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Rough Knight

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Posts posted by Rough Knight


  1. Hi Bootsy,

    Thanks for making this, it's a great mission.

    A couple of things.

    1). I waited at the convoy endpoint on a side mission and the convoy never arrived but I failed the mission. Not sure whats cracking off there?

    2). What are your thoughts on making the "Open Chute" action a litle higher priority? Now there are so may action and "open Chute" is down near the bottom somewhere. When parajumping I can't think of anything more important : P

    No problems aside from those few things. Thanks for resolving the ability to savegame also. This wasn't available for me in v1.24 which made you start again everytime you died.

    Thanks bud, and keep up the good work.


  2. I have added a new cutscene to mission 3 if you win to tie up the relationship between NATO and the NTC a little better. It is slightly different everytime but here is the rough idea.

    This new update v1.15 will come out after I make the nessesary adjustments to the campaign when Meatball0311 releases the upcoming update of @MAR_2MAW which looks real neat : )

    Cheers.


  3. EDIT: Disregard questions below. I found out you have to redefine all the translations in settings because they get blanked out due to the new changes in curve definitions you have made. Looks nice so far..

    Gday sthalik,

    I grabbed 325 dev version but I get a problem. I overwrite the files in my folder of 1.6 with all the files in the BIN directory I downloaded from the repository. FacetrackNoir fires up as version 1.7 and will start tracking using accela filter, but the widget does not show and signs of life even though the raw input seems to be working correctly. Any tips?

    I am using freetrack protocol but translations don't seem to be written to the widget or outputed by facetrackNoir.

    Thanks for you help with this project, I hope I am just doing something wrong here, Iam keen to help you out with some testing.

    Cheers.


  4. The shaking is because the EWMA2 filter is deficient. Work is complete on a new filter that prevents shaking, with configuration to adjust for camera quality/lighting level.

    Please pester Wim to make him merge the changes into the tree, it's been thoroughly tested and ready for merge for several weeks now :-)

    Hi sthalik,

    Thanks for the piece of info concerning development of the new filter. Do you notice any FPS increase or decrease with the new filter and modifications?

    I am looking forward to trying it out in a future update [i usually get sent links to the new betas from Wim]. I saw your video using the new filter with Falcon4, looks nice and smooth mate : )

    Cheers


  5. Haha!! Well just being busy mate. I've had hardly any time to play Arma anymore lately :butbut:. Point is, I'm 18 now, and I'm in my freshman year at collage.

    Thats great mate, games should always come behind your livelihood, you need to work and setup your career as a priority! It's always encouraging to hear of young guys doing this because at your age it's easy to become distracted by other things : )

    I made a video of the ground operations missions. There is better quality if you go to the youtube link where you can actually read the dialogues to get the jist of whats happening.

    * Some missions combine the player being the insertion pilot then switching into the ground troops when the insertion has been successfully completed.

    * Some missions have MARSOC special forces team inserted into a player selected destination by an AI controlled insertion chopper.

    * Some missions require the use of the USS Nimitz CRRC boat facility where the player drives the inflatable boat to the objective [choose your own insertion point.]

    Then of course there are 6 or 7 missions where you fly either an F/A-18 or AH1Z. The first 5 missions are predominantly flying, so I guess thats why I thought a simple showcase video of what is to come if you persevere through the flying or use "endmission" for those who are not aircraft savvy : P

    From the first page you may get the impression the campaign is flight orientated only, but this is not the case. Just don't expect to much quality video editing, I didn't have a whole lot of time unfortunately : |

    There is a new update underway, nothing major, just some fixes and improvements.

    v1.15 Changelog | Release date still TBA

    * Added: New cutscene on completion of mission3.

    * Changed: added static sound to radio coms.

    * CAS support will now inform you which direction relative to the target it is approaching from as well as it's ETA.

    * Changed: Mission8, enemy base populated with equipment for more immersion.

    * Fixed: Mission 12, added satchels to packpacks if player chooses a stealthy approach to phase 1 of the operation.

    * Fixed: All missions, Deck ambience script being initiated twice before player left Nimitz.


  6. @Rough Knight - If we were to be allowed to gently push you in one direction then I would say that some new content would be more worthwhile than voice-overs. They are an absolute pain to produce (I have seen that pain) and when they don't work they actually detract from the mission (I have thrown away weeks of voice editing!). If they are done well then they of course add a whole new level of immersion.

    Adding some more air assets - perhaps a helo search and rescuse and/or CAS mission - would be an excellent addition, as will the ideas you already have.

    Gday Jedra,

    I got home from work today and made a few recordings. You are right, it would take weeks to get it right, as it took about an hour to get two recordings to a place I was happy with. Some of the missions have 30 odd dialogues which would create an incredible amount of work given there are 13 missions and 2 cutscenes. I think I'll forget the voice over part, I underestimated fairly grossly the amount of work it would take.


  7. If "W" and "S" have swiming functionality as I would assume them to, I think "Q" and "Z" would work well. Is there any chance of having both a useraction and keystoke assigned as this would then cater for all users. As you say though, I don't think it really matters.

    I am looking forward to seeing if Ican implement this into my Carrier Operations as part of the objective to destroy a number of Dualan Frigates. We'll see what the functionality the addon comes with. It may need a little scripting from my part : )


  8. Hey CyclonicTuna, we've missed you around here. What's been happening?

    I think the next version of Meatballs Marines may incorporate the frogmen that he and fient are working on. This may be a good solution to mission4 where I can not figure out why targeting the weapons on the enemy frigates is so difficult in the F/A-18. I was thinking of maybe adding a frogman mission to destroy the closest ship to Nimitz then using planes to destroy the other two : )

    I have another update in progress with no ETA, I was thinking of adding voices to the briefings although I have terrible voice acting ability, and bad voices could be worse than the text and kbTell option currently being used. I'll have a hunt around for some voice changing software to help my cause. Then again, ARMA3 is out in 6 months so I am not sure if the voices option is really worth the effort at this stage.

    Cheers

    Rough Knight


  9. Hey all, anyone had problems with Mando Missiles on the first mission? I can't see Mando's HUD at all. However, I can play Mando's demo missions with the same target line. I have all the required addons for this campaign in a single addons folder.

    Gday variable, make sure you are using the @mma_XEH addon included with the @mma addon. Otherwise mando will not activate properly.

    Is anyone else seeing this error on using the wrong version of Meatball's fighter pilot? I'm using the one that comes from the download requirements on Armaholic?

    Use the link from the fist post in this thread. You need the lastest version of F/A-18 but make sure you delete all older versions to save conflicts.

    Good luck fellas


  10. @Rough Knight - I forgot to mention that I found a potential issue the other day when I fell through the deck of the Nimitz walking from the briefing room to the hanger deck. This is a known potential issue with Nimitz, as JDOG states in his manual...

    "Again due to game limitations, as well as the massive size of an aircraft carrier in the game, it is possible for “holes†to happen with the geometry of the model, resulting in the possibility of being able to fall through it in some spots. Though I am 99% sure this will not happen with the Nimitz, if it does, simply move or rotate the ship slightly to resolve the issue.".

    Not a big issue (although it did kill me!), but worth a mention.

    Roger that Jed, I have had the issue a few times but it never repeats enough for me to be able to solve the bug. It happens on my machine maybe 1 in 100 spawns. If you fall through the deck, if you are still alive you should spawn back on the carrier deck via a script that gets activated.

    Good luck mate, let me know if it keeps happening : )

    Cheers


  11. Thanks for the feedback and the video Jedra, I will link it on the first post if you don't mind [it normally takes me about 2 hours to figure out how to do it : )]

    I am not a fly-boy by any means, but I really like this campaign.

    Excellent. This campaign may not appeal to everyone. Particullarly infantry\ground operation oriented players because you need to play through around 7 missions to really hit the infantry missions. That is why I added the NTC mission in the mission 3 slot, to hopefully give non-flyboys some incentive to play on. You could always use [shift]+[Keypad-] [endmission] to progess if any missions are to hard or you can't fly : P

    Sorry about showing the script errors, I forgot to turn off -showscripterrors ;-)

    Lol, you don't need to be sorry. I think that comes from the Nimitz addon. There are also some other script errors that arise on loading a savegame, but again I don't believe they originate from any of my scripts. If anyone could advise on how to eliminate them I am all ears : )

    I would love to know if anyone actually played the last mission [mission13] and found and killed General Gotdafti. I figured this may be a challenge, but no one has mentioned any problems.

    Any other improvements or changes, please let me know so I can improve the campaign : )

    Thanks again fella's

    Rough knight


  12. I have never really used mando missile before, or a 3rd party jet. I am having some problems with the avionics etc. Is there a manual some where for the F18, eg how you use all those menu commands to do with the Radar warning receiver etc?

    For example, on the first mission I was unable to switch to A2A weapons, it would just skip passed them. I'm guessing some thing I was doing wrong. I had a look around for any documents but I can see any.

    Hi Seany,

    thanks for the feedback I hope you enjoy it.

    There are a few issues effecting use of the F/A-18, one of those is the RWR and flare system which is borked at the moment. Meatball is working on a new version which will hopefully fix these issues, but i noticed he is also working on some other projects like the mar_Marines and Fient's diving module.

    I guess that is why I recommend using MMA at least for now as is gives you countermeasure options and missile warning. I find it more difficult to use, but that added functionality can be the difference between life and death. Once apon a time in the first few versions of Mar_2MAW all the RWR and flares worked, so hopefully this is not a difficult issue to fix for Meatball.

    As far as skipping weapons goes, try switch to manual fire mode. That normally fixes the issue for you.

    I hope that works.

    Cheers


  13. Hi,

    I have released a new version. Changes support the new @mar_MARSOC units from Meatball0311 and otherwise a few changes just a little more polish.

    v1.13 | 19-Mar-12

    * Changed: Campaign now uses the latest version of Meatballs MARSOC marines.

    * Fixed: Mission9, crewman swiming.

    * Fixed: CAS vehicles initiated chat even when dead.

    * Improved: all missions briefings and overviews.

    Thanks, I hope you enjoy.

    Rough Knight


  14. Are you making this MP compatible? If not then you could also possibly use the "addSwitchableUnit" and ""selectPlayer" commands to switch into whatever unit you want when the mission is setup.

    I did this on one of my campaign missions where I was spawning Dualan civilians (armed) which are by default side "EAST". I was able to spawn them as side "Resistance" by using the probability of presence "0" method via script, make them switchable, addswitchable all the units then play as whoever you want. Perhaps this is also possible with what you are trying to do.


  15. Sorry did not ignore you. I want to keep players blufor. I did try adding an opfor leader without presence which does switch sides, but again we become opfor. Thanx for suggestion though. Lighty

    Sorry Lighty, I think I am confused about what you are trying to do? Are the players in the same group as the east Afrenians you are generating but you want to be side west?


  16. if i wanted to do it by assigning lead opfor to each upsmon patrol then each patrol would need an opfor leader which again is fiddly.

    I think the only other option may be a script. But by the time you mess around with that, it will be much easier to use one of the above methods. I do actually have a rough scipt which you could modify if required (or I could help if not). It will generate a group and a patrol marker then execute UPSMON.


  17. I know I will be told to search but I have and could not quite find the suitable solution.

    I want to use the Afrenian units on a new campaign I'm doing on Lingor but want them to be enemy.

    I use UPSMON script and at the moment I would create Afrenian units add a senior opfor unit as the leader of group and set presence at zero.

    But I'm not sure this is the easiest/most logical way to do it.

    Any advice please.

    Thanx

    Lighty.

    Can you do it by script, or do you need to place the units via the editor?

    Here is a mission I made you to show how to do it via the editor. If you need a script, I might be able to help.

    A quick run down though for an editor placed unit:

    1). Add an opfor unit in the editor but set his Probability of presence to "0", and set his rank to sargeant or something higher than your Afrenians who are going to be in his group.

    2). Make him the leader of your Afrenian by dragging a group line from each of your Afrenes to the opfor guy (who will never spawn).

    3). Don't let him see you without shooting him first : P

    How's your new campaign shaping up by the way? Good luck with it.

    Thanks

    Rough Knight.


  18. Thanks Icebreakr and Co for the new updated island. I havent had a chance to play on it yet but it looks great from the vids.

    well i Think its beautiful and it inspire me to make some Wildlife

    Hey Thromp where did that come from : P t

    That looks awesome and would add a ton of immersion. Keep working...whip...whip....whip : P

    Thanks again all


  19. As for sharks, I had a new idea based on my micro air vehicle mod that I've started working on. There is a config for bird and insects like crows, seagulls, dragonflies, etc. And in that config is a max height, min height and mean or average height. If I set those values to negative numbers, perhaps I can get Sam the Shark to fly underwater. You can even set minimum straight distance or maximum or whatever. So basically I could use createCam to place a shark camera at a certain height, follow waypoints that I set and within those waypoints, the shark could theoretically change "Depth" as it goes from waypoint to waypoint. I've already got this working with birds where they follow waypoints I set. Hopefully water won't screw the shark bird up. So anyway, I just have to write the config now and give it a go. But for now, Sam the Shark is backburner as I want to get the rest of this stuff up and running and tested.

    Lol, if there is a will there is often a way. Nice theory...I hope it works, it would certainly make another nice touch when diving...if not only for the underwater ambience.


  20. Hey!

    First i need to say this is the best campaign i ever have played! :)

    But i have some problems with some missions. Its the ground missions, the fly missions works great but when i try to load the missions from the menu the game freeze's completely :(

    I think i know the problem because in the rpt.file it says:

    "C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -mod=@CBA;@Blastcore_Visuals_R1.2;@duala;@mar_2MAW;@mma;@mma_ns;@mma_xeh

    Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.mar_inf_marines

    Missing addons detected:

    mar_inf_marines

    I cant find that addon on the site to download. The links you have posted dosent work :(

    Sorry for my bad engslish but ask if you dont understand or if you want to know more about my problem.

    Im really looking forward on more missions for this campaign in the future :) Really good work!!

    Thanks for pointing that our draxx, the addon has changed and therefore I will need to update the campaign because the old units are no longer available. I will attempt to do this tonight.

    Stay posted and I will get the campaign fixed for you : )

    Cheers

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