LibertyBull
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Everything posted by LibertyBull
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http://steamcommunity.com/sharedfiles/filedetails/?id=1229944898 I decided to create a series with each mission focusing on one specific type of soldier/task, this one entry is EOD. I used the AAF to give it a more modern day feel while keeping it vanilla. Used Tanoa to give it a vietnam flavor. Steam description: Step into the shoes of a soldier in an EOD unit during operations on Tanoa. The AAF have been engaged with Syndikat and remnants of the former dictatorship's loyalist army for the last 8 months. The guerrillas have access to large pre-overthrow stockpiles of anti-tank and anti-personell mines as well as improved explosive devices. Because of this our EOD unit has been kept busy during the occupation. During today's operation we will be escorting a tank platoon along a main supply route and clearing any minefields using our mine clearing rockets from the bobcat. We have multiple infantry units currently executing various missions and raids accross the island so be prepared to get tasked away to help them clear any explosives they encounter. Vanilla mission, only requires Apex. (Although from the latest update all Arma 3 users now have Apex assets so you may be able to play it, just with the expansion purchase advert in the corner.) (Mine Clearing Rocket script by John Harvey https://github.com/john681611/detcord.VR/releases ) Let me know of any bugs or issues and feel free to give me feedback for suggestions for this mission or how I can better accomplish things for future missions.
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- singleplayer
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Confusing AI Heli Waypoint Behavior
LibertyBull posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello all. :) So I'm making a mission in which your unit starts at base, loads into a helicopter, flys to the AO and unloads from their helicopter on the ground. The heli then circles overhead, before landing again and picking up the unit. When making the waypoints, the heli gets to the area, drops the unit and fly's my cycled waypoint circle no problem. The problem is once I add in the waypoints in the editor for it to "skip waypoint" out of the cycle and go to load the unit for the second time (in the field). When I test the mission, the helicopter spools up and takes off without my squad. Before, working correctly, the helicopter would stay on the ground at base and wait for my unit to load before spooling up and taking off. After adding in the waypoints beyond the "cycle" waypoint (and more specifically, adding the second "load" waypoint, to pick up the unit in the field) the helicopter spools up and takes off without my unit. Actually, my unit doesnt even seem to give the "get in" order anymore, just a "move to" order. :wacko: Whats more, once I delete the waypoints I added in to attempt to go back to the previous, working behavior, the helicopter keeps acting up. Any ideas on why this is happening? :blink: The only mods I am running is "Eden enhanced". P.S. If it helps, the ultimate goal I'm trying to achieve is to have the heli drop off my group, circle overhead untill a condition is met (such as blowing up an objective on the ground), and then come down to pick u my group before continuing on to the next objective where it will do the same thing again. This is for a single player mission. Thanks in advance! :D- 12 replies
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- ai
- helicopter
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Radio Chat with sound
LibertyBull replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Whaaat? When I did my voice over in a mission I added in the radio sound effects in audacity not knowing it is done automatically for.you. xD -
Apex Expansion mission content missing
LibertyBull replied to anfo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Weapons, vehicles and gear from Apex is usable by people who don't own Apex, but objects and the like is not available. Chiefly because when you buy Apex you get a download of the assets. -
Confusing AI Heli Waypoint Behavior
LibertyBull replied to LibertyBull's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea I'm not sure how to get the loiter waypoint to wait until a trigger condition is met. I'm fiddling around with it in the editor but its just completing on its own- 12 replies
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- ai
- helicopter
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Respawn with eden loadout?
LibertyBull replied to acoustic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The one way I found online works well, even in MP enviornment. Make two .SQF files in the mission folder. First one name the text file "onPlayerKilled.sqf" without the quotes. In this text file paste: [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; Second one named "onPlayerRespawn.sqf" and paste [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; Don't change "missionNamespace" or anything about the code. You don't need to add anything in any unit's init either. Works for me at least. -
Confusing AI Heli Waypoint Behavior
LibertyBull replied to LibertyBull's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I appreciate the helpful sentiment but thats not what I'm having an issue with. It is mainly about helicopters acting weird when two groups are in play trying to get on board. One thing of note as well is the second squad on the ground had hold waypoints and such before the actual "Get in" waypoint, however whenI tested it out by playing as them, they ignore the waypoints and go straight to the "get in" waypoint, again hijacking the chopper from my squad, sitting 2 KM away at base with the heli on the ground at the base spooling up to go pick the second squad up when they are supposed to be waiting to transport my guys. They wont even let me get in in this case.- 12 replies
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- ai
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Confusing AI Heli Waypoint Behavior
LibertyBull replied to LibertyBull's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea, except see, when the Heli I guess thinks its assigned to the pilot squad, it flys away even at the beginning of the mission when your starting at base! so I am going to either try starting the player's squad inside the heli from the begining, or making the pilot squad join the player's squad when you land and "talk to them". Basically, I'm making a "DART" team mission where your squad is responsible for flying to a downed helo (and/or immobilized tank, turned over hunter, etc for the purposes of my mission), try to repair it or blow it up if repair isnt possible, defend the area from any attack, then extract from the area, rescuing the blackfoot/slammer/hunter's crew. So basically my desired behaviour out of the heli (in this case the DART team flys in a Huron) is to drop the team off at the various objectives, provide overwatch via loiter with careless/open fire AI, land when the conditions are met, then pick up everyone (Dart + pilots/crewmen, whoever is being rescued) and fly to the next objective. Probably asking for alot out of the heli AI xD.- 12 replies
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- ai
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Confusing AI Heli Waypoint Behavior
LibertyBull replied to LibertyBull's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mynok, your solutions are something I'm going to try to use for more reliable helicopter behavior in general. One problem with the loiter waypoint is that it just moves on to the next waypoint after the loiter waypoint instead of waiting. I think it might be because of the fact I try to get a second unit loading into the helicopter in the field. I read somewhere that when a new group is given a get in command, the helicopter is assigned to that group. Maybe that's causing the odd behavior.- 12 replies
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- ai
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"Welcome to Tanoa, John.' 'I'm sure you'll do fine, you didn't graduate top of your selection group for nothing.'" http://steamcommunity.com/sharedfiles/filedetails/?id=771706965 The first mission of my planned campaign on Tanoa is ready for release. You play as John Wilson, a CTRG special division operator sent into an airport used by Syndikat as a part of their smuggling operation. You must infiltrate the airport, sneak past the airport guards and Syndikat henchmen, plant trackers on a deliver truck and an airplane, download flight logs off of a airport computer, and then get out without being detected. If things go sideways, you can do what needs to be done to get out alive, just remember that any guards you kill will arouse suspicion, possibly compromising our trackers. In that case you will need to track the truck manually in later missions. The title of the mission is a nod at the Splinter Cell series, of which I drew inspiration for this mission. The mission should be completely bug free, and is fleshed out with full interactive briefing, voice acted command chatter, the new task system, and AI tuned to present the optimal stealth experience. Mission playtime runs around 15 to 20 minutes. I appreciate any feedback as I continue to develop my campaign. You can expect mission quality to increase as I release more missions as my mission making skills increase.
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Shooting from HMMWV passenger seats.
LibertyBull posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Why hasnt BIS put this into Arma 2? Its annoying because of the fact that passengers either have to dismount, or sit their with their thumbs up where the sun don't shine. I wonder if it is possible to create a humvee with M4s attaches to each passenger side window, but thats at the very least. Anyways, it would be a big improvement to the humvee, because thats how its done in reality over in iraq currently. When ambushed by the enemy, you do not dismount and face them, you assault through the ambush but keep moving to minimize the risk of IEDs and RPGs. Adding the ability to shoot from the humvees windows will turn the humvee from just an armed transport, to a fighting platform, especially if its an uparmored humvee. So, is this possible? -
I do not have Arma 2 so I cannot answer from a game perspective. Seeing as this is a simulator, I dont think balance was BI's main focus. But I can see why you would want balance for some gametypes. Well I think if you are carefull in your selection of the weapons you could make it balanced.
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They force people to come to their website so they have to actually read the rules. Before when we didnt have passworded servers, when it was Sahrani Life and there were addons needed, people would keep trying to join the game over and over for minutes, one guy did it for almost a half an hour, and we found out every time someone tried to join and got autokicked by the game for lacking the addons, it made us have lag spikes. And, the people who did go to the website and downloaded the addons, alot of them broke the rules and claimed ignorance, simply clicking through and ignoring the pop up window that comes up when you first join the server with the rules. And such we decided to password the CL server and have people go to the website. On the website, there is a list of server rules, and thats where you get the password. This way, people who found the password and are in the game cant claim ignorance when they break the rules, and potential lag for when addons are in the mod and people try to join and get auto kicked is eliminated. The second issue, of not letting others have the mission. Take Sahrani Life. Our single sahrani life server would be packed to the brim before we released CL. It would constantly be filled during the times of day the players would play. Not only would it suck to release the mission and someone take the credit, but then youd have a bunch of servers with a couple people each, and that is no fun way to play the game. It may be fun for a few people but for most its no fun being alone cause theres only a few people. Keeping the mission in house has the people joining ONE server, therefore you get alot more people. These are not the official opinions of RP-mods, just my opinions which I believe are the real reasons behind the actions. As you can see there are real reasons behind the 2 issues being brought up. And IMO they are good reasons. Source: Very active RP-mods member since January 2009.
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hmm, thats pretty cool, sahrani is coming to the aide of their US allies. Takes some big stones to go up against the russians though. =D
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Alright, then I will get to work on making some fun SP, PVP, and COOP missions as well as a SP/COOP campaign using Project RACS and some other addons like "South Sahrani Police" for some missions and some missions using the naval units. Hopefully I can siphon off enough of my income to get a new machine and I can start my arma 2 mission making adventure.
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I'm a little late cause alot of players are playing arma 2 mainly now. Well I cant afford a machine that can run arma 2 for a while, so I want to do something productive in the meantime. I have decided to make a campaign / mission pack using project RACS (if thats ok with you) and some other addons to formulate a living, breathing sahrani, and depending on the missions you play you can reimagine having RACS Vs SLA like in the campaign, but without US help since the RACS are now competent. Or, you could jump right into after they defeat the North and create a united sahrani, then you need to battle rebels and northern loyalists as both a member of the army or a police officer. From there I would like to have some missions where a foreign power invades and you (try) to fend them off. The possibilities are many and I'd like to make a plethora of quality missions to go along with project RACS. Is this OK with you wld?
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Great addon. I suggest making it take up 1 single ammo slot in the primary ammo slot. In reality the AT-4 isnt taking up any space that you need, your pouches are still there, its just either slinged on your back or carried in/on a vehicle.
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how do i radio in units?
LibertyBull replied to Darkblade9116's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
IDK about Arma 2, but in Arma 1 you have to put this into the init line of the heli's waypoint: this stop true Then put this into the "on activation" field of the trigger heliname stop false That should work -
Shooting from HMMWV passenger seats.
LibertyBull replied to LibertyBull's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Also, take the uparmored humvee for example. You can slide the windows back and fire out of the window. So they should give the option of sitting there like its a calm drive to a FOB with the window sealed, then you can activate "shoot from window" and then the window slides open and you aim your rifle through the window. They honestly should give this ability to strikers through the 2 back hatches as well. Also, for 5 tons, make it so 2 people can aim over the roof of the front cab, etc. This is a viable feature for most vehicles. Heck, you should even be able to fire mortars from in the strykers, I've seen it happen, they aim the nose angled out of the hatches. No clue how they prevent ear damage or anything like that lol. -
This is unrelated, but when you do get Arma, if a challenge is what your looking for, download the A.C.E. mod and give my campaign a try. My campaign is still in development ATM but a demo is available. Its called "Back to Sahrani" and its pretty challenging if I say so myself.
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Can anyone help me with making a script where a player can force the player nearest to him to eject out of his vehicle if it is going slow like 10 KMPH or less.
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Update. Sorry for double post but seeing as it has been over 2 days I think this warrants a new post. If I'm wrong sorry. Alright, mission 4 is about done. Development has been slowed recently due to being needed to do a bunch of renovation work for my uncle, but we are back on track now. I am thinking about adding in voice acting for the radio chatter, squad leader speeches, and general ambience. Also, the first 3 missions have been updated, and I may release an updated demo, depending if people want it. Here is an impromptu changelog. -- All 3 Missions -- * Fixed spelling and grammar errors in briefing * Added a "who is speaking" line to top of the breifing to give you a better understanding of who is giving the briefing. * Fixed miscellanious bugs and added more "polish" (see below) -- Mission 1 (Taking Rahmadi) -- * Added some civilian life * Made Rahmadi more like a Russian outpost, less like a campout * Added the ability to have US air support after eliminated newly place AA positions -- Mission 2 (Taking Cayo) -- * Added air support who helps you take tiberia, but wont go further inland due to possible enemy AA * Made the US soldiers quicker to regroup after taking Tiberia * The enemy AI doesnt cheaply kill an entire squad because no US AI checks a certain area anymore (BIS AI problem) * Fixed a bug where the mission doesnt end (Forgot to add the end trigger) -- Mission 3 (Defending Cayo) -- * Added more enemy AI and changed their skill from default group skill of near 0, to 50 each (like in mission 1 and 2) * Replaced the 2 russian BRDMs with 4 T-72 tanks * Replaced the humvees outside with static guns * Added ground support from a friendly platoon * Added air support which, upon arrival, ends the mission in success * Added the possibility to lose if the enemy enters the camp * Changed respawn from "group" to "base", so you have a chance against this newly challenging enemy * Added medical supply box to the tent you spawn in There is probably some fixes and changes I forgot, but trust me you will like these changes when you play the game. Basically, I'm trying to make the campaign challenging, but definately winable. I'm trying to make it realistic in the fact that Russia is a competent enemy, and as such makes the campaign fun. Any feedback is welcome, and if you want me to release this new version of the demo, and maybe the 4th mission with it, please either reply to this post or drop me a PM. I really apreciate the feedback I have gotten so far both on this thread and on rp-mods.com, and of course via PM. Keep it up. I'm glad to see such excitement for the campaign. Please note, this is what I have changed in the first 3 missions, but these changes are not in the current demo available to download! So don't redownload the demo or expect these changes when downloading the demo right now. I may release an updated demo if people want it, and I'll include the 4th mission if thats requested too.
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Download the "Back To Sahrani" campaign. [iG]http://img32.imageshack.us/img32/5167/btslogo1r.png[/img] Required Addons: ACE and 1st Infantry Division ACU This campaign is a WIP, and this is the demo. The demo consists of the first 3 missions of the campaign. I would like for everyone to give it a try and tell me what you think. In "Back To Sahrani", its March of 2009, and Russia invades Sahrani. Their objective is to establish a base of operations in the Atlantic ocean. The United States believes this is part of an effort to launch missle attacks on America and her allies. The force to take back Sahrani sits 100 KM away, waiting to launch the assault force. This campaign was designed to achieve a nice mix between realism and fun, the very same philosephy ACE was created by. Each mission will have a detailed briefing and the note section will be a continuing diary written by the soldier the player plays as if played in single player, to give you an idea of what would be going through a persons head in this conflict. The missions will be building upon themselves, so you will take a town in one mission, and it will be reflected in the next. During the campaign, you and up to 5 of your friends (Single Player and/or 6 player coop) play as a US Infantryman during the re-invasion of Sahrani. You will play a variaty of missions from air insertion ground assault, to base defense, to counter-insurgency. You will find yourself doing a late afternoon patrol one day and assaulting an air field the next. This campaign will also have a couple sister campaigns if this first one is successfull. The sister campaigns will have you taking the role of the SF teams that complete objectives in the main campaign, or playing as the resistance troops you meet in the main campaign. Download link: http://www.armaholic.com/page.php?id=6453
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So ive spent more time tweaking than playing...
LibertyBull replied to Malecite's topic in ARMA 2 & OA - TROUBLESHOOTING
To add my 2 cents. My computer is almost exactly the recommended specs for Arma 1, and I cannot run it too well. To get over 30 FPS I need to have my viewdistance less than 1000, I normally just keep it 500. I also need to turn grass detail all the way down. And even then I can only get around 30 FPS running on Normal. Also, I would wait to get the game for like a year after its released, thats the nature of arma. I also hear steam produces buggy games? IDK about this personally just something I have heard. Anyways, you have to remember the nature of this game, its a simulator. The AI and all the different variables that are running in any given mission takes a toll on the machine. Anyways, why don't you just play Arma 1 while waiting for Arma 2 patches and stuff, arma 1 is decent compared to Arma 2, and with ACE mod its pretty fun. The good thing is your awesome machines could run it on veyr high, and its very stable and well patched. ---------- Post added at 12:49 AM ---------- Previous post was at 12:48 AM ---------- Oh I also heard it doesn't play well with Vista. -
I may make this for Arma 2, or maybe someone better than me could find interest in this and make it themself. This gametype is where you would be both leader and general. This would be comparable to the game "tropico", but with a much heavier military element. You would need to build up and maintain your country, making sure your civilians are fed and happy. Fail to support your people and you will face rebellion that would threaten to overthrow your rule. Build a prosperous country and other countries will look to invade and take what you have made. So, you would need to either attract civilians to enlist, or, if you want, conscript civilians to fill your army. Then, you build machines of war and supplies from the resources your civilians have collected overtime. I wont drag this on into a big explainaton, I think you understand. Kind of like wine wars or farm wars, but picture ruling a country and commanding your army. My question is, does this sound interesting to play for any of you? And, if any of you are skilled at making missions, would you be interested in making this project? I would personally love to play this type of gametype, and if people like this idea, and no one else wants to make it, I'll give it a shot. Alright, feel free to discuss.