawa quad bike vanishing at first locale) I'd rather have the convoy behind me with either the option to radio it to stop and hold in place, or much bigger time gap to it starting There are other options for adding tension though; a two man OPFOR sniper team overmatching one of the mined areas, who open fire as soon as you arrive, would really add some tension. Especially if their position is randomized, or in fact which mined location/s they appear at is randomized. You could for instance have 3 man patrols at a 200m randomised radius out from each location, with each man say 10-25% probability of spawning, or something? I think you see what I'm suggesting? Also, would love the convoy route to go say through Agia Marina, with mines at one of the street intersections, and again randomised couple of 2 man patrols in general lcoale, with again randomised chance of being present. Perhaps one using one the the house patrol/spawn scripts. Another way is for such randomised patrol locations/occurrences/counts to actually spawn further away from mined locale (say 400m), with a trigger to move to that locale when you activate BLUFOR present ''trigger. So they attack once you are immersed in de-mining... Means your AI will have to pull their weight, and you have to deploy them smartly at each locale for overwatch... Just some ideas to spice it up!