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nominesine

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Posts posted by nominesine


  1. Had another go at this one all by myself last night. Damn! This mission is hard to beat. Almost three hours of overland trekking, dodging bullets, hiding in desolate barns and crawling through dense forests to avoid being shot. And I still didn't make it back to base. But I hade great fun. Has someone tested the mission with only human players and no AI in the team?


  2. Does anyone have a copy of the stringtable for the english version of the old Retaliation campaign that was made for OFP? My version of the campain, and all the versions I've been able to find on internet, are in russian only. I distinctly remember that there was an english version as well back in the good old days.

    I'm trying to port one of the campaign missions from OFPs Retaliation to ArmA2, and need help translating part of the spoken dialogue. Namely the helicopter mission, featuring a singning door gunner who's mocking his pilot as their chopper get's lost at sea, if anyone remembers that scene.

    I speak russian on a very basic level and would really need some help to get this project going again. A stringtable or a download link to the english version of the campaign would suffice.

    Sidenote: Does anyone know who made the Retaliation campaign? Are any of the original mission makers still active in the community? I'd like to ask heir permission before I release anything borrowed from the original campaign.


  3. I spend most of my days in the editor: Building, watching and learning. Can sit for weeks if my wife allows me. I nevertheless found some time to start the campaign in MP mode wth a friend last week and we've played through the first six missions during three evenings. It totally rocks.

    :bounce3:

    But I am also amazed at all self appointed experts who claims to know how ArmA2 should really have been designed to begin with. Can't you see the irony here? You have a game that let's you do everything you want wth it. You can affect every setting, change every model, tweak AI behaviour, etc etc. Remember Nike's classic slogan from the late 1980's: "Just do it!"

    Instead, my hat goes off to the person who compared ArmA2 to LEGO a few posts up, claiming it "is only really limited by our imagination". Well spoken. I'm a LEGO-kind of guy myself. Never cared much for shiny action figures back when was a kid.


  4. I took part in the final BETA-test of the mission yesterday and even though I've played through the mission more than 20 times it still amazes me. The 0.95 version seems to be the "release" version, since Laggy asked Ofpec to review the mision as well. Version 0.95 highlights include:

    Higher difficulty

    An outstanding outro

    Some really scary artillery attacks

    I totally recommend it. It's a top notch quality mission. At the moment, Behind Enemy Lines is THE bes mission available for ArmA2, in my humble opinion.


  5. Having the radio/watch/map/compass/GPS as fully working inventory items was a brilliant addition to the new game. One that I would like to see developed in future versions of ArmA2.

    Presently, having a radio in your inventory system gives you access to all radio channels (group, side, global, etc). Why not introduce another long range radio to go with the soldiers personal intercom.

    Merely carrying the small intercom (taking up a pistol magazine slot in the inventory) would then limit the player to group channel only. The long range radio (taking up a secondary weapon slot) would give access to the side- and global channels.

    A group member carrying the long range radio should automatically relay all side commands as group radio. Your team would then need a radioman, to communicate with other squads on the same side, but will still be able to maintain a proper chaon of command internally, even if the radio bearer get's shot.


  6. There are indeed a few things going on behind the scenes in this mission, as you may notice if you maintain a good situational awareness throughout the mission. The "busy" message will be sent if you request insertion/extraction while the helicopter crew is en route to another location. If your feeling impatient, look for other means to get back to base. Spontaneous curiosity does pay off in this mission.

    Unfortunately the 0.75BETA-version contains a scripting bug that can cause the helicopter to become stuck between two waypoints in SP mode (aproximately 10% chance, depending on player interference). This bug will be corrected in a future release. Meanwhile: When the helicopter says it is busy, assume that it really is doing something more important then acting as your personal taxi ;)

    The lack of medical assistance is intentional. Also note that there is absolutely no respawning in the mission and teamSwitching is disabled for all players. The best workaround for you as a player is: Don't get shot!


  7. @1212PDMCDMPPM: The only thing you seem to have missed is that it is a heavily randomized mission that will never play the same way twice. As the feedback given here and elsewhere implies it can sometimes be a walk in the park, sometimes a real killer. But you cannot know in advance. That's the beauty of it.

    @alpha-kilo:The mission is still undergoing testing in the OFPEC BETA Test Forum. The mission is attached to the first post in the thread. Scroll down and click on the download link. The current version is 0.92 BETA. I suspect that the final version will only contain very small changes compared to the one provided, if any. In my opinion it's almost flawless as it is.


  8. It's a bit complicated and not generic in a way that let's you copy the soultion and paste into another mission straight off. I just mentioned it so you can study it, and steal anything you like. Permission to do so is hereby given. Have a look at it in the editor. The setup works something like this:

    1) Player group leaders carrying radios will have separate channels for communitcating with the helicopter: 'Order Insertion' and 'Order Extraction'

    2) When insertion is ordered the helicopter will take off (make sure to be on board) and follow a scripted path (script = nomin_insert.sqs) towards the designeted LZ (represented by a moveable marker named nomin_LZ on the map). Once the group leader jumps out all his squadmembers are automatically ejected next to the chopper, who will then take off and return to base.

    3) A similar system is used if you order Extraction. All players now recieve an eventhandler 'fired' wich enables them to select a new LZ for the Extraction, by throwing a green smoke grenade. It can be a handgrenade or a round from an M203. The helicopter will try to land as close to the grenade guy as possible, but only if the pilot can see the smoke.

    4) The helicopter is then forced down gently at the designated spot, using simple scripting. It will not take off again until it get's a thrird radio command from the group leader in need of transport (Takeoff = 0-0-3). This option becomes available to the group leader ordering the Extraction when he has fired his smoke grenade and the chopper has begun it's landing procedure.

    5) The chopper will then return to it's starting point on the USS Khe Sanh carrier deck.

    That should give you enough information to rumage around in the mission folder, I believe. The triggers that affects the helicopters are positioned in a rough circle around the chopper itself inside the editor.

    The example provided let's you use the aircraft carrier as starting point and end point for Utes-missions, with working two way AI-controlled helicopter transport. And as I said: it's a mission specific solution that can't be copied straight off. But I'm quite pleased with it and it might give you some fresh ideas. Head over to Ofpec if you need help ripping the mission open. Happy editing.


  9. if you are running an older card (like the 9700 GS) then you shouldn't attempt to enable AA as it will lower your performance by a lot (especially with older cards)

    Point taken. But I still don't like the fact that I should be able to enable AA (theoretically speaking) and finding out the the aforementioned patch didn't give me what it apparently gave everybody else. Damn I'd forgotten just exactly how buggy these BI games could be. Still love 'em though. Bugs or no bugs :)


  10. Some guy told me a few years ago that war is boring....

    Now, that sounds familiar...

    Koslowski: "War is boring. Anyone else bored?"

    Other Guy: "You should learn to appreciate any downtime. It makes combat more exciting."

    Koslowski: "OK, I spy with my little eye, something beginning with... G."

    Other Guy: "Gun?"

    Koslowski: "Er... No, it's not gun."

    Other Guy: "It's gun! I saw you looking at it. Jeez, you even cheat at I-Spy."

    Koslowski: "It's not gun, it's... jeep."

    Other Guy: "Jeep doesn't start with G, you meathead."

    Koslowski: "OK, OK, not jeep, I mean... grass."

    Other Guy: "Grass!?!"

    [srgt. Berghof arrives and interrupts the scene]


  11. Did you go to the tree line south-west of the downed chopper? Just behind a small road where you gain an advantage of height on the enemy? It's my favourite position too when it comes to fend of the dogs.

    Going east was much harder, since the enemies gained the advantage on height on us as we ran away. My worst mistake was to hide in a nearby barn. I believe it's to the north of the crash site. The whole squad was surrounded and couldn't get out as the enemy called more and more reinforcements to our position. The firefight became short and fierce. It was a total failure on my behalf, but a very memorable gaming session. My best death ever.


  12. The Utes map comes without infinite land seen on Chrnarus. If you load Chernarus first and then go to Utes, the infinite land will follow and becomes enabled also on the smaller map.

    I believe this is what you will find when you have (accidentally) enabled infinite land:

    th_infinite.jpg Click on thumbnail for full size picture.

    Conclusion: That land mass is actually quite handy, if you let BLUFOR start out on the carrier and OPFOR on the infinite land mass to the north. Then both have secluded bases that may be of great use in MP missions. The only problem is that any units placed in infinite land will start out in the water if you forget to start Chernarus first. Therefore I'm wondering: Is it possible to enable the infinite land mass by a scripting command upon mission start?

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