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SaOk

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  1. WLA: Amalgamation Description: A Dynamic Whole Map SP/COOP mission focusing on smooth performance, offering wide customization options and full freedom for gameplay in random generated world events that react on player's actions. Where ever you go, there is life and events to see depending local relationship values and what kind of enemy/friendly installations there happens currently to be. Capture factories, piers, power plants to get resources faster to custom build AI guarded guardposts with custom easy-to-use constructing system or spend it to call more support that you can high command if wanted. Or drive any land vehicle, chopper or plane, capturing dynamic generating zones around map. Keep local civilians happy by commiting tasks for them or turn them rioting by raiding villages for more resources. Experience the campaign long mission run by over 400 scripts that are constantly updated and expanded. Overview: Situation on Altis is unclear, the last reports indicate Persian invasion. Greek have been unwilling to give us any intel yet, but is believed to prepare assault on the island to protect his army installations on the island. Your team will be sent there to investigate the island status for our knowledge. Special Thanks: -Victor "[FR] Helios" Ragot for Extra Music Tracks -Benjamin "Jin" Pratt for Voice-Acting (WIP) in Civ Conversations -"Zafjr" for Voice-Acting (WIP), intro voice, some civ-voices/soldier voices -Elliott "Snaked" Jordan" for Voice-Acting (WIP) in Attack/Defend-events -ss3goku0001 for Text Improvements -Xephspacer for epic mission trailer ANY USED WEAPON ADDON/MOD IS AUTOMATICALLY USED FOR AI UNITS AND PLAYER. Change Log: http://steamcommunity.com/sharedfiles/filedetails/changelog/173155826 Download Addon to Enable Animal Sounds in WLA (OPTIONAL): From DropBox Download Addon to Enable Voice-acting and custom Music in WLA (OPTIONAL): From Workshop From DropBox From withSix Manual Installation: Put WholeLottaAltis.Altis.pbo to Missions-folder or COOPWholeLottaAltis.Altis MPmissions-folder in arma3 main folder (Steam/SteamApps/common/ArmA 3) Automatic MOD support -The Eridanus Insurrection -RHS Escalation -Chernarus Conflict -Iron Front -PG Services Supported Extra Maps So Far -Sauerland -Reshmaan -Staszow -Napf -Fallujah -Chernarus -SMD Sahrani (smd_sahrani_a3.pbo), -Podagorsk (FDF_isle1_a.pbo) -Clafghan -Takistan -Bornholm -Sahrani (sara.pbo) -Panthera (panthera3.pbo) -Isla Duala (isladuala3.pbo) -Chernarus Summer E.g. change pbo-filename to WholeLottaAltis.Chernarus.pbo Download Single-Player version: LATEST: From DropBox From Steam Workshop From withSix UPDATED SOON: From ArmaHolic From MODDB Download COOP for 1-8 players: From withSix From Steam Workshop From DropBox Download COOP for 1-24 players: From withSix From Steam Workshop From DropBox Download COOP for 1-48 players: From DropBox Folder version of SP for editor: https://www.dropbox.com/s/7abb2i9ghajnwmf/WholeLottaAltis.Altis.7z Mission supports now all weapon addons/mods, giving the content randomly for AI units and player. http://www.youtube.com/watch?vEWRV4aRf4mg http://www.youtube.com/watch?SuZWwsswYEU Whole Lotta Stratis Description: Persians have seized Stratis with suddent large scale assault. Greeks are unable to enter the island without our help. Your team is sent into the island to support armed locals and greeks against dominating enemy Author: SaOk Type: Arma3 Beta/ SP & COOP for 1-20 players Mission version: 1.2 SP / 0.80 MP Installation: Put SPWholeLottaStratis.Stratis.pbo to Missions-folder or co20_whole_lotta_stratis_v0_80.Stratis.pbo MPmissions-folder in arma3 main folder (Steam/SteamApps/common/ArmA 3) Optional Addons for SP version (mission works also without these): All in Arma (AiA) by kju (CURRENTLY CRASHING WITH THE MISSION) http://forums.bistudio.com/showthread.php?152706-All-in-Arma-(AiA)-TKOH-OA-A2-A1-merge-with-A3 RH PDW pack by RobertHammer http://forums.bistudio.com/showthread.php?149966-RH-PDW-pack AS50 sniper rifle by HawK http://www.armaholic.com/page.php?id=20342 NV and Thermal Optics Pack by Uncertain http://www.armaholic.com/page.php?id=19809 M16A4 Example by ToadBall http://www.armaholic.com/page.php?id=19760 Barret M107/M82 "Blackened" by g00d69 http://www.armaholic.com/page.php?id=20214 R3F French Weapons Pack by Team R3F http://www.armaholic.com/page.php?id=20128 FHQ Accessories pack by Alwarren http://www.armaholic.com/page.php?id=20393 FHQ M4 pack by Alwarren http://www.armaholic.com/page.php?id=19218 Kalashnikov AK-47 [ALPHA] by hotshotmike1001 http://www.armaholic.com/page.php?id=21207 Kalashnikov RPK74 [bETA] by hotshotmike1001 http://www.armaholic.com/page.php?id=21238 MK18 Pack [bETA] by ardvarkdb http://www.armaholic.com/page.php?id=21096 A3B Temporary Support Vehicles [bETA] by ][Niipaa http://www.armaholic.com/page.php?id=21321 Download SP: ArmaHolic Mirror (Older 1.0) DropBox Mirror (1.2 version with UAV/UGVs) Download COOP for 1-20 Players: ArmaHolic Mirror (Version 0.80 - Works with any version of the game) DropBox Mirror (Newer version 0.81) Change Log COOP: 0.44 (COOP) -New quickly respawing respawnpoint vehicles/chopper -Much more AT-weapons/magazines in crates -Enemy have now sniper "towers" -Respawn point have some more cover -Car removal near spawning point improved -Other tweaks/fixes 0.45 (COOP) -Added player markers -Added accelerated time (default 1h is 12 ingame hours) -Added changing weather (new values on every 10 minutes) -Mission starts with random time (as default) -More gear in crates (Optics, Suppressors) -Some less vehicles, tweaked spawning/deleting times for vehicles -Other fixes & tweaks 0.46 (COOP) -Added "=BTC= Revive" by Giallustio (Thanks PawelKPL for showing me the way) -Revive system have "moving respawn point"-mobile -Playeable units divided to four 5 men groups -FIX:Crates shouldnt be deleted anymore (If you add more, add this setvariable ["AmCrate",1]; into crate´s init box) 0.47 (COOP) -Briefing should now work -Random mortar no longer drop grenades on respawn -Player is moved to respawn point if accidentally spawned into ocean -Accelerated time should be smooth now 0.48 -Waypoints are now given to groups for nearest capture-able zone -AI may use smoke sometimes -AI team-leaders may call support sometimes 0.49 -AI Team-leaders use now vehicles to move between capture-able zones -AI Team-leaders can spawn cars, unless set off in parameters -Fixed: Waypoints was given only for first zone 0.50 -More important tweaks/fixes for AI team vehicle use -Important fix in waypoint giving system -New respawn location (I may add chooseable/random respawn point at some point) 0.51 -Capture-able zones reworked with more detailed positioning (no more soldiers in toilets) -Added chopper pick up radio call for player led teams -Fixed Crates -Added Backpacks to crates -Improved AI vehicle use (e.g. new stuck check) -AI teams may use choppers sometimes to travel -Performance Tweaks -Other tweaks & fixes 0.52 -New parameter to set max fog -New parameter to set AI aiming accuracy -Many other fixes & tweaks, and some earlier additions now working 0.53 -Added "no AI vehicles"-mode for better stability in current alpha (default - enabled) -Added "more infantry"-mode to compensate vehicles and for better servers (default - enabled) -Other tweaks&fixes 0.54 -Crates cant be destroyed no more -Added experimental live feed, for players, from nearby chopper (default - disabled) -visible timer added for zone capturing (need to be less than 25m away from marker) -Other fixes/tweaks 0.55 -Teamkillers are send to an island with increasing penalty time from each kill (default - enabled) -Option to disable extra friendly AI life (default - disabled) -Option to disable civilian/animal life -19 new invisible infantry zones 0.56 -Added AI First Aid Support (v0.1.5) by DAP -If extra friendlies are disabled, also zones have no more friendly life -Some other tweaks 0.57 -Terrain Grid can be now set near respawn (unless set off in server) -Improved player/AI markers -AI vehicles/less units set on as default (for the new Alpha that seems to be stable now) -Other tweak/fixes 0.58 -REQUIRES DEV VERSION TO PLAY (OR NEWER REQULAR ALPHA THAN THE CURRENT 0.52) -Added Headless Clients support (for up to 3) -Much new parameters for Headless Clients -Updated "=BTC= Revive" by Giallustio to latest 0.59 -Some performance tweaks -Some other fixes and tweaks 0.60 -Client releated error fixes 0.61 -Added revive system by norrin (=BTC= Revive removed) -Updated: AI First Aid Support by DAP to latest -Marker colors should now display right for JIP-players -DEV-version still REQUIRED to play 0.62 -Works with both Reqular & DEV Alpha -HOTFIX: Removed removed script commands -Removed revive system for now (missing removed script commands) -Smoke signals now work to call chopper to land more near -Calling help with smoke should work too -Fog code updated & defaut max fog now is "dense" -Some other tweaks/fixes 0.63 -Added/Enabled latest Norrin Revive script -Contact-loop improvement 0.70 -Added Beta content (Playable units are blufor or green army) -Norrin revive updated to latest version -DAP first aid scripts is now enabled for enemies only -Added animals -Added alarms -More vehicles -New AI functions -Other tweaks/fixes 0.71 -Much important tweaks/fixes 0.80 -Mission should be much less demanding for server now -New respawn location -Team-leaders are able to call gear drops -Many functions from SP version of the mission added (fortresses, vehicle parachutes, infantry patrol brought with truck...) -Revive system by norrin currently disabled (Will put it back once new version is out) -Many other tweaks/fixes/additions 0.81 -DEV-Version required to play (until new vehicles are in basic version) -New Tracked Vehicles added -More tweaks/fixes for better performance Change Log SP: 0.41 -Important performance tweaks -Player can now skip time at campfire -Respawn added with new location -Much gear crates added -Empty Choppers/Boats added -Unwanted Team-members can be deleted (via radio) -Other tweaks/fixes 0.42 -More performance tweaks -AI shoot flares at night time -Air/Land Support can be called via radio -Custom Voices are disabled now when in vehicle -Other tweaks/fixes 0.50 -Added AI First Aid Support by DAP -Added BIS artillery support -Much additions from COOP version -Added WIP intro -Ifrit classes changed for new alpha 0.70 -Near 10 new story-written tasks (Some are to unlock features) with new insertion -New briefing/setting -Many new functions (alarms, sealife, armed locals, livefeeds...) -Custom scenery (wrecks, some added military structures) -Much other fixes/tweaks/additions -DO TO: Proper story/events for late game, more cutscenes, gear gathering, outro... -KNOWN ISSUES (Current game bugs): Wierd intro filter, Messed colors (double click N) -Much are still "Work In Progress", but mission should be playable from start to end 0.73 -Vests arent removed for armed locals (no longer low on ammo) -Shipyard zone updated -Enemy mortars/alarmed choppers are more rare -More crates added to zones -Invisible zone capture timer added 0.74 -All in Arma (AiA)-mod support (adds animals, corpse effects, music, tents from A2/OA) -Custom AI function enabled (AI reacts on sounds/dead bodies with sounds/voices) -AI Mortar some less acccurate 0.75 -Engineer comes with replacements -HOTFIX: Removed script commands removed -Some other small tweaks (bigger update coming later) 0.76 -New AI functions for camp/civilian-behaviour -Added random weather loop (Dynamic weather script by Engima, removed) -"AI First Aid Support by DAP" is disabled for player/player team -AI set less accurate -Some other tweaks and fixes -"RH PDW pack" by RobertHammer added as optional addon -"AS50 sniper rifle2" by HawK added as optional addon -"NV and Thermal Optics Pack" by Uncertain added as optional addon -"M16A4 Example" by ToadBall added as optional addon -"Barret M107/M82 "Blackened"" by g00d69 added as optional addon -"R3F French Weapons Pack" by Team R3F added as optional addon -"FHQ Accessories pack" by Alwarren added as optional addon -"FHQ M4 pack" by Alwarren added as optional addon 0.80 -Enemy/US reinforcements may arrive now from sea -Enemy reinforcements may arrive now with air transport -Added much empty vehicles/boats -Added minefields -"Sniper pack" content included (if detected) -More civilian zones -Surrendering conditions improved (for enemy) -Other tweaks, additions and fixes 0.90 -REQUIREMENT: ArmA3 Beta (released 25th june) or dev-version -Added Beta content (green army, new vehicles/units, music...) -Some new tasks/scenery -"Kalashnikov AK-47 [ALPHA]" by hotshotmike1001 added as optional addon -Other tweaks, additions and fixes 0.92 -Reinforcements may arrive now also with land vehicle (+other fixes/tweaks) -Submarine patrols added -Some new populated fortifications added -Sometimes certain groups arrive with parachutes (WIP) -Car-alarm fixed -"Kalashnikov RPK74 [BETA]" by hotshotmike1001 added as optional addon -Many other tweaks/fixes 0.94 -First task location is now random (6 different) -Second task location is now random (2 different) -Insertion vehicle is now randomly boat or chopper -Ambient Animals added 0.96 -Improved/expanded new intro -New captureable placed houses/random houses on map with military camps/fireplaces/crates inside -Added supply/vehicle parachute-drops -New radio function to call gear drop -Dropped vehicles now random in vehicle drop task -Added birds and insects flying over dead bodies -Included Briefing improvements by Khemitude (thank you) -AI skill tweaks (random more human aimingaccuracy, aimingShake, aimingSpeed, spotDistance, spotTime for each soldier) -Performance tweaks -Savedgames should now always work (I had forgotten old Ka50 classname to break savedgames near airport) -Commanche wreck task works again -Other tweaks & fixes (inc. another harmless loadgame errors fixed) 0.97 -Pick Up drivers throw trash & stuff drop from back of the truck -New function to move stucked team-members -Worst issues with the new DEV-version solved -Many other tweaks & fixes 0.98 -Trash may burst from back of the pickup when hitting the car to obstacle -Infantry patrols may be brought by truck -Enemy infantry is brought more often with vehicle to battle -New dynamic blacklisting for enemy spawning for locations player have just been -New possible location for first contact (also pick-up spawning positions tweaked for all) -"MK18 Pack [BETA]" by ardvarkdb added as optional addon -Unneeded vehicle patrol zones removed -Other tweaks/fixes/additions 0.985 -DEV-Version required to play (until new vehicles are in basic version) -New Tracked Vehicles added -Some tweaks/fixes 0.99 -"A3B Temporary Support Vehicles [BETA]" by ][Niipaa added as optional addon (Adds extra task/supply lines) -New small details (flags in camps, AI throws gemlights, civs drive quadbikes...) -New fast dialog mode -Task condition updates (optinal tasks may cancel, player is able to skip meet the locals task) -At least one of the received US vehicles (in the task) have a turret now -Custom voices/noises set louder -Other tweaks & fixes (inc. engineer have now suppressor) 0.995 -DEV-Version required to play (until next official patch) -High Commanding Enabled -Infantry is now parachuting from chopper -Guards for captured zones is brought with chopper -Included latest DAP First Aid Script -Custom voices/noises set less loud -Few other tweaks/fixes 0.997 -DEV-Version required to play (until next official patch) -New prestige value to buy support/gear/team-mates/vehicles from captured camps -Local relationship values for civilian villages (bad news spread faster than good ones to other villages) -Civilian relationship depend on civ casulties and nearby enemy losses (to be expanded later) -Friendly villages have guarding civilians and possible special support for player (AA/AT-team, medic to be called via 5-1-1) -New UI Elements for above stuff -Disabled vehicles, left on road, have barries spawned around it -Gear/vehicle-parachutes are spawned lower -Less deadly sealife/mortars (WIP) -Gear Drop Crate have always AT/AA-launcher -Other tweak/fixes -Note: New stuff still WIP. e.g. camp status have yet no meaning, also planning to create better system for unit purchasing -Let me know if the UI is displayed wrong for you or you face other issues/have ideas for features. 0.998 -Added difficulty selection (alter prestige value rate, how fast enemy get new groups/how much enemy) -Added ambient life amount selection (affects on performance) -Enemy mortars can be disabled (including the task) -Player can purchase mortar teams from captured camps (and use mortar fire via 0-8 menu) -Player can purchase chopper transport from captured camps -Various tweaks (inc. cost of various support) 0.9985 -Added guardpost creating system 0.999 -New civilian conversation system (WIP) -3 new dynamic tasks do to for civilians -Dialogs, opened with key push, open now without struggle -Infanty parachuting now correctly from choppers -Important performance tweaks -Much other tweaks/fixes 1.0 -Tweaks for armaholic release 1.1 -UAVs and UGVs added if player is using DEV-version of the game (or once the content is in non-DEV-version) -Goats and new music track also added (for DEV-version of the game) -New options to choose in start dialog -New skip time dialog -Other tweaks/fixes 1.2 -New team-mate system with stats, and conditions affecting on invidual skills -Player can interact with team-mate's in multiple ways -More units can be bought from camps -Resting requires now nearby friendly camp Note for COOP: You can set daytime via parameters. Currently you cant skip time ingame. Key Features WIP (Some of the stuff coming only where there is more content available): -Dynamic mission using whole Stratis map -Dynamic life generator for enemy/friendly units (patrols, scouts, camps, towers, slow/fast -reinforcements, support vehicles) -Enemy groups communicate to track player's position, offering still change to flee unnoticed -Random positioned dynamic tasks to give different feeling for the mission every time -Much optional, but meaningful tasks included -All tasks have effect on generating scripts or/and bigger tasks -Difficulty level goes slowly higher during progress -Random events -Much improved heavy dynamic civilian/animal ambient life -Many Custom gameplay elements (Smoke signals, dynamic reinforcements...) -Cutscenes -Friendly AI groups fighting with player depending on relationship values -Made with Perfomance Friendly Methods 3rd Party Scripts & Thanks: -AI First Aid Support by DAP (COOP/SP) -Revive System by Norrin (COOP) Extra Thanks: -SavedByGrace (US battleshouting/AI function voice-overs) (SP version) -Rejenorst (US battleshouting) (SP version) -Accelerated Time feature was heavily inspired of TAW_Tonic's MP Fast time FSM. (COOP version) Coming in later versions: -Better tasks, more features, cutscenes, story... Old videos:
  2. SaOk

    Music Recommendations

    Cool new tracks from Beach House and Grizzly Bear + some GUM
  3. SaOk

    Music Recommendations

    New song from Grizzly Bear :)
  4. Its possible to add translations in stringtable.csv, just need to be sure there is no any symbols missing (" and , in right places), but I havent added everything in stringtable. The GUI cant be translated unless edited to use stringtable too. Havent managed to find any extra time. Started learning 3d modeling/texturing in february which have took much time. The UE4 Project have got much bigger. Still been working on some big issues (just got one big bug fixed that slowed gamethread very much) and should rework on drawcalls next. But hope to have dynamic consept to show in it during summer. Already prepared much for it. E.g. lookout towers/recon teams that report enemy sightings. Camps and other "spawning" stuff will come easily since having all units in pools. Can have life-cycles without any performance drop spikes. Having pathfinding for ai driving/flying ready. Waiting new plugin to replace physX driving with much better system. Should finish military vehicle in houdini soon and also make some flying craft. Still need to learn 3d modeling some more, but can add special map scructures quite easily soon.
  5. SaOk

    Music Recommendations

    Very cool acoustic set from the band that normally is heavy with effects.
  6. The respawn only bugs in SP if using ACE, since the whole respawn is custom made. The MP respawn should work normally. In MP the amount of AI unit dosent scale much up if using more players. Only more camps and some other features might be spawned if players spread around map much. Mostly the mission gets easier unless some players are put in opfor side. Orginally meant the MP version for small groups (~8 players in same team) to play. Made the bigger variants for Dwarden to test his powerfull servers. Mission seemed to run quite good when there was ~20 players. But mostly the consept didnt gather much players in open servers at same time. As side note - Creating my Unreal Engine 4 Project as singleplayer, but would be fun to add coop for it too later. Been gathering buggy WIP progress in my Twitter: https://twitter.com/TheRealSaOk
  7. I actually tested headlessclients very long time ago in WLA, when the feature was heavy WIP. There might be some bad code left, so wouldnt recommend to use HC. Had forgotten I even had some HC experiments there.
  8. I made orginally the mp version for dedicated server, but could be its no longer working correctly. ACE can be hard to get working. I made the respawn system to follow damage-eventhandlers. Any mods with similar eventhandlers may cause problems. I dont think there is way to block mod features or make compatible. Wihout editing the mod itself (ACE).
  9. Sure, modify freely. :) The debug window should be in esc-menu. Then just write pisteet = 100000; and press exec.
  10. Nope, I noticed you converted DISWS too. :) Feel free to modify the WLA anyway, but as one thing please dont add ISIS as faction in WLA. I dont like any real terrorist group names (or religions) featured in my work. Forbitted the ISIS conversions also few years ago.
  11. Is there a way to stop this function working? After spawning crows with it, I can delete the birds with: {deletevehicle _x;} foreach bis_crows; But it spawns always new birds fill up the parameter number. I saw the function using some new fsm file from modules_pmc, but I cant open it with Total Commander. :S I would like to have crows flying over random bodies and the disappearing later when player is far, so they could fly over some other random dead body. Keeping the total bird count low. :j: http://community.bistudio.com/wiki/BIS_fnc_crows
  12. Thanks for offering, :) I havent got game consept yet running in UE4 so bit too early to make homepage. But maybe later in summer or fall. Currently updating game progress only on Twitter and Youtube. Here is the COOP version for editor. Its only for Altis. https://www.dropbox.com/s/zb7xlzhtp3tk3b7/COOPWholeLottaAltis.7z?dl=0 COOP dosent have the tasks updated from SP version. And there is some other features missing like undercover mode. Also dialogs are older and the mod section dosent seem to really work. Been so much time that I dont remember good. SP version of Tanoa is mostly waiting new story and own tasks. And A*-pathfinding would need addition to detect islands. It still shouldnt leak performance, but the map marked teams might not work ideally. I would be good to add air lift teams for blufor too which needs some addition in related functions. The WLT version is the newest, have worked it. New bugs have appear while game have got updates - Both SP versions have random respawn bug that prevents player sometimes getting respawned (if using mods like ACE the whole respawn/advanced first aid get probably broken and not sure if it can be fixed without modifying ACE). The advanced first aid hotkey seem to mix with action menu and GUI sometimes dissapear. Whole GUI would need tweaking. Its not looking good currently. And mod section is very clumsy too. Fireplaces also give some buggy damage for player, its conflicting with civilians throwing items at player. Didnt find solution for that 2 years back, but game could be different for that now.
  13. Thanks :), there is no name set yet for the Project. I will try to have game available later in summer/fall, but depends how it comes. Hope to have proper content from start, even most likely bringing it as early access. Steam is removing greenlight so will see how expensive the new way will be. Not sure if I can afford steam release right away or should I try with some smaller gamesite first. You can freely edit the WLA, there is links for editor versions in my earlier post. But it could be hard to get started. There is so much code and havent kept them organized for 3rd party editing. Notepad++ file search will be essential.
  14. Hi :) you would need to edit Afterloading.sqf. In row 80. under //CTRL + R , you need to change 0x13 (which is the R) to match some other DIK-keycode: https://community.bistudio.com/wiki/DIK_KeyCodes E.g. 0x14 would T. Here is the open folder version for editor (Altis and Tanoa): https://www.dropbox.com/s/7abb2i9ghajnwmf/WholeLottaAltis.Altis.7z https://www.dropbox.com/s/dks3xz3hbqxlg7n/WholeLottaTanoa.Tanoa.7z?dl=0
  15. SaOk

    Music Recommendations

    New album coming from the Future Islands on 7th April! :)
  16. Thanks, :) you can use shift+1 mod section to change classnames for opfor. Was my early work with dialogs so its quite slow to use. Better maybe first to check the iranian units in 3d editor, where you should be able to see the classnames. Will be faster to find those classnames then in WLA mod section.
  17. You can toggle off the GUI boxbackgrounds in shift+1 options but there is no proper toggle for HUD elements. Before abandoning the Project mostly, I was just updating GUI but I left it bit WIP. Made some tweak last summer in that tiny update, but its stayed quite WIP. DISVAR was the variable. Sent personal message, but if someone else also like to change it. Just set value to e.g. 2000 in esc-menu with DISVAR = 2000; and pressing exec. Normally the value is between 1000 and 1500. The bigger value, the more dramatic spawn radius/FPS hit. That Get Tactical RTS interface looks ultra cool. Definitely trying it if some day playing arma more again. Never made any addons in arma, but I started now to make own 3d models with houdini for unreal engine 4. There is insane good tools today for indie developers so have to try myself too. :) Got Quixel SUITE2 for texturing too but first learning to model tatrapan, riot shield and baton. :) https://twitter.com/TheRealSaOk
  18. Hi for a long time. :) Even after MANW, I tryed to offer WLA to work together with BIS few times. But there were no reaction. It would have been cheap project to make WLA more polished together. They could have helped to make proper GUI and it would have been easy to implement proper story(tasks) inside the consept. I think WLA would have had very nice potential to gather own target group of players. Who knows how popular WLA could have become with some visibility. But cant force BIS. I had plans to keep working on the consept for many more years. I released the WLA too early in steam and got much downvotes from game bugs too. Negative rates were 10% while now its 4%. Without the early votes it would be around 1,5%. There seems to be much excited players too so it will be unsolved mystery why BIS isnt interested at all. With Game 2 (that ended being ArmA2) they still hyped to create dynamic whole map campaign. They didnt have skills to make it. I would have something quite close waiting polishing. But no interest since suddently they have decided to focus only on fast-phased small scale stuff. I dont get how that is a good idea with the heavy engine that is made for large scale hiking. Isnt there better platforms for PvP urban pistol shooters? While watching footage from upcoming Espace from Tarkov, will it be good for ArmA to jump into that scene (Unless they get animation system and movement controls much forward)?
  19. RIP. Very sad news to hear, my condolences to all who knew him better.
  20. Thanks all, :) all data is in the open folder version available in the first post. Only recommending to use notepad++ to be able to work the most fluent way. The folder versions again: https://www.dropbox.com/s/7abb2i9ghajnwmf/WholeLottaAltis.Altis.7z https://www.dropbox.com/s/dks3xz3hbqxlg7n/WholeLottaTanoa.Tanoa.7z?dl=0 Sorry for late reply KiLla CoS, you only need to unpack this 7z and put the pbo in to arma3/missions folder. After that it shows in scenarios menu. ArmA3 folder is usually in programfiles\Steam\SteamApps\common\. It should work with normal arma3 version and also with dev branch. https://www.dropbox.com/s/pffiouyj530x33a/WholeLottaTanoa.7z?dl=0 Great to see 64bit coming to the game. Not sure if I need to recompile the mission files to make it enabled in mission. Or should it work directly. EDIT (8th January): I am checking this thread time to time, I will reply mostly only via private messages (in this forum).
  21. Hi, :) calling Unreal Engine 4 as UE4 (maybe shouldnt since everyone is asking what it is ;D). Making own game for it. You can follow progress in my Twitter: https://twitter.com/TheRealSaOk Middle of working on bigger additions/changes. Will capture better pics and videos soon in some ~weeks. The project dosent yet look much anything. Mostly been practicing to get proper performance and stability. Got proper plugin to add instanced meshes only recently. Can now make much more detailed enviroment. Interesting to see how much directX12/Vulkan allow even more dense details. Decorating have been constant practice too. So much to learn. Aiming to have bit similar consept as WLA. Just more fictional and scifi, and smaller scale. Would be ideal that all events would be connected to AI decisions and growing resources. But will see how it comes. Still heavy WIP.
  22. The Battle Of Szydlow [single Player] Description: Soviet units have flanked behind our defense lines and are attacking now to our base in Szydlow. Hold the castle at all cost while waiting for new orders. Key Features: -Briefing/Overview/Weapon Selection -Intro/Outro Cinema -Difficulty Selection -Medicpacks, Custom Minefield System, Custom Optional High Command/Radio Chatting -Ambient Animals/Air Combat -AI move in trenches/houses -Some Randomness -Made with Performance Friendly Methods -About 1hour playtime Download: http://www.gamefront.com/files/22739448/SPTheBattleOfSzydlow.7z (7z Packed) http://www.multiupload.nl/8DV5AEPCG0 (7z Packed) (Mirror if the GameFront is down) http://www.gamefront.com/files/22739476/SPTheBattleOfSzydlow.zip (Zip Packed) http://www.multiupload.nl/Y73EOCIY88 (Zip Packed) (Mirror if the GameFront is down) Notes: As optional feature there is a high command system, but all AI groups have their own waypoints even player dosent use the high commanding. Waypoints are also reseted after each task, so it possible to high command with small doses too without breaking AI teams' plans. To enter high command UI via space+ctrl, player need to be near radio/radioman or the group he wants to order (and only infantry groups with radioman and vehicle team, can receive orders via "radio"). Also to receive new tasks, player need to get near radio/radioman. Operation Staszow Type: Single Player / Multi Player 1-9 (COOP) Game Version: Iron Front 1.04 or Newer Mission version: 1.0 / 0.6 Installation: Put SPOperationStaszow.Staszow.ifa to missions folder in iron front main folder / Put CO09OperationStaszow0_6.Staszow.ifa in MPmissions folder Download SP: http://www.gamefront.com/files/22684069/SPOperationStaszowv1_0.7z Download MP COOP 1-9: http://www.gamefront.com/files/21837714/CO09OperationStaszow0_6.7z Mission Description: Our operation in Staszow havent began well. Germans have been attacking our positions without rest, now they have broke through Gora and heading to our camp. Key Features: -Early Demo of Dynamic mission using whole Staszow map -Overview/Briefing/Gear Choose -Dynamic life generator for enemy/friendly units (patrols, scouts, camps, towers, slow/fast-reinforcements, support vehicles) -Enemy groups communicate to track player's position, offering still change to flee unnoticed -Random dogfights over the battlefield -Ambient life -Many Custom gameplay elements (Smoke signals, dynamic reinforcements, minefield truck, medic packs...) -Cutscene(s) -Made with Perfomance Friendly Methods 3rd Party Scripts: -Dynamic weather script by Engima (+ volumetric fog effect by BIS) -Surrendering script borrowed partly from USPMON (by Mondasa & Kronzky) Change Log: Demo 2: -Added new task -Minefield function support now AP mines and have markers -More scenery, vehicles, task tweaks -Many other tweaks & fixes 1.0: -Added Intro -New insertion (task) -Much optimization in scripts for better performance -Player have now custom identity -Other tweaks Change Log MP: 0.6: -Two new sidetasks that have effect on generateing scripts -Other tweaks/fixes Special Thanks to Zonekiller for advice that saved a lot of time to convert mission for coop. Notes: If someone need more SP missions to play now. Here is demo of my upcoming mission offering about 40min playtime. After the first task, dynamic generateing scripts from my Zub mission are launched. You can avoid going for next task and enjoy the generating war everywhere on map if you like. I continue expanding and improving the mission. Hopefully to have whole map mission at the end with much dynamic tasks/cinema and other features.
  23. Thank you :) I will try to keep the mission (WLA and WLT, SP versions mostly) playable with occasional updates. Expected to play the game more again after the Apex, but didnt at the end. But sooner or later, will do some bug fix updates at least. But no schedule, UE4 is taking all the time. The enthusiasm I had for the OFP/ArmA games from 2001 is gone.
  24. Thanks :), its better to use my custom savegame system. You need to save in shift+1 menu using the button, or press 0-0-0. Wait until hint says the progress have been succesfully saved. Then launch the mission in scenarios menu using reset-button instead of resume. At mission start options, there is button to continue your mission progres. That also reset all performance/GUI issues and loads in few seconds. It bit more GTA style savesystem so it only bring back the overall status.
  25. Hi for a long time. :) Great to see you again. There is test version for Tanoa: https://forums.bistudio.com/topic/139169-spmp-dynamic-whole-map-arma3-missions-by-saok/page-207#entry3043706 WLA mission pbo or open folder for editor: https://www.dropbox.com/s/c9teb12jubx88qf/SPWholeLottaAltis.7z https://www.dropbox.com/s/7abb2i9ghajnwmf/WholeLottaAltis.Altis.7z​ WLA Addon: https://www.dropbox.com/s/78e2wypdx0ja5p9/%40SaOk.7z CUP maps should work if the maps have the orginal pbo names (e.g. chernarus.pbo).​ ps. I could be slower to reply since I got placed in moderator quene. Which probably cant be talked about. ;D Mostly staying away but you can contact me also in Twitter https://twitter.com/TheRealSaOk
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