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Posts posted by Undeceived
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Ok, finished it. Really a great campaign. 👏 Mixture of a good political thriller like Tom Clancy or John le Carré, the series Six about the SEALs team 6 and classical military Arma gameplay. A lot of good humor, wide scope, plenty of details, great plot (which I would very much like to re-read somewhere in detail as it was quite complex) - all in all a very recommendable project! And a huge amount of work was invested in this - this was very remarkable and impressive. I wonder how you managed to finish this in two years - and then in such a good quality.
Is has some small technical flaws (which I unfortunately didn't write down as I played this to just enjoy and not as beta tester)* and being a lover of good stories here's some small feedback on what I missed most at a certain point:
SpoilerThe biggest letdown for me was the lack of feedback after the "Kill Denmark" decision. This decision was pretty hard to make. After having killed Ayrtom earlier as ordered by command I really had problems with killing Denmark because I remembered that cutscene where Mr. Gray wanted the chemical weapon improved and ready. So I left Denmark in peace and went to the exfil, but halfway there I turned back, thinking, this guy killed so many innocent people, he has to die!! (I played him as a real bad ass - killed everyone, e.g. the guy on the jetski, the camera man on the other side of the bridge, etc.) And then, half way back to the warehouse again I hesitated, because I love books and movies where dark intrigues in governments or by big people are unveiled. So I said FUCK IT and went away. This just to demonstrate how difficult this decision was.
And now the letdown. There was hardly any feedback on this difficult decision. The only things I read in the briefing for the next mission was that Mr. Gray vanished and Master Chief himself will join the team. But why did Mr. Gray vanish? Was my decision right and did Denmark demask him? And how? And why is Master Chief coming along? Does he want to check if Knight does his job correctly (kind of a last chance)? Or doesn't he want to miss the fun catching Mr. Gray? This wasn't mentioned.
I would have imagined a cutscene where Knight gets suspended for letting the most wanted terrorist on earth escape, then Denmark leaking some info to the right people and Knight getting another chance in the team. Or at least some text about to what this difficult decision has led.
But all in all this campaign was really good and impressive. The appearance of
SpoilerEl Cojon was the icing on the cake 😁 Many traces of @johnnyboy found, btw.
Thanks a lot, AZCoder. This was a lot of fun. 👍
* I remembered some bugs. Maybe I will add more later...- At one point that (cool) international map covered other things, I think some subtitles. Unfortunately I don't remember where this was.
- From a certain mission onwards (sorry, also don't remember) the subtitles from others (not from Knight) appeared only for a short moment (half a second or so), then disappeared. This is ok for native speakers but I had to pay a lot of attention to understand everything (especially with background noise).
- And this of course (being a showstopper)
Edit:
So can I read the plot in detail somewhere? Also the credits were to fast to follow. There is so much interesting stuff in there but I couldn't read it in time. Ok, I know, I could open up the stringtable, but maybe there's a small and nice website for it? 🤩
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I extracted the mission and it works in the editor. Can I play it there without worries and resume the campaign in the campaign menu after that (with the campaign cheat)? Or are there variables and stuff that is needed for this or after this?
I want to play!! 😁
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Hi AZCoder, I have a problem with the mission Resolutions. It shows the intro
Spoiler"You will play as Mr. Gray"
but then the briefing section looks like this:
SpoilerWhen I start the mission, the cutscene doesn't work, the music is played but it stays like this:
SpoilerCan you help?
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Great mod, thanks a lot!
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Started playing this and I need to control myself not to read the thread, because the story is fantastic and I don't want to stumble on spoilers. Superb campaign, storytelling and presentation so far, I love it! 👍 Huge amount of work on the scenery, which makes everything very believable. I believed that I was at a funeral in the United States and in a prison. Lots of small and big details.
SpoilerThe guy on the toilet was great and Denmark dismissively asking: "Where is that?!" when the officer mentions a mission on Tanoa. 😁 And that volcano of course, very impressing.
A bit of feedback:
SpoilerIn the mission with the temple I couldn't see the ship at the end because it had become dark (pitch-dark). Drove the boat straight to the marker and crashed into the ship, thus dying in the last 0,1 % of the mission. Is it possible to add lights at the rear of the ship? In the second try I approached from the side (and slower of course) and did see lights on the bridge, but at the rear would be good as well.
And a very important question:
SpoilerWhere the hell did Denmark find his hat? 😁 Suddenly he had it.
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Uploaded a few things too. Thanks a lot for this project, jerryhopper!
Browsing the file index I noticed that the campaigns are missing under the scenarios, is this coming at a later point?
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Updated the download link in the first post and took this as reason to shamelessly bump the thread. 😜
Support bIdentify to save the lost Armaholic stuff!
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Hi guys,
I want a certain area (e.g. a trigger area) to sound like the player is walking in a puddle of mud, even if it is not raining or wet.
Is this possible?
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SPOILERS INCLUDED
Finished the campaign and I have to say the atmosphere caused by the aliens absolutely blew me away. I never had this kind of feelings in a game, perhaps because I never played something like this - this situation felt just so real and authentic. I sneaked around in the darkness, totally tensed, hoping the aliens wouldn't find me, I think I took 4-5 hours to complete that mission starting from the radio tower.
And the way you slowly built up the tension before the aliens arrived, wow, I was seating on my chair with my ass cheeks on edge the whole time, looking up in the dark ingame sky, knowing that at some point of course it would happen, then these roots appearing, the LDF trying to shield them, Rudwell and Stype infiltrating, later arguing about that stupid flare and BOOOMMM, WWWWTTTFFFF!!!??? Just mind-blowing, I sat there with my mouth open. I had to go outside of my house to do something later that night, I looked up in the clear sky, seeing these distant stars and... was afraid or awed, I don't know, thinking "Where will they come from?..." Sounds silly, I know, but you get the point how this situation affected me.
I loved the setting with the failed military maneuver and the Livonians not being enemys but distancing themselves from the NATO forces, only tolerating their presence and wanting them to leave. And the courage of that crazy bastard Stype to sneak behind their lines to find out what's going on - that was awesome.Yeah, of course it also had some flaws, the poor performance being the main issue IMO. I really hope you can improve this. Didn't note down the other problems though as I was too hooked on the campaign. 🙂 Ah, I remember that thermal map being pretty useless (or I didn't understand how to read it - searched for the roots at the red spots but found nothing. Googled where they are but at their real position there was no markings on the map, it was empty).
So you did a great job! This and Laws of War really became something special. LOW blew me away with its storytelling (the end of the campaign), but First Contact has an incomparable and very special atmosphere - like if this could just happen in the next forest from here...
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Wow, after months off these forums I come back and see a mission by lexx, freshly posted 7 minutes ago. 😊
Looks great, bookmarked!
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Congratulations and good luck, guys! 👍
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On 4/5/2019 at 12:31 PM, CUP said:A New CUPDate is here!
Amazing update, guys, thanks a lot for your effort. Looking forward to see you reaching your final goal!
And I LOVE to see the tractor back! 😄 😄
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Coming back from an Arma break I noticed that h- finally released this. 🙌 Congratulations!
I had the honor to help h- with a bit of beta testing and immediately noticed that this tool (I should rather say "machine") simply has endless possibilites when it comes to particles and light stuff. Things like creating smoke leaving a small soda can is just one of the simplest possible ideas but it works just like you'd expect it. And oh, don't underestimate it - this wouldn't work at all without having to make innumerous changes in innumerous scripts - this tool on the other hand makes it super easy. This is not about a smoke grenade placed under a can - we're talking about a heavily edited (tiny) wisp of smoke, precisely acurate positioned and attached at the right millimeter of the can in a matter of minutes.
Just imagine how much work you'd save for big and complex ideas. And such crazy things (my creativity almost ends at the soda can 😁) are absolutely possible with the tool. Fear not, h- has put big effort in the documentation (I especially loved the cool 3DEN tutorials). Just by explaining the basics of the tool, you'll find yourself messing around, having new ideas, things that you never thought they would be possible or even exist - it's all there when you take a closer look at it and you'll love it. And everything, every step, tweak, change is immediately shown due to the awesome WYSIWYG execution.
Knowing how much h- literally racked his brain on this, wanting to give up so many times, I really am happy that he went through with it and didn't stop.
Congratulations again, h- and thanks for your really hard work!
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Looking forward to it!
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Thanks a lot, 7erra!
I didn't have problems with the setUnitLoadout on AI. I added the EHs not to the player but to AI units and I "tell" them to open their inventory for me. After closing it, I could access it again and the original loadout was there.
What I added myself to the InventoryClosed-EH is the deletion of dropped containers (uniform, vest or backpack) on the ground.
_invOpenEH = this addEventHandler ["InventoryOpened",{ params ["_unit", "_container"]; _backpackUnit = allUnits select {backpackContainer _x == _container} select 0; { _x setVariable ["_unitLoadout",getUnitLoadout _x]; } forEach [_unit,_backpackUnit]; }]; _invCloseEH = this addEventHandler ["InventoryClosed", { params ["_unit", "_container"]; _backpackUnit = allUnits select {backpackContainer _x == _container} select 0; { _setLoadout = _x getVariable ["_unitLoadout",getUnitLoadout _x]; _x setUnitLoadout _setLoadout; } forEach [_unit,_backpackUnit]; {deleteVehicle _x; } forEach nearestObjects [getpos _unit,["WeaponHolder","GroundWeaponHolder"],4]; }]; this setVariable ["_invOpenEH",_invOpenEH]; this setVariable ["_invCloseEH",_invCloseEH];
I might use both of your approaches in combination (to indicate even more that the inventory can't be manipulated). I have a further question on the first one though.
Is it possible to exclude the player (and/or other desired units) from this mouse button restriction? I only want to apply this to the inventory screen of certain units, but the player has to be able to change his gear as always.
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And here it is! Congratulations and good job, EO.
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Wow, 7erra, this is pretty far reaching!
Problem 2 isn't that bad as the unit's gear is shown on the right-hand side of the inventory UI too (where the item lists in the uniform, vest and backpack sections normally aren't that long).
Problem 1 is a real problem though. It kinda makes the other mouse restrictions useless.
In the meanwhile I found out that the objects/items in an unit's inventory are locked / deactivated when the unit is not simulated. So far I used AI_unit action ["Gear", AI_unit]; to show the inventory menu with the unit's (AI) gear. The unit performs that inventory animation and its gear is shown. This however doesn't work when the simulation of the unit is off. No animation played, no inventory UI.
Now, I could also use player action ["Gear", AI_unit]; but this would show the player's gear in the right-hand side of the UI and the unit's stuff only on the left-hand side. But I want to see the unit's gear on the right-hand side no matter what.
So, is there a way to immediately open up an non simulated unit's inventory - apart from the "Gear" action?
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Hi guys, I want to prevent the player from removing equipment while he's in an inventory dialogue. This normally is done by pressing the right mouse button over an inventory object or by dragging it to the left side. Exactly this is what I want to prevent.
It might sound a bit irrational , but I want the player only to be able to check/see the equipment of another unit, not to change it.
Any ideas are welcome. Thank you!
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I used the custom texture objects. 100 meters over the ground/sea, darkest of darkest nights, no moon and then a light source to illuminate them.
Or do you mean those intro cutscenes of the newer BI campaigns / SP mission? I'm not sure what exactly that is because there are also moving elements like tracers or smoke.
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On 03/10/2018 at 12:34 PM, jeza said:Awesome work, reminds me a lot of my old favourite map in Armed Assault, Schmalfelden. Quick video below with some firefights in the terrain, cheers.
Schmalfelden... @jeza, I had almost overcome the pain of not seeing this in A2 and A3 and now you have reopened the wounds.
No, Rosche is amazing, even though it reminds me a bit more of Celle.
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Ok, I went on a drive for half an hour in the dawn and wow... This terrain is fantastic. I really love the lighting.
Two things I noticed: There are no environment sounds. These are definitely still needed but then the terrain would be pure magic. And secondly, the town signs look odd. Ok - I'm from Rhineland-Palatinate and never went to this region (Hamburg only) but AFAIK the signs are nationwide consistently.GREAT JOB!
And...
QuoteSilola - The X-CAM object placement tool. Without this tool, Rosche would not have been made.
@silola's tool is simply ingenious.
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Congratulations on the release. This looks amazing!
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Wow, congratulations on the release, guys!
Hello h-!
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Awesome, Maxjoiner. Great job so far.
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[sp_camp] Dark Tides
in ARMA 3 - USER MISSIONS
Posted
I remember this happening in the radio chatter with HQ where that Dr. is captured, when the nuclear shit starts to hit the fan. I think even the sentence with the tactical nukes was one of them.
Well, I say yes, but don't ask when. I am one of those who got addicted to DayZ. Spent countless hours in this damn game and hardly got back to editing. Last year had a good editing phase though and also a very productive and long one earlier this year. And now I'm kinda wanting to get to it again. Let's see...
That sounds good. 👍