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Undeceived

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Everything posted by Undeceived

  1. Yes, but this was the moment where I realized how cool the mission design is, especially for PvP groups. It doesn't just put pressure to get to the choppers quickly but also adds a new challenge to the mission. It's not lost once and for all but it gets harder with every second with the hostage and the pirates (I assume) getting further away from the evac point. I commented and rated on Steam right after writing my feedback post. Btw, johnnyboy - I'm gonna upload an "old old acquaintance" soon, which I ported to Arma 3. :) A hint: You're in the credits as beta tester. :P
  2. Played it and... Awesome mission! It was really fun to play in SP but I can especially highly recommend it for PvP with many people. The mission style (gameplay, goals, randomness, replayability) is fantastic and reminded me of BI's End Game, with the difference that this one is more immersive, due to the great "swamp atmosphere" and because the run is for a human being and not for schematics. Perfect for round based matches with many people, as I said. Refreshing setting too! I was astonished when I saw that the pirates go after the hostage too and can capture him again. :D (at least I think it was them - I didn't see it, as I was too far away from the hostage (see below why) but I heard some bad english sounding phrases with some guys swearing, as they captured him). A small point for improvement: Another friendly CSAT team found the hostage in another camp and took him with them (cool stuff!). I went there with my squad to assist and then noted that the soldiers went for the evac choppers too quickly resp. too fast, leaving the hostage far far behind. The poor bastard (I laughed as I saw his pants - you still have your humor, johnnyboy! :D :D) was all by himself, trying to find the way after the squad, in midst of a swamp swarming with pirates craving for his ass, haha :D . Me and my squad tried to stay with him and to protect him but as he was in the other squad, he didn't stop when we did (under massive fire) and then he went further and further alone by himself, eventually getting captured again. In another try (I was killed and reverted) he made it to the choppers, which took him to the evac point. Either make the AI squad wait for him or give the player (maybe as a "higher ranked officer" or so) the option to take him over into his squad. That would help a lot. Other than that I can't remember any other bug right now. It definitely was a great and fun mission and - damn, I have to repeat myself - I would love to play it on a full PvP server or watch it being played on Bohemias next livestream tournament (no joke, it would fit in there perfectly!) Huge disappointment: I didn't see any free BBQ. :P
  3. Great to see another mission from you, johnnyboy! Guys, johnnyboy is an old OFPEC veteran who made some very high quality missions since Arma 1 (if I'm not mistaken). I bet he would not release something (and not declare it beta) if it's not high quality again. Downloading NOW! PS: I'm still waiting for the port of Last Tango In Bagango! :D
  4. Does the mission fail after he dies? Did you try to exit the mission and press "Revert" in the mission menu? (not only "Retry" from inside the mission, but exit it)
  5. Damn, now I won't be able to sleep! :o Any hint?
  6. You guys are amazing! Thanks a lot for your effort!
  7. Undeceived

    Campaign Ideas

    Definitely campaign 2!
  8. Hi guys, a new version is up (1.7). Check the first post. As the weapon pool bug still was there (no equipment in certain mission briefings), I implemented a rather dirty workaround, which means that the WP is now available even in missions where it wasn't supposed to be, e.g. in civilian missions without weapons. Now the player can pick weapons in these missions, but they will get removed at mission start (they will still be available in the next mission). The expected result should be that no one has equipment missing anymore. :) Other than that I optimized some other things - nothing big. I hope that this is the final version! Feedback, if the WP works, would be much appreciated.
  9. Undeceived

    GLORY, another World War II mod

    You got me because for me the posting time shows 02 April 2016 - 01:28 :D
  10. Undeceived

    [WIP] Terrain "X-Cam-Taunus"

    Silola: "88" lol :D Fantastic terrain so far, guys! Keep it up!
  11. Undeceived

    Development Blog & Reveals

    Haha, that sound of the woman saying "Eau de combat......." :D Nice! BIS, please give us the song and the bottle as Editor object at least, given that the perfume is already "sold out". :p
  12. Undeceived

    Assault Schmalfelden Coop 1-10

    Schmalfelden runs on A3?? Holy crap! The link to Armaholic seems to be broken though, Jeza. Thanks for your efforts making the mission!
  13. While I respect the own focus of each projects, cooperation also could be sharing of assets (e.g. weapons, vehicles or uniforms), of which many are more if less "timeless" in WW2 (with some exceptions of course). I have seen many projects creating basic weapons like the 98K in good quality, as far as I can tell. Probably this idea has some flaws but the more shared things are available the faster one could put the focus on content, missions and phase specific assets.
  14. Just a small note, the new anims contain many of the good ol' death animations. Enough of relying on Arma 3's ragdoll - let your AI fall down the way YOU want it! :D Other than that I added sleeping and beating animations, besides some others.
  15. One question on that: In which file are the original A2 configs? I can only find those .bin files with all those symbols and stuffs. But as far as I can see it, there are no useful entries for the A3 animations.hpp. Can you give me a hint? Thanks....
  16. Undeceived

    [WIP] Terrain "X-Cam-Taunus"

    Looks great and I can already imagine the fun we will have with the AI in the arising merging maneuvers! :D
  17. I create a unit and name it Joe. Now I copy and paste it (in the same mission) --> the pasted unit has the name Joe_1. That's ok. BUT: Now I want to copy the unit to another mission (or to the intro or outro section). I copy Joe, go to the other mission (which is EMPTY, no Joe in there), paste it and... The unit is pasted as Joe_1 too. Expected behaviour however would be: When pasting in a mission where no Joe is, it should be pasted as Joe, not Joe_1. It's not a problem with one single unit/object. But copy and paste 100 and you will feel a touch of annoyance in the air. :P Btw. the 2d editor does that right. Could you fix that, BI? Thanks!
  18. Yes, I also used custom textures in my campaign and placed them on the ground and on walls (make transparent .PNG files and convert them to .PAA). Works good enough. All pictures I found on the internet were a bit too unrealistic (too "red" or odd splatters, IMO), so I created my own textures in Photoshop with some custom brushs.
  19. Undeceived

    Eden Feature Requests

    I suggest a simple but useful feature: A moon phases calendar in the Intel / Edit Environment menu. A small symbol representing the different moon phases would fit perfectly next to the weekday (Mon, Tue, Wed, etc...) in the dropdown menu where you can select the date.
  20. Will the Russians be part of the next update? :868:
  21. Undeceived

    3den Enhanced

    Btw. as long as the combat ambient anims aren't there, using unit call BIS_fnc_ambientAnim__terminate; finishes the animation and returns the unit to normal "duty". Needs a custom condition obviously. (be aware of the two underscores, not only one)
  22. Undeceived

    3den Enhanced

    Great job, R3vo. I love it!
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