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-=2RTR=- Somnus

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Everything posted by -=2RTR=- Somnus

  1. -=2RTR=- Somnus

    East Wind Rearmed

    Okee dokee... No dramas mate... I appreciate the heads-up... All the best!
  2. -=2RTR=- Somnus

    East Wind Rearmed

    I know the Author may have moved on, but has anyone found a replacer with these? They are perfect for replacing the vanilla factions...
  3. Okay, I have been trying to figure this out for about three days... I am batting a 45 IQ, so bare with me... I wanted to have a script that worked with the populate with civilians module. Basically you plunk down a trigger that is attached to the player and goes where he goes, so the area can be adjusted... This script randomly turns a set X number of the civilians within the trigger to armed insugence, either by spawning an ammo crate that they can retrieve weapons from, or just spawns them with weapons out of sight. There would be a percentage chance of this happening every X minutes that would also be designated by the player. Intrinsically, you'd be able to just build a patrol camp, load up your lads, plunk the trigger, and module down and off you pop... Nice and simple and easy to setup... Maybe this already exhists, but I haven't found it yet... Cheers for any help... Your all legend! -=2RTR=- Somnus
  4. @SaOk... You little legend! Cheers again for all your hard work...
  5. Thanks SaOk for the Kunduz update... Looking forward to it...
  6. Okay... First off sorry about this because I'm sure it has been asked... But, after back tracking 16 pages I lost the will to live... Can we play this on Kunduz? and what is the island name to add to the file for Kunduz... eg... "WholeLottaAltis.Chernarus.pbo"... Cheers slexy peeps...
  7. -=2RTR=- Somnus

    Speed Of Sound Pure

    I loved SOS... Such an accurate mod... I also used to play the JSRS mod, eventually chose yours though... I tried this one... Love a lot about it... But, some of the rifle sounds are a bit quiet and limp compared to the real world weapons I've played with... Also I have absolutely no audio from my dismounts (squad mates)... *SAD HANDS*... Cheers for all the stellar work mate... Your mods completely change the dynamics of this game...
  8. Bummer... I'm in the same boat mate... Any joy in finding a resource?
  9. Several mission are close to this, but eventually end... HUNTER SIX (brilliant) and Insurgency Generator (Brilliant)... But, my idea is thus, as I am terrible at scripting I either would need someone to hold my hand through the creation or someone can take this on themselves... This is the idea... Altis... You start with a static (location never changes) Special Forces Patrol Base (UK FOB)... Built up and good all around defences... (ALTIS GRID 099 193, North of Galati) On this camp you have access to Arsenal via a large pallet. You can advance time via sleeping, this will also save your game, in a bedroll that would be placed in one of the small barracks like in HUNTER SIX. While on this camp you can go to the INT Officer and he will give you a randomly placed and generated Search and Rescue (SAR) Operation, or a Search and Destroy (SAD) Operation... SAR = Randomly placed, random number of hostages, with random enemies holding them, anywhere on the map in and around a building. SAD = Randomly placed, either insurgent supply convoy that has broken down, or random insurgent cell leader that can be taken out by a Sniper pair, Laser guided bomb, or Snatch Operation. These Operations can be, in the case of the convoy, random vehicles from 2-6 transport, possibly with random troop transports making up it's numbers. These can occur on any road on Altis. As for the insurgent cell leader, this could kick off with a VBED in a town, and after you arrive on scene of the attack, a local tells you were the leader is, then you hit a randomly placed group of insurgents and kill the leader with either a long range shot, laser guided bomb, or snatch operation... If you arrest him via a snatch operation he will tell you of a large training area where you can find 20-30 enemy. After you accept an operation, a briefing with a picture of the targets will be added and an area marked, then you will be given a random number of laser guided bombs on standby via a flight of CAS aircraft, this could be from 0-4, 2000 pound bombs. You are with the UK SF or CTRG. and you are helping the AAF. AAF and CIVPOP are performing usual duties around ALTIS... Random Civi's and AAF VCP's dotted around map. You have Heli support in both CAS and Transport, all vanilla assets, for maximum compatibility... Suggest: RAH 66 (Sorry 99), for CAS and Littlebird with benches for Transport. This would thus give us infinite replay and missions... I have tried this myself and failed since the Alpha was released... My eyes go square trying to sort out the scripts and thus have not sorted this out on my own... Even if anyone else could help me with the scripts, that would be outstanding... Thanks to anyone that helps, or builds this idea... I can also help in the idea areas and or for advising... I did ten years as a sabre squadron soldier (Brits), multiple tours, blah blah blah... Cheers...
  10. -=2RTR=- Somnus

    [SP] Insurgency generator

    @Sixth Been playing this mission since it first came out, very cool... I had an idea... I am terrible at scripting and you clearly are very good... Thus here's an idea for a completely new mission... When you have time and maybe need something to build... Altis... You start with a static (location never changes) Special Forces Patrol Base (FOB)... Built up and good all around defences... (ALTIS GRID 099 193, North of Galati) On this camp you have access to Arsenal via a large pallet. You can advance time via sleeping, in a bedroll that would be placed in one of the small barracks like in HUNTER SIX. While on this camp you can go to the INT Officer and he will give you a randomly placed and generated Search and Rescue (SAR) Operation, or a Search and Destroy (SAD) Operation... SAR = Randomly placed, random number of hostages, with random enemies holding them, anywhere on the map in and around a building. SAD = Randomly placed, either insurgent supply convoy that has broken down, or random insurgent cell leader that can be taken out by a Sniper pair, Laser guided bomb, or Snatch Operation. These Operations can be, in the case of the convoy, random vehicles from 2-6 transport, possibly with random troop transports making up it's numbers. These can occur on any road on Altis. As for the insurgent cell leader, this could kick off with a VBED in a town, and after you arrive on scene of the attack, a local tells you were the leader is, then you hit a randomly placed group of insurgents and kill the leader with either a long range shot, laser guided bomb, or snatch operation... If you arrest him via a snatch operation he will tell you of a large training area where you can find 20-30 enemy. After you accept an operation, a briefing with a picture of the targets will be added and an area marked, then you will be given a random number of laser guided bombs on standby via a flight of CAS aircraft, this could be from 0-4, 2000 pound bombs. You are with the UK SF or CTRG. and you are helping the AAF. You have Heli support in both CAS and Transport, all vanilla assets, for maximum compatibility... This would give us infinite replay and still keep in line with your original mission too... I have tried this myself and failed since the Alpha was released... My eyes go square trying to sort out the scripts and thus have not sorted this out on my own... Even if anyone else could help me with the scripts if Sixth is doing better things, that would be outstanding... But, again... Love the mission... Thanks for the effort...
  11. I had something similar... My Heli touched undercarriage for a millisecond and I was whisked 3km away to where some stupid civi died and thus had to walk back to my helicopter only to have it and my squad mate get zapped into oblivion by a roaming BMP... *sad hands* So far for me the only slightly annoying thing is the forced cut-scenes... The best solution I can think of... Is reward more points for completing missions, BUT make us travel to an island or isolated area immune to enemies to get a debrief from the POC (point of contact) who gave us the mission... This would work more like Skyrim... And all other RPG's to date... Still favorite mission... By far...
  12. @Burnes15th Send me a PM with your email mate... I'd love to help further on the CR2... I'd also like to work on the exterior textures in Mudbox if you have the raw meshes (.obj,etc)... Thats awesome you got the "FIN" in there... Nice one... gonna launch and play around with your current build... Legend!
  13. @SaOk Kewl... Maybe a solution could be having a static camp set up on an island that is immune to enemy spawns and heavily defended with AA and Support... So you warp to that island and have to make your way from there, like as if you got transport to it via boat or heli? A rebel island, this could also double as a safe zone while we sort out our team? Just thinking out loud...
  14. Again, mate... Keep up the great work, hopefully you'll get the "Make Arma not War" thingy... After logging many, many hours... I have to say one niggling thing keeps creeping up for me... I will be in the middle of a contact (fight) and complete a task, then the forced cut-scene will happen and afterwards I will get shot by the enemy I was fighting... This happens quite a bit and as I don't use the respawn because it messes with some shtuff I have to reload... Maybe having a point to go to and then start a conversation with the person you have to meet up with would be a good alternative... It also slows the mission down and allows us to finish dealing with the enemy threat before it costs us... Anyhoo... Love the addition of the RHS content... Bloody brilliant!
  15. Nice one... Erm... Bless the little donkey wholopers socks (KRH)... But I'm almost certain it says "FIN" in the tell-back... I could always ask my mate who is running his own Troop now... Lucky tw@t... Anyways... The GPS day sight is almost right above the gunners seat... So the position is pretty accurate... If you can see the MRS mirror on the end of the main armament then the sight is in a pretty accurate spot... As for the FIN rounds I would tack off almost any drop closer then 2000m, and if the engine allows loose the trace burn. As stated at that range you have a 2 foot dispersion and that really makes no difference to a modest, incredible gunnery God like myself... If you have any more questions please feel free to PM me, more then willing to help... Also if you have the raw meshes... As in their .obj or anything I would love to throw it into Mudbox and texture em... I was suppose to go to an art school before I decided to travel the world blowing people up instead... Hoofin!
  16. Anyone who puts my CR2 into a game is a brilliant individual who should have an infinite BJ resource... My hat is off to you fine sir... I served many years on the Chally with the 2nd Royal Tank Regiment... I have some info that may help you out on the gunnery side of things with out compromising any OPSEC that hasn't already been floating around the tinterwebs... - APFSDS Should read FIN, That's what we call em... Also the FIN round on the Chally travels so fast that it can't use a trace element. Thus no trace... Very, very fast... Very fast... At 2km no drop... dispersion is like something stupid like 2 feet... - GPS (Gunners Primary Sight), is 3x and 10x magnification... Also no Night vision... Only Day and TI (Thermal Imaging via the TIS and TISH)... - GPS, furthermore the TI sight is the large unit mounted over the main gun... And magnification is: 3x and 14.5x *something to note... Reason for such low Mags is during WW2 the average Tank on Tank action was only 800m... Thus no reason to have 200x mag on main gun* - No Night Vision... Only Day and TI And for a picture... This was a real quick example... And the last time I peered through one of these badgers was 2009... Soooo... I'm sure someone will have something to say... Bless their little troll/arm chair general socks... Ooooops... Almost forgot... When you zoom in with the GPS the large red circle represents what area will be in 10x, thus it disappears to the outer edge, out of sight... So, all you see at 10x mag is the little central aiming gratical... And no big red circle...
  17. Legend, Cheer mate... Also let me know about the mil language stuff... even if you just send me a .txt file with your dialog I could sort it out for you... It would be all Brit Mil language... Queens and all that jazz...
  18. @SaOK, As usual mate... It just keeps giving and improving... Mission suggestions... -MSR's... 'Main Supply Routes'... Friendly and Enemy... If your tasked by higher as a Special Forces team to destroy anything you find on the marked MSR... Sooo, you'd get the Int from Zero and then it would get marked on your map, like a 1-3km area of road and any enemy you kill on that road for a 24 hour period gives you points... Then the road would change to a new one no more then 10km away from the last one... Much like a SAS tasking... Could even have random mission to destroy mobile radar or missile arty... They could spawn with a small amount of dug-in defenses and tents, much like the LUP's you have that already spawn on the map. I think thats three different missions in there... Dynamic etc... Thanks again for all the effort mate... If you need any help on Military nomenclature let me know, I was a full-time British soldier for ten years... Would love to help with any dialog... Cheers mate!
  19. Your a legend SaOk! Thanks again for your efforts... Cheers!
  20. @ SaOk Mate, this just keeps getting better and better... Thank you for your time and effort...
  21. Same situation... I placed a dug in tank, dug in AA and a bunch of gucci HMG and GMG around my camp... I got out from it,only maybe 200m and enemy spawned all around it and took it without any opposition... Maybe if the friendly camp AI activated when enemy AI was within 500m? Seems like no point capturing camps, as you have to continuously micro manage em and defend em all the time as oppose to taking the fight to the enemy... Still the best mission, dynamic campaign though... Cheers for the effort...
  22. Anyone else have an issue with saving? I'm at a loss... Do we have to be at a camp? Or have some other thing ticked to have it work? Anyone? The issues started with the latest update that added the little SHIFT-1 gadget... Anyone? ---------- Post added at 17:33 ---------- Previous post was at 17:16 ---------- Figured it out... Seems after going through all my mods again... ALiVE is incompatible with your missions... Both WLA and WLS... No worries, yours is worth it...
  23. Fiddle sticks! I still can't save... tried uninstalling and reinstalling the mission, turned off all my mods... still no joy... especially after spending six hours building up a FOB and doing missions to see if i had to progress further... I'm gonna try a different user and see if it's because I was using a previous build and then just started this one new... Damn mission is soooo good though...
  24. Roge... If its on my end I'll look into it... just wanted to make sure I was the only one who had this issue... It's just it worked on the older versions of a whole lotta altis... prior to the SHIFT-1 addition... Is it possible to enable the 0-0-0 option again as a fail safe? I cant even save from the BI menu, seems disabled... Thanks again for the dynamic campaign... Its really the only way I play ArmA 3 now!
  25. @SaOK Favorite mission by far... Maybe for performance increase working with the ALiVE team? They have a pretty amazingly realistic system on the go and its very simple to use... Anyways... Couple of bugs? maybe...? In my 0-0- command list I only have 0-0-0 and it isn't working, this also means I can't control my unit strength and fast travel to camps via 0-0-2 to help them? Also can't find how to add static weapons in friendly camps anymore, used to be easy via SHIFT-C, no options found in the new SHIFT-1 either? Couldn't find any info in the readme... Cheers and hopefully this isn't just me being a mong somehow... EDIT: I found the fast travel option... But the save function still isn't working for me... via 0-0-0 nore through the SHIFT-1 menu (which is a far better UI, cheers)!
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