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Undeceived

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Everything posted by Undeceived

  1. Yes, I feel the same. As workaround, to be able to read better the text in Arma, I increased the interface size.
  2. Good to hear that you were able to complete the campaign with all these mods, as I heard of people getting massive bugs or showstoppers (playing with mods). Thanks, Variable! Much appreciated!
  3. Did you use more mods? And did you have issues / bugs?
  4. Haha Variable, is that the outro sequence??? :D Together with an effects mod? Got to try that out! Great screenshot! :) Thanks!
  5. Many thanks, Inlesco. Yeah - some design decisions always are questionable. :) No ETA for the continuation though. :) But I'm sure I will continue working on it. But not at the moment.
  6. I went with single stringtables for every mission for now, until we find out a solution.
  7. I have the same question, so I dare to bump this one here. (sorry Lexx, I don't have the answer. :) ) EDIT: One idea could be to create a stringtable for every mission and then, when all is done, copy & paste them in the main one. But yeah... Way too complex and you might lose the overview quite easily.
  8. Undeceived

    ArmA 3 : RESIST

    So now I returned to A3 and played your campaign. :) Wow, dude! It's absolutely impressive! I first played the MANW campaign (not the single missions) and Options None really needed some "balancing". At least in my opinion it was way too hard without sufficient gear and so on. But then I downloaded the actual Steam Workshop version and it was a great time. Still hard, but I managed to kill them all. Or maybe I improved my tactics. You really created a tense atmosphere with your campaign! Great work, Kyd! As Coleridge I really want to get the hell out of this fucking island! :D All the details like "I feel stupid wearing this!" or "Grenades... Perfectly!". :D Fantastic. :) Keep it up, dude! :) Looking forward to the next mission!
  9. Milosv, 1000 thanks for the feedback! :) If you want and have time, spread the word by rating it on Armaholic and maybe leave a comment there too. Much appreciated! No - there is no other end for the campaign. And no, I'm not a CWR² dev. :D I was one, but only for 2 weeks, I think. ;) Then I decided to leave the team in order to concentrate on Black Lands. But the CWR² Developer tag was not removed. I'll contact a moderator, so it gets removed. About Dying Ember: Well, the "gameplay" and the campaign style are quite/pretty similar. In my own opinion, as the author, it's not better than Black Lands - so you better don't put your expectations too high. D.E. was a rushed and quick project for the MANW contest and there are some design choices which I would have done different, if I had more time.
  10. Hi milosv. :) Thanks! Yes, you MUST surrender. :D (at least at themoment there's no other option - but hey - good idea with the alternative mission. I'll think about that!). But no - in the current version you have to lay down everything you have. In reward you will receive the best (at least in my opinion) cutscene in the whole campaign. :) And on the "single bandage"-mission: Well, this is resistance fight. Get in quickly and get out quickly. There is an approach to the base where this works out. If you have more questions or feedback, I'll be glad to help!
  11. Thanks, guys! Although I have put the longer cutscenes in the intro/outro sections of the missions (which means that the player CAN skip them), I'll consider these recommendations in my next projects. :) This one was a product of time limitations and stress (for the contest). But to be honest, my last campaign Black Lands (Arma 2) also has quite many cutscenes in the first phase. Well, I'll think of something. Until then - enjoy the story. :)
  12. Ok, why exactly not reopening the SP category? Because there were no invalid submissions? Or because there were not enough invalid entries to turn everything upside down? More than 2 weeks... Wow... I would be able to release a whole new version for my SP project. This is why this decision is absolutely NOT understandable!
  13. Undeceived

    A vacation on Altis - or - To Limnos and back again.

    Thanks for the pictures!
  14. Hmmm, that sounds weird, really... I'm afraid I have no idea how to help you, especially as you're playing with mods. I only played / tested completely without additional mods. :( The thing also is that in version 1.3 I disabled the debug console so no script manipulation is possible. There's only the endmission-cheat, if you want to jump to the next mission. If you're almost at the end of the mission, maybe this would be the best way to get on. If you use this cheat, the exit script will launch nevertheless which means that your equipment should be transfered to the next missions. To use the cheat, while in game (not in the menu) press the left Shift and the - of the numpad together, then type "endmission" (without the ""). Good luck. I hope you're enjoying the campaign! Thanks for your feedback!
  15. Yes, I am one of those damn late bloomers. :D BIS and / or community, can you clarify the deadline a bit more? Here it says 28th of October 2014, 24:00 (GMT+1), which is the end of Tuesday. http://makearmanotwar.com/faq But here it says 28th October 2014 at 12am (GMT+1), which (from my understanding) again can either be the end of Monday or the mid-day of Tuesday. http://makearmanotwar.com/rules Thanks. :)
  16. Hi guys, sorry for my late answer, but the contest really kicked my butt (in terms of lack of time...). But it "paid out" - at least in some new versions. ;) So here we go: Version 1.3 (check the first post)! This is the MANW version, so thanks a lot for your support, feedback, criticism, bug reports and your votes (you can vote until end of October though ;) )! There will be more updates - I have one last mission, which (due to the lack of time) I didn't add so far. But it will come with the next versions. Check the changelog since version 0.8: Version 1.0 (beta): Dubbing added (German) Outro cutscene added Bug fixes Version 1.2: Bug fixes Final preparations for the MANW contest Version 1.3: Minor bug fixes and adjustions
  17. Hello guys, here we go with version 1.3 (check the first post)! This is the MANW version, so thanks a lot for your support, feedback, criticism, bug reports and your votes (you can vote until end of October though ;) )! There will be more updates - I have one last mission, which (due to the lack of time) I didn't add so far. But it will come with the next versions. This is the changelog since version 0.8: Version 1.0 (beta): Dubbing added (German) Outro cutscene added Bug fixes Version 1.2: Bug fixes Final preparations for the MANW contest Version 1.3: Minor bug fixes and adjustions
  18. Undeceived

    Deadline confusion

    Indeed it is (and complicated as well, being used to the 24hours system only). :D Thanks @ all.
  19. Undeceived

    Deadline confusion

    So midnight (the end) of Tuesday, right? :) ---------- Post added at 09:14 ---------- Previous post was at 08:03 ---------- I got an answer from BIS: We can update our projects until the end of Tuesday.
  20. Hm, the units definitely have radios on them. They are fresh BLUFOR units in the editor, not edited. None of the code examples I wrote above works in the intro section. They all work in the mission section though.
  21. Günter, I tested it again and it doesn't matter if I script him dead, let him be shot by an AI oder let rain bombs on him. The "ugly" anim will always be there in the intro / outro section, and will not be there in the mission section. Any more ideas?
  22. Well, it's a nasty bug, I would say. It only occours in the intro and outro sections of the mission. Here's a small sample mission. Load it in the editor and launch the intro, outro and the actual mission section. In the mission the unit should ragdoll to death, in the intro/outro it plays the ugly animation. https://www.mediafire.com/?w0oa1o5dq438yiy But how can that be?! I mean: Is it a bug introduced in the latest version or does no one else have deaths in their intros and outros? :D I mean - I never have heard of this problem.
  23. AFAIK there are no death anims in Arma 3 because BIS thought that ragdoll would be the answer to every problem. I tried the setDamage command changing the location createvehicl'ing a explosion at the unit ... nothing different. Then I open a new mission, try the same and the proper ragdoll anim is played... Hmm. :confused: EDIT: Saw your edit, JShock. The interesting is that this playActionNow "Die" plays exactly that ugly death animation. So if anyone wants it, now we know a way to have it. :D :D Thanks for your suggestions and help btw!
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