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thomsonb

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Everything posted by thomsonb

  1. thomsonb

    [SP] Flashpoint: Chernarus

    Hello all, I have just released a new version. This update applies to all Flashpoint missions. The main new feature is Artillery strikes. This link includes the British Armed Forces version, (for ArmA2 Combined Operations) which has also been brought back up to date. Please download latest version 1.16 from here: Flashpoint: Chernarus and Utes v1.16 download page The Taksitan version has also been updated! Changes: v1.16 - Added: Artillery strikes; * All factions now call in Artillery strikes against known enemy units. * The type of strike is random, mortars or heavy guns. * The number of shells per strike is random. * The weight of fire is random. * The aiming error is random. * The strikes take time to arrive, so a moving target might move to safety. * The time between each strike of each faction is random. * The player is trated the same as AI units, no more or less likely to be the target. * All this results in a range of fire missions, from small slow atacks by a single mortar, all the way to a devastating rapid fire heavy barrage from multiple heavy guns. * The Artillery is a work in progress. * Features to be added later: Player designation of targets, Prioritisation of targets, Checking for friendly fire of each barage, Different levels of Arty for each Faction etc. * This Artillery system adds a bit more realistic danger to the battlefield. It was inspired in part by another of my favorite milsims, SteelBeasts. If you stay in the same place too long, you're toast! * Please feedback about the Artillery, let me know if it fits in with how you play the mission etc. - Fixed: Respawn list now shows the primary and secondary weapon of each unit, rather than its class type (class types are often not relevant anymore with the new custom unit spawning. This introduces the problem that Medics and Snipers are not easily identified on the list... to be fixed later). - Changed: Respawn list now shows units on the players original side first on the list, not always BLUFOR first. - Changed: "Who Got Me?" command now not added to rabbit in the cases of suicide, or death from unknown source, like artillery etc. - Fixed: On Utes, some parked cars spawning areas were broken by previous update. Cheers B
  2. thomsonb

    [SP] Flashpoint: Chernarus

    Hi guys, I have just released an updated version, and also got the Utes version back up to date! Please download latest version 1.15 from here: Flashpoint: Chernarus and Utes v1.15 download page This version has the same new features as the recently updated Taksitan version Changes: v1.15 This version features a prototype new system for spawning custom units, rather than just standard Arma2 units. This allows for more realistic soldier loadouts, more variety of weapons on the battlefield, a more realistic balance and range of weapons in each faction, more uniqueness to each faction, more variety of player types, and also easier customisation and development of the mission in the future. - Updated: Utes version updated to same version as Chernarus. - Added: *NEW* Custom units weapons and gear for all factions (replacing the standard Arma2 units). - Fewer unit models are used whenever possible; many units in same faction now use the same soldier model to save resources and help framerates. - NAPA forces now have a few US supplied M16 rifles and Stinger AA launchers - NAPA and ChDKZ are not as well equiped as the regular armies. - All factions, basic soldier sometimes has marksmans rifle. - Numerous small tweaks to the loadouts and weapons of all factions. - Changed: Player units choice customised. - All player loadouts customised, depending on faction (no longer simply standard Arma2 units). - Player now often has side arm. - Player selection dialog size increased. - Player descriptions in dialog now simplified, and show exact weapon of that unit. - Equalized chance of random player chosen from each faction (before USMC and Russia was more likely because of more units). - Changed: Weapons and ammo in parked cars now more rare and and more basic weapons choice only, e.g. removed MP5. - Fixed: On player change the spawn area is immediately recalibrated to players position. (units nearby should never be deleted just after player change anymore!) Cheers B
  3. Hi Orcinus I have no experience with using the lite versions of BAF and PMC. AFAIK they include all the same units as the full versions, so there should be no problems with the mission. Can you let me know if you find any errors from using the Lite versions cheers B
  4. Hello all, Happy New Year. After a long delay with no development (sorry! :P) I am pleased to release the next update to Flashpoint: Takistan. Please download version 1.15 from here: Flashpoint Takistan / Zargabad / Shapur v1.15 Download Page Changes: This version features a prototype new system for spawning custom units, rather than just standard Arma2 units. This allows for more realistic soldier loadouts, more variety of weapons on the battlefield, a more realistic balance and range of weapons in each faction, more uniqueness to each faction, more variety of player types, and also easier customisation and development of the mission in the future. - Added: *NEW* Custom units weapons and gear for all factions (replacing the standard Arma2 units). - Fewer unit models are used whenever possible; many units in same faction now use the same soldier model to save resources and help framerates. - US Army, M16A4 replaces MK16 as basic rifle. - Takistani Army, AK74 replaces FN Fal as basic rifle. - Milita forces now have mainly AK47 and AK74. - Guerilla forces now have mainly AK47 and Lee Enfield. - Militia are slightly better equiped than Guerillas. - Takistani Milita and Guerilla forces renamed as Taliban faction. - All factions, basic soldier sometimes has a more exotic weapon, e.g. Thermal Scope or marksmans rifle. - Private Contractors, now have a wide variety of weapons, from M4s and M16s to AKS74 and a variety of MGs to reflect the choice of weapons available to contractors. - Private Contractors, now carry a lot of ammo, but not many grenades. - Changed: Player units choice customised. - All player loadouts customised, depending on faction (no longer simply standard Arma2 units). - Player now often has side arm. - Player selection dialog size increased. - Player descriptions in dialog now simplified, and show exact weapon of that unit. - Equalized chance of random player chosen from each faction (before US Army was more likely because of more units). - Added: *NEW* Roadside IEDs, only detonated by BLUFOR units, random placement and random trigger delays. - Added: *NEW* Taliban preset mode (Takistan map only) This game mode puts you as a lone US soldier, very outnumbered against Taliban, over a huge spawn area, giving quite different gameplay. This one can be really intense. - Changed: Animal herds now smaller, more spread out, and farmers no longer appear with every herd. - Changed: Weapons and ammo in parked cars now more rare and and more basic weapons choice only, e.g. removed MP5. - Removed: Takistani Army, AN2 aircraft, due to unrealistic AI piloting. - Added: Taliban, UH1 Helicopter. - Fixed: On player change the spawn area is immediately recalibrated to players position. (units nearby should never be deleted just after player change anymore!) ---------------- Thanks to all for your feedback and messages, I will try and reply to all, and try and include as many requests for features as possible. I have really limited time to spare sometimes :) Enjoy, and please send feedback, especially about the new weapon loadouts and factions, its an experiment, let me know what you like/hate! Cheers B
  5. thomsonb

    [SP] Flashpoint: Chernarus

    Its good to hear that Flashpoint: Chernarus is working with ArmA2 Free. I have never tested it with that version, so there may be some unexpected bugs... please let me know if anything comes up running it on ArmA2 Free B
  6. thomsonb

    [SP] Flashpoint: Chernarus

    Hi Funkman Iv set the mission up to be as friendly as possible to framerate, but it has by default 12 infantry squads plus about 5-10 other groups active at any time... If you cannot get good performance try reducing the team counts (wich also automatically reduces the suport groups) You can still leave everything else random B
  7. Hi warleader6 It is not a feature. It could be a good idea to add a healing system in the future I'l consider it..... Its not really a bug either, what happens is the new team members show up as green icons when they join because you do not know about their status. They are still injured, and if you ask their status by radio 5-5, they will call injured and show up red again.... it is a feature/bug of the game engine I guess. Let me know if this happens for you or maybe I have missed the point?! Well spotted, and thanks for your kind words, glad you like the mission! B
  8. I will work on a simple civilian script soon as I can... the BIS ALICE module has too much performance hit on this mission, at least on my computer setup. You're right it does add a realistic feeling to a mission... :) The animals I put in are not everywhere, they are quite random, sometimes you might not notice them, other times you may see them a lot, I wanted to keep the dynamic random feeling in the missions... B
  9. Thats exactly right :) well actually its 5 versions, as each has some unique scripts and settings, its very easy to break one version when updating all at the same time! I will do a big update to Sahrani asap
  10. Hi guys An update for you Please download latest version 1.14 from here: Flashpoint: Takistan / Zargabad / Shapur v1.14 download page Main new feature is Ambient animals (my own performance friendly system) also some fixes and tweaks enjoy :)
  11. thomsonb

    [SP] Flashpoint: Chernarus

    Hi guys An update for you Please download latest version 1.14 from here: Flashpoint: Chernarus v1.14 download page Main new feature is Ambient animals (my own performance friendly system) also some fixes and tweaks enjoy :)
  12. The rabbit is great fun, my inspiration for that came from BIS, the good old seagull death mode from Operation Flashpoint multi-player! i can't take all the credit Thanks for your thoughts Kyle, the work involved in developing and releasing the project seems worthwhile when I get positive feedback from the community :) P.S. maybe a rabbit life simulator would be popular? :D
  13. Sounds good... - idea: In order to make a "last stand" or "final battle" feel; When the end battle is activated, maybe all combat groups could have their waypoints "squeezed" in toward the players position, or towards a nearby location, like a town if theres one nearby (EDIT: or a location chosen by the player?)? :)
  14. thomsonb

    [SP] Flashpoint: Chernarus

    You're welcome mate, I liked your Mountain Warriors mission thanks :)
  15. Hi Kyle_K_ski Thanks for the bug report, not sure what caused the crash, I have had 1crash while testing the latest version, im working on narrowing down the cause, of course if anyone can find a way of reliably recreating the crash it would be a great help! RE the objective bug, right now the objective system is just a basic placeholder that i developed over a year ago for Flashpoint: Chernarus. I have not removed it since it does no harm, but is not very interesting i know! I am currently working on a much improved random objectives system, along the lines of some of the ideas you guys have posted here... Hope you can wait a while, maybe a proof of concept simple version will be released soon :) B ---------- Post added at 10:49 AM ---------- Previous post was at 10:43 AM ---------- That is a great idea Kyle! Ideas about what the command should be called please.... maybe "End Battle" or "Fix Forces" or something? This should be easy to implement, only problem might be a "last loon" situation where remaining weak forces dont encounter each other for ages... Il get onto this asap B
  16. Hi I have released an update Please download latest version 1.13 from here: Flashpoint: Takistan / Zargabad / Shapur v1.13 download page This update fixes a few bugs and issues, and also features new default settings on Takistan, with slightly more groups spread over a larger area, taking advantage of the wide open terrain of Takistan... changes are as follows: - Added: Sniper rifle and Machine gun ammo cargo in US vehicles. - Fixed: Total distance travelled no longer includes respawning distance. - Changed: Rabbit now faces your killer. - Chnaged: Suicide Rabbit now always large bomb. - Removed: Unused script files and variables. - Removed: Taki Guerilla vehicles, as they showed up as BLUFOR when killed. - Added: T55, T34, BMP2, BRDM to Taki Militia armed vehicles. (they were under equipped) - Replaced: MV9 Predator Drone with Av8B Harrier. (UAV was unrealistic flying low level close air suport) - Added: PMC Faction; KA60 Helicopter and KA137 UAV. (mising due a script error) - Fixed: More parked cars in Shapur version. - Changed: Experimental; Takistan version, 16 groups and 1km spawn radius. (up from 12 and 0.8km.. please feedback about performance) thanks for your interest in my missions everyone who has contributed B
  17. thomsonb

    [SP] Flashpoint: Chernarus

    Hi I have released a minor update Please download latest version 1.13 from here: Flashpoint: Chernarus v1.13 download page This update fixes a few bugs and issues, changes are as follows: - Added: Sniper rifle and Machine gun ammo cargo in US vehicles. - Fixed: Total distance travelled no longer includes respawning distance. - Changed: Rabbit now faces your killer. - Changed: Suicide Rabbit now always large bomb. - Removed: Unused script files and variables. - Fixed: Max spawn range Default in Chernarus BAF corrected to 700m. thanks for your interest in my missions everyone who has contributed B
  18. Hi Dynamo11 An Invasion44 version is a great idea... I dont have the mod installed yet, but I have been a big fan of I44 ever since their demo for OFP years ago, (I still remember blowing up kubelwagons with bazookas on Malden ;)) I will do my best to make the time to release an I44 Chernarus version soon! I will always keep my focus on the vanilla versions, since they have a larger audience; so any mod or addon versions will not be updated quite as regularly - I have only limited time to work on this unfortunately! Cheers B
  19. thomsonb

    [SP] Flashpoint: Chernarus

    Hi guys I am pleased to announce an update to this mission Please download version 1.12 from here: Flashpoint: Chernarus v1.12 download page The main new feature is a full team management dialog screen. The Manage Team command replaces the standard Teamswitch system. It allows you to add and remove nearby friendly units, and also choose the team leader and the players unit. Also I have added the suggested night vision camera to the respawn and team dialogs for use at night, (good idea mrcash!) let me know how you get on with the new team feature B
  20. Hi guys I am pleased to announce an update to this mission Please download version 1.12 from here: Flashpoint: Takistan / Zargabad / Shapur v1.12 download page The main new feature is a full team management dialog screen. The Manage Team command replaces the standard Teamswitch system. It allows you to add and remove nearby friendly units, and also choose the team leader and the players unit. Also I have added the suggested night vision camera to the respawn and team dialogs for use at night, (good idea mrcash!) let me know how you get on with the new team feature B
  21. Hi mrcash2009 Thats a really good idea about night vision on the respawn camera. Because on different islands the time of sunrise and sunset can be different (hard to implement an auto switch) I have decided to add a night vision toggle button on the respawn dialog, so you can choose yourself when to use it. Got is working on Chernarus now, it will be included in the next release soon :) Cheers B
  22. Hi I have just released an updated version of this mission for the ArmA1 islands of Sahrani and South Sahrani, this includes all the features from the latest Takistan version. Please download it from here: Flashpoint: Sahrani v1.11download page Required: - ArmA2 Combined Operations, - CAA1 mod, - CBA community base addons Sometimes I like to go back to the ArmA1 island, and I thought it was worth a quick update to the Sahrani versions hope you enjoy, and please contact me if you find any bugs or have any issues! Cheers B P.S may not need full A2 Combined operations... it should work with standard ArmA2 and CAA, but not tested!
  23. Well spotted guys, and thank you for the bug reports! I have just released an update to fix this bug Please download version 1.11 from here: Flashpoint: Takistan / Zargabad / Shapur v1.11 download page I have limited time to test the missions, and develop the missions, so your bug reports are really helpful! cheers B
  24. Thanks for the bug report mate, must have been introduced when i added the new respawn screens, Il fix it with an update as soon as possible, I think it will be the same in Takistan Zargabad and Shapur, presets will not be working until i make a quick fix! Cheers B
  25. Greetings I have just released another update, please download it here: Flashpoint: Takistan / Zargabad / Shapur v1.10 download page This update adds a new Respawn command, allowing you to respawn into any group or unit on the battlefield at any time. Enjoy! Keep the feedback, ideas and bug reports coming in =) regards B
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