Jump to content

laggy

Member
  • Content Count

    320
  • Joined

  • Last visited

  • Medals

Everything posted by laggy

  1. Please help if you can! Just finished designing a pretty good mission and want to release it to the community. But, when I try to save the mission to SP or MP from the editor, same procedure as in ArmA2... nothing happens. I don't get the mission file (IFA) in any folder, nor does it turn up in the SP or MP lists of missions. This is really weird, I have made missions since OFP and this has never happened before. Does anyone have any idea what could be wrong? I hope I don't have to re-install. Thanks in advance, Laggy
  2. Public 0.92 beta version Download the mission at OFPEC Mission description: As Delta Force and a Helo Team your job is to hunt down insurgents in Takistan. ArmAII-Combined Operations version 1.52 Needed Addons: None. Known bugs: None. Thanks to: All at the OFPEC forum. Credits: Nominesine for serious playtesting and inspiration. Important changes in version: 0.92 - Changed randomness solution for a certain group. - Changed the briefing structure, hopefully for the better. Missiontype: COOP/SP. Players: 1-10 Mission Time: Around 60 min, maybe more. Island: Takistan Mission Version: 0.92 (public beta) Intro: Yes (in SP) Outro: Not yet Parameters: Yes (in MP - daytime and view distance option) Time: Dawn in SP, varies in MP Weather: Good. Important: In MP, pick primary and secondary player units first. This mission can be quite hard to master in SP, but it works perfectly if you are an experienced player. Keep your cool and make sure how to use teamSwitch and how to lead your units. Helo training is also useful. Read the briefing carefully. Missionwork: My first mission in OA. The tasks are quite randomized which should hopefully make replay value high. The mission design really makes the new FLIR effect important. I hope I have achieved some realistic feel, but mostly a good atmosphere. Custom sounds, dialogue and scripts. Contact: tolaggy@hotmail.com Hope you enjoy it. My wish is that I've created a fun mission. Laggy
  3. Hi, Does anyone know if it's possible to let the High Command module's "commander function" transfer to another unit after death/respawn. When the original leader/commander dies, the commanding function doesn't transfer to the new leader of the same group. It only works for the originally synced commander. The effect is that if you want to use the High Command module in MP, you can't use respawn because that will basically break the mission. Is there a solution or workaround? Thanks, Laggy
  4. Download mission at OFPEC Public beta version - Unless bugs or real annoyances found, mission is finished. Mission description: Wehrmacht has to defend Baranow against a major russian offensive. Iron Front version: 1.01 Needed Addons: None. Known bugs: None. Thanks to: OFPEC forum. Credits: Nominesine for serious playtesting and inspiration. Missiontype: SP/COOP. Players: 1 - 20+ Mission Time: Around 30 min, maybe more. Map: Poland Baranow 1944 Mission Version: Public beta Intro: Yes Outro: No Parameters: Yes (in MP - daytime and view distance option) Time: Dawn in SP, varies in MP Weather: Good with slight fog. Missionwork: A mission that can be very intense. Trench warfare, playable as two infantry groups and armor. Expect enemy air, armor and infantry. Mission uses side-respawn, so you can teamswitch also in MP. Custom sounds and scripts. Contact: tolaggy@hotmail.com Hope you enjoy it. My wish is that I've created a fun mission, and feedback is always welcomed. Laggy
  5. Ha Ha :D Wish I could take credit for that AI move, but no, it was all engine. I prefer to avoid heavy scripting, especially with fighting, because the engine still surprises me quite often. Glad you enjoyed it, and I'm working on a final version (no major changes) as we speak, just need some more feedback first. All the best, Laggy
  6. That was the plan, "pure desperation" on the eastern front. However, you will last a long time if you stick to the trenches. Did you get the retreat order? Any ideas for improvement? Thanks, Laggy
  7. Ok, I did a .zip instead, without spaces in the file name. Should work now, please let me know. Sorry about the hazzle.
  8. Some people have experienced the same problem. I have repacked, re-uploaded and tried the download several times myself. I have no problems, so my guess is that it's your Zip/Rar program causing the issue. I have WinRar myself, so unless you've tried it I would use that program. Otherwise, I unfortunately don't know how to fix the issue. I can upload just the .ifa file (no readme, jpeg or .rar packing) if the problem continues.
  9. Ace of Spades Download the mission at OFPEC Public 0.95 Final beta version Mission description: U.S Special Forces are infiltrating Zargabad to finally capture Colonel Amir Aziz Al-Anar, aka "Ace of Spades". ArmAII-Combined Operations version 1.59 Needed Addons: None. Known bugs: None Thanks to: All of you at the OFPEC forum. Credits: Nominesine for serious playtesting and inspiration. Hoz for his "doFollowUnit" script. Changelog v 0.95 - Typos. Added intro. High Command now works on dedicated server after respawn. Missiontype: COOP/SP. Players: 1-18 Mission Time: Around 30 min, maybe more. Island: Zargabad Mission Version: 0.95 (final beta) Intro: Yes (in SP) Outro: No Parameters: Yes (in MP - daytime and view distance option) Time: Dawn in SP, varies in MP Weather: Good with slight fog. Important: Read the briefing carefully. Missionwork: A mission that can be solved by various tactics, full on assault to sneaky stealth. Intense CQB, desert fighting and Air Support. Custom sounds, dialogue and scripts. Contact: tolaggy@hotmail.com Hope you enjoy it. My wish is that I've created a fun mission, and feedback is always welcomed. Laggy
  10. Mission updated to v 0.95. Final version unless any bugs or real annoyances found. Laggy
  11. Hi all, I have made missions with an emphasis on Multiplayer, since the OFP days. After many releases of what I consider BETA missions, I have found that feedback from players is very limited. Not only on this forum, but everywhere in the community. That's OK I guess, but I really wish there would be more comments, positive as well as negative. Feedback is the only thing that will make missions great, and the community would benefit from it. What I'm suggesting, is that anyone who is somewhat experienced and very interested in mission design could sign up for a "Mission Designer/Beta Tester Fellowship" right here in this thread. Signing up would mean that you will both design your own missions AND beta test others, like a fair "give and take" exchange agreement. Getting yours tested, would mean that you have to comment on at least one other mission in this thread. The feedback would sum up things like: - Any bugs found (mission design related or others) - Overall impression (positive and negative) - Spell checks and briefing clarity - Pointing out exceptionally great stuff (if any) - Suggestions for improvements I recommend that anyone interested would not put up their missions in this thread, before some serious playtesting on their own. If the mission is designed for Multiplayer, it should always have been tested on a dedicated server. This you can do by yourself, I do it all the time. Testing missions that are unfinished or completely broken is very boring, and as mission designer it is embarrassing and frustrating to get bashed all the time. So, only put missions up when you really think they are finished, because they probably still aren't. You will realize that issues you hadn't anticipated are often found by other players. Feedback and communication should of course be honest, but friendly. It usually helps telling others where you come from. I for instance much prefer realistic and immersive missions over CTF-base respawn. I can playtest Singleplayer and Multiplayer (if min. players == 1) quite frequently, like 2 times a week, while a PvP or other Multiplayer (min. players >= 2) would be at the most once a week. Anyone interested in this exchange? Please sign up! Otherwise, if you have any suggestions or comments on this thread, please share them! I put up these two Multiplayer Missions for a start: DM 2-20 ENDGAME v0.90 DM 2-14 VALLEY OF DEATH v0.90 All the best, Laggy
  12. That's why I suggest you don't submit any missions here, unless you are willing to read BAD feedback. I am for sure.
  13. You might be right and that is one of the reasons I wanted to start this thread. I think many mission makers feel the same way I do. But, if there is a like I said a "give and take" philosophy I think it could work well.
  14. VALLEY OF DEATH Public 0.90 beta version DOWNLOAD MISSION AT OFPEC Mission description: An intense DEATHMATCH mission. A Delta Force Team must escape from the overwhelming Takistani Forces after their chopper was shot down in the mountains of Takistan. ArmAII-Combined Operations version 1.59 Needed Addons: None. Known bugs: None. Thanks to: All of you at the OFPEC forum. Credits: Nominesine for serious playtesting and inspiration. Missiontype: DEATHMATCH Players: 2-14 Mission Time: Approx. 1 hour Island: Takistan Mission Version: 0.90 (public beta) Intro: No Outro: No Parameters: Yes (some options for replayability value) Time: Parameter option based Weather: Good Important: Read the briefing carefully. Missionwork: This mission is kind of a re-make of an old mission I did for OFP, called "Bravo Two Zero" (based on that story). It can also be regarded as a DEATHMATCH version of "Behind Enemy Lines". Playing the Delta Force Team is very stressful and if you play the Takistani Forces, it will feel like a rabbit hunt. Custom sounds, dialogue and scripts. Contact: tolaggy@hotmail.com Hope you enjoy it. My wish is that I've created a fun mission, and feedback is always welcomed. Laggy
  15. Hi all, I have run into an annoying issue that I hope someone can help me with. In a PvP MP mission I use the SOM Module for "Request Support" only (no side missions are given). I want OPFOR to have access to Artillery, and BLUFOR Air Support. The support function is activated through the Radio Menu (Alpha and Foxtrot), and the enemy's channel is hidden by setRadioMsg "null". This is Radio Alpha Trigger (shown to OPFOR leader) Activation: if (isServer) then {[["artillery_barrage"], leader EastLeadGroup] call BIS_SOM_addSupportRequestFunc;}; This is Radio Foxtrot Trigger (shown to BLUFOR leader) Activation: if (isServer) then {[["aerial_reconnaissance","tactical_airstrike"], leader WestLeadGroup] call BIS_SOM_addSupportRequestFunc;}; Now, all this works like a charm, even on a dedicated server. You get the option in your (Spacebar) communications menu, Radio is heard and Support happens like it should. But, here is the issue: When the enemy player activates his Radio Trigger, "his" Support is shown in the other players (other side) communications menu. It seems like when anyone is inside the Support System, it becomes available for everyone. Example: If I play as BLUFOR and enter the communications menu while OPFOR is using Artillery, I can see Artillery in the list. Now, I thought this would be overcome by only running the code on the server. Not so. And, even if I will have this SOM Support for only one side, the same issue will occur. This might seem like a minor issue, but you can really "cheat" or screw things up for the enemy player. My fear is that this function is only seemless in its origin if all players are on the same side, like in a COOP mission. Does anyone have any tips on this, or any more info on the SOM Module than what is present on the Wiki, which doesn't bring up this issue? It is quite lean on MP facts in general. Kind regards, Laggy
  16. laggy

    DM 2-20 ENDGAME v0.90

    OFPEC webpage is up and running, download of this mission now works again.
  17. ENDGAME Public 0.90 beta version DOWNLOAD MISSION AT OFPEC Mission description: A massive DEATHMATCH mission with many parameters and interesting features, such as High Command, Artillery, Airstrikes, Covert Teams, Live Feed - Video Link function etc. You will fight over oil resources, perform assassinations, destroy scud launchers, attack and defend insurgent hideouts, and much more. ArmAII-Combined Operations version 1.59 Needed Addons: None. Known bugs: None. Thanks to: All of you at the OFPEC forum. Credits: Nominesine for serious playtesting and inspiration. Kegety for his "spectating" script. Missiontype: DEATHMATCH Players: 2-20 Mission Time: Probably some hours Island: Takistan Mission Version: 0.90 (public beta) Intro: No Outro: No Parameters: Yes (many options for replayability value) Time: Parameter option based Weather: Good Important: Read the briefing carefully. Missionwork: This is a huge mission which give players countless options in tactics and strategy. Many parameters are used, which adds replayability. The High Command Module is a crucial element and you control 13-15 groups of all types, Infantry, Armor, Air, Covert etc. Kegety's "spectating" script works as a "Live Feed - Video Link" and can be used for checking how your friendly groups are doing in realtime. Works very nicely, I think. Custom sounds, dialogue and scripts. Contact: tolaggy@hotmail.com Hope you enjoy it. My wish is that I've created a fun mission, and feedback is always welcomed. Laggy
  18. OFPEC webpage is up and running, download of this mission now works again.
  19. laggy

    DM 2-20 ENDGAME v0.90

    As also written in the Valley of Death thread: Thanks a lot, I hope you will try it again and still find it fun. Any info regarding bugs encountered is also appreciated. There shouldn't be any, but you never really know.
  20. As also written in the Endgame thread: Thanks a lot, I hope you will try it again and still find it fun. Any info regarding bugs encountered is also appreciated. There shouldn't be any, but you never really know.
  21. One word... SCARY, as hell! Great mission, atmosphere, suspense and nervosity is ridiculous! Me and nominesine played this for hours last night, after some drinks :) We kept shouting in our headsets like 7 year old kids, really embarrasing :o Though we never made it passed the radio tower, we decided to try it again with a vengance. All seems to work with no bugs, so far... GREAT WORK! Laggy
  22. Hello Celery, Me and nominesine tried this mission tonight... AWESOME! We were scared and nervous beyond what should be considered sane for a grownup. :o Very, very well done, the stuff we experienced. Scripts, atmosphere and all. We didn't get very far before dying and the night (in real life) was getting very late. We decided to try it again next time we get online. Do you have any tips for a 2 player session? Is a map crucial? What units do you recommend? All the best, and GREAT WORK! Will give more feedback later. Laggy
  23. laggy

    ArmA 2 site hacked

    Personally I find this HACK thing very annoying. That is: I don't have time to read all the links. I then don't know if this HACK thing is real or a hoax. If it is real, I hope BIS will sort it out. If it is a hoax then I'm sorry, but I don't have the energy to solve constructed enigmas that are supposed to work as marketing. That is a waste of time. If you are launching a new game/mod/update, just frickin tell me what I can expect. Maybe I am too old school, but if this is a hoax it is turning me off, for real. Laggy
  24. Yes. A dead body (player or AI) will never be removed from a mission unless a script, module or maybe an addon tells the game engine to do it. Deafault is to leave dead bodies as they are. If they are removed something is actively telling the game engine to do it.
  25. Hi all, Does anyone have useful info or links on how to create a MP compatible campaign? I'm NOT talking about basic campaign structure, only how to make it MP safe in terms of scripts/commands. MP campaigns don't seem to follow the standard MP solutions. A good start would be how to create a briefing on all players, Server AND Clients. Found this: http://community.bistudio.com/wiki/Multiplayer_framework, but it is not very good :( Thanks in advance, Laggy
×