markb50k
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Jungle Wars: Island of Lingor
markb50k replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes they are -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Yup skiptime does exactly what your saying. Thanks for the kind words! -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Cache-ing distance is about 1250m ---------- Post added at 21:01 ---------- Previous post was at 20:58 ---------- - Once searched, not really any reason to go back to it. - House will respond to any friendly going near the house, not just you - what probably happened here is some of those cases i mentioned above where either bad guy partisans are created or enemy spetsnaz are spawned. the overall number is a % of enemy killed so i guess its possible that it could go down.. -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
the game determines how many enemies are on the map at the beginning, and then does the following.. - for all vehicle and helo patrols, it creates the groups immediately - for all foot patrols it caches them in memory and puts an object where they are. As BLUFOR moves close or far from them, they spawn, or de-spawn. But no new groups are created. There is a finite number of enemy groups set at the beginning for the regular enemy army. - a certain number of towns are selected as areas where enemy spetsnaz patrol. as the player gets near the town they spawn. but again its a finite number figured out at the beginning of the scenario. - in two cases, enemy are spawned from nothingness.. when you search houses you may cause the creation of either a partisan enemy group - and in one special case, and enemy SF group is created from nothingness when you get near a friendly SF group that you have to help (sidequest) Hope this helps -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the feedback Cheese!... - to take command, you have to either a) find a radio on dead officer b) find radio in a vehicle or c) use the "Recruit Nearby Units" option in the COMMS-Mission menu.. with friendlies nearby. I'm guessing the last option is what you should have done when you come across friendlies the first time. They wont join unless you ask them to... - there is at least one General out there, perhaps more depending on map size.. and they are at a large base -
The Lost Brothers Mod Official Release thread for ArmA2/OA
markb50k replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
im confused. have the IDF (Israelis?) been released yet? Where's the link? Thanks -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Partisans : you got it right mostly. As the game goes on, if you have selected "Yes" for this, there's a chance a small infantry group will be created for that side randomly SOMEWHERE on the map where there is an UNSEARCHED house. Defenses : all this means is when the mission starts, about half of the side's starting forces will be spawned immediately on the ground. Nothing to do with Static defenses, which are created around camps the same way no matter what your choice was -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
definitely doable. if someone want to do the grunt-work of filling out the classnames for me in the format i need it, i can get it added easily.. any volunteers? Also an update, will be putting out a new version, so far have added in a couple of new faction/mods.. will probably release in a day or two - Greek Army Mod - Ridgeback Vehicle -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Version 1.6 - new supported mod : APM - Armed Forces of Macedonia - new supported mod : Gnat's B-52, Tu-22M Backfire, and An-72 Coaler - tweak : CAS, Fighters, and Gunships will now leave the battlefield when they are out of ammo to rearm. The code used to keep them fully armed until they were low on fuel... -
Macedonian Armed Forces (APM)
markb50k replied to gossamersolid's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Lol I'll be adding these guys into my apocalypse mission pronto. Congratulations on the release! -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Relative strength: this setting means that for the unit type only (air, ground, armor) one side can have an advantage over the other. For example lets say by default the game code says that each army will deploy 200 group throughout the battle. And of those 200, 100 will be infantry 80 will be armor and 20 air. If you choose for air ENEMY 3 and FRIENDLY 1, then enemy will get 3:1 ratio of air over friendly, so 60 enemy vs 20 friendly. Each will also still get 100 infantry and 80 armor unless you change those relative strength settings as well. Hope that is clear. Faction share: this means that within a side you can increase the likelihood of one faction being chosen vs another. For example when the game decides that it's time to bring in a friendly gunship it will try to follow the faction share you set up when it figures which gunship type to bring in. If you selected USMC vehicles as a 4 and CDF vehicles as a 1, then 4 chances out of 5 a USMC gunship will be chosen, while 1 of 5 chances it will be a CDF gunship. Got it? Thanks for the questions and the interest in my missions!! ---------- Post added at 02:54 ---------- Previous post was at 02:51 ---------- Thanks!! I'm having a blast with this thing as well. As an update I will be releasing support for gnat's B52 and Tu22 Backfire bombers. Those things look awesome flying over the battlefield!! -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Thanks, will see if something easy can be done. no promises. by and large i have little issue with general AI behavior as done here. ---------- Post added at 15:22 ---------- Previous post was at 15:19 ---------- Great, I have much respect for your work, would appreciate the feedback! -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Ah, thanks. will test out and see if i can config up my own all-side healing one. -
True true I'm already providing config pbos for other mods why not this one. Thanks
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[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
No I do it all through waypoints assigned using scripts. But I'm just trying to understand what you are asking for. You don't want them just standing still right? Maybe patrolling in a relaxed state? -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
its one file that would have to be changed, but before i start changing things i'd like to see how you think they should behave. i could give them a DISMISS waypoint but most say that has som crazy behavior... or i could set their behavior to CARELESS sometimes... (if you could put a quick mission that shows some troops acting like you would like, i can look at it and try to code it that way. it wouldnt be all the time, i could have them be a bit more varied in their behavior. -
Since this is not officially an old thread, I'll ask a couple of comments... - I'm getting an error using the included Thompson submachine gun, the config entry is missing several needed parameters : JSDF_W_MP_M1 and JSDF_W_MP_M1A1. They arent used by any of the troops so I figure they arent supposed to be used, so I am not including those weapons in my mission. - All the aircraft are unarmed and dont provide much cargo ability so they dont really provide a tactical role. The P3C Orion is nice, any chance of someone arming that mutha?
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[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Version 1.5 - new faction : Southy's F-15 Eagle - new faction : Myke's F-16 Fighting Falcon - new faction : JSDF Mod - Japanese Self Defense Force - fix : Error generating starting position for armies on smaller islands (Utes) - balance : removed chance of spawning the "Firebase" camp type. Static artillery was overpowering. will look to reimplement arty in a more balanced way... -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
The fix was not for the issue you mentioned. Something different. If the link is acting up try the armaholic mirror listed beneath it -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
i actually have Namalsk downloaded and I was looking at supporting it but the houses on it dont support civvies very well. Since then i've put in code that will fix that but it will be a bit of a tedious process to get the mod to support the island but its definitely doable. Thanks for the nudge as I had completely forgot about it. As for the units, that would probably be done after the island, but who knows! -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Version 1.4 - all updates from here on will attempt to use auto update - no need to restart unless specifically noted on line - faction: now supports VectorX's F-14D Tomcat mod - new ability to task a group with house searching (in COMMS menu 0-8-1) - new ability to release a group from your HC command to join the AI forces (if you tire of babysitting them) (in COMMS menu 0-8-1) - fix for Finnish Defense Forces friendly fire bug. New Config PBO that allows FDF forces to be placed on any/all three sides (NEEDS RESTART if you want to take advantage of this) - new ability to see a summary of all friendly groups present so you know if theres any on-station CAS available, etc. (in COMMS menu 0-8-5) - other small fixes/tweaks -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Version 5.4 - fix : safe position script had possibility of endless loop -
[SP] Apocalypse - Invade. Control. Conquer
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Nope youre not missing anything. You dont start with any underlings. The storyline is that you are a pathfinder, flown in on the first wave. so you can lonewolf it if you like. Your allies via their own devices will carry on the war without you. If you want troops you can request reinforcements for yourself. When that group arrives it will join you. The more support points you acquire via killing enemy, capturing camps, the better the stuff you can request. For less cost, as an option, you can direct your friends to certain areas, like request a CAS sortie that is on-station if you sight a tank column, etc. Theyll travel to the location but they wont join you, just help clean up your mess. -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
some thoughts... - whenever i arm guys i always add there magazines FIRST then their weapon. they dont have issues with loading the weapons then.. or at least i dont seem to see issues with it. - making them PLAYABLE just makes them as possible team switch choices - I think REGROUP is enabled when units are in STOP mode, just like STOP is enabled when units are in formation following you.. - my guess would be that your problem is the team switching within members of your squad. From what i've read when you team switch alot, the toon that you switch from is given a hold waypoint, and sometimes they get stuck in this order. The 0-8-6-1 option tries to remove all of there waypoints and gives them a waypoint right at their position so they reach it and immediately come available. Generally, i dont ever get these issues so I apologize for not being able to give you stuff more specific. I just think its the general bugginess of the AI routines involved in HC and in general. -
[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!
markb50k replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Appreciate the guidance you are giving to other users, Anthropoid. You have a good analytical approach to the mission. I would definitely recommend you dePBO'ing the mission to better understand what is going on in it. Normally i wouldnt recommend that since the code is quite involved, but I think it will give you a better sense of everything going on without ruining anything, since everything is randomly generated anyway.