Jump to content

zonker3210

Member
  • Content Count

    105
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by zonker3210

  1. zonker3210

    ArmA 3 on Steamworks?

    The official announcement on the BI Studio dev blog is very explicit on this... Earlier in the post it explains that while you can run offline, you'll need to run the Steam client if you want to play online... I'm so glad they bothered to have a forum poll on this very subject...and then ignored the results. /sarcasm
  2. zonker3210

    ArmA 3 on Steamworks?

    Re: user-generated content....I'm not so worried about addons as long as we can continue to install them manually as we always have. Will users have to download/install addons using the Steam platform or can they continue to download from sites like Armaholic and then install/update them as they please? For the record, I *really* hate Steam. Don't want it. I'm really annoyed that BI has chosen to do this. Except for the last Czech Army DLC, I've bought every Arma game and DLC since the original Operation Flashpoint. I even pre-purchased Carrier Command when it was in beta. Not because I was excited about the game but in order to support BI. I purchased TOH as soon as it came out. And now BI tells me that I *have* to run Steam in order to play A3....and I'm really thinking it's just not worth it anymore. BI Studios has every right to require Steam. Likewise, I have every right to not purchase any more games from BI Studios. I think it's a shame that I'm even considering that. And I really am. Man, I frickin' hate Steam. For the record, I understand that I *may* be able to buy a boxed DVD version of Arma3...but I'll have to run Steam everytime I play Arma3 in MP. Why? I've used Steam before so I'm somewhat familiar with it. I just don't like it and don't want to use it. Might be a good decision for BI and if so, I truly wish them the best of luck. For me, I just don't plan on buying A3 now. That may change. I doubt it but who knows. So long and thanks for all the AI.
  3. This applies to me....I'm using the same email address for both my store and forum profiles. However, I do not want my profiles merged into one. Am I correct in understanding that if I change one of the profiles to use a different email address prior to February 18, that will be enough to prevent the two profiles from being merged into one?
  4. zonker3210

    Tarin Kot, Oruzgan

    Really, I do greatly appreciate all the hours of work it must have taken to create even this version of the map. So thank you!
  5. zonker3210

    Tarin Kot, Oruzgan

    Well, I do like the new version...mostly. I saw some performance drop but I need to test to see if that's just my system. The only real issue I have with the new version is the replacement of the minaret/tower with the bunker. I'm sure you know what I mean. It just feels....wrong. I dunno. Maybe it's actually more accurate. It just seems like a bad place for a bunker...way too exposed. Perhaps it's just me but I see it as vulnerable to attack from multiple directions without the occupants having much time to respond. Just my two cents. Regardless, I do appreciate the effort you put into making this map. Thanks!
  6. I'm playing this side mission and the main helo just got shot down. I've been asked to provide close air support but no matter what I do, I get a message saying "Task Failed" and am ordered to return to base. I've tried circling the area and I've tried hovering over the downed helo. I've gone out to engage the inbound technicals and I've sat & waited for them to arrive near the crash site. No matter what I do, no luck. I've also noticed that I can't seem to get my side gunners to engage the technicals so I've used Hydra rockets against them with limited results. Is there a trick to this? Thanks!
  7. zonker3210

    Tarin Kot, Oruzgan

    I wandered around the latest beta version the other day...really nice job, thus far. In some ways it reminds me of a blend of the Avgani and Afghan Village maps by Opteryx. You've definitely created a unique map, though. I like how the outskirts seem...organic, I guess is the best word I can think of to describe it. A lot of urban maps tend to be just straight lines and right angles everywhere. This one has that in the center but the outer areas seem a bit more random. Anyhow, it's a nice feel and I look forward to seeing how this develops. I hope you won't add too much more in the way of buildings and FOBs and the like. Personally, I'd prefer to see a less cluttered map that gives mission makers a wider range of potential scenarios. Plus, I think that once you add some more foliage, it's going to be a big enough terrain as it is...let alone once mission makers add in all sorts of AI. In any event, great job thus far and I look forward to seeing what you come up with in the end. Thanks for sharing this with the community! - z
  8. First and foremost, you did a wonderful job on this mission, h34dup! I've always thought that the Tora Bora terrain was severely underutilized by the A2:OA community and it's nice to see a well-designed mission for this locale. I did encounter a few issues while playing the mission but they're pretty minor and I'm not sure whether all of them can really be called issues...might have been user issues (PEBCAK!) or quirky, one-off things. Anyway, here goes: Once I got my hands on a vehicle with a mounted M2, I was able to clear 80% of the villages *very* quickly, as the opfor AI weren't too responsive until they were actually getting fired upon...and by then it was typically far too late. The M107 attached to the ATV was a nice touch. Unfortunately, I somehow managed to lose my other gun while pulling out the M107. I checked the ATV's gear listing and the surrounding area - no joy. Ended up restarting from a previous save point. As I said, this might have been the result of a user error. Still, I'm curious whether anyone else encountered a similar issue. While I declined the support from the additonal ODA 572 units, I took advantage of the indigenous support offered by the Eastern Alliance chief. Unfortunately, I didn't realize that there was an action available called "Thank And Assure" after the leader offered me his two best fighters. In fact, I didn't even notice the action until I was dropping the guys off on my way to the TOC toward the end of the mission. Not a major issue but I think that a cut-scene and/or a scripted dialogue might be a better approach rather than requiring the player to manually activate the secondary action. Kinda related to the above, I seem to recall that there was some sort of mention of having completed a hidden, optional objective. I think this message came up after I called the "Thank and Assure" action near the end. Anyhow, I don't recall seeing the Tasks screen updated to include the completed objective. Not a big deal at all, though. One of the first times I was playing the mission, I was going after the optional HVT objective before completing the Phase 2 objective (assault on Gharunta to destroy the cache). While navigating around the area to set up an ambush for the HVT, I managed to complete one of the Phase 3 objectives, recon of Sanaag Bari. However, when I went back and completed the Phase 2 objective, your scripts appear to have re-enabled the Sanaag Bari objective and there was no way to complete it. Might have been a fluke but it's something you may want to check on since it's not hard to complete that particular objective out of sequence. I got around this issue by again restarting the mission from an earlier save point. I'd successfully completed the mission through the Phase 3 objectives and was turning out of the EA village/camp toward the TOC. I was driving a "borrowed" offroad military vehicle with a mounted M2 gun. Widow was sitting in the passenger seat and no one else was in the vehicle. I'd just made the right turn out of the EA village/camp road toward the TOC when the vehicle got lit up like a frickin' Christmas tree by a machine gun nest in the EA village/camp. I died but Widow managed to get out of the vehicle in more or less one piece...how he managed that, I have no idea, since the machine gun was firing from the right and the rounds would have passed by him in order to hit me in the driver's seat. No idea why the EA guy mounted in the machine gun nest even fired...?! It really, really ticked me off since my last save point was after I'd completed the final Phase 3 objective. Which was Wanat. Which meant that I'd have to drive that entire way again with the EA guys following in a borrowed ambulance. To heck with that....I'm just going to restart again and try a different style of approach. :D Due to that last issue, I haven't completed the mission all the way through. I could just restart from the Wanat save point but, as I said, I'm just going to replay the entire mission again from scratch. I'm curious how much randomization there is in patrols, etc. and this seems like a good way to find out. One suggestion, I think it'd be nice if there was some randomized reinforcements triggered when completing certain objectives. I didn't even realize there was any sort of air support available until I happened to notice some radio options near the end of the mission. Obviously it wasn't needed much as I managed to set up ambushes at most objectives that took out the majority of the opfor in the first minute or so. After that it was just a matter of mopping up stragglers. Having semi-random reinforcements hunting for the team around the map might be a nice touch as long as it's not overdone. Again, though...this is a really fun mission and it's obvious that you spent a lot of time crafting it. Thanks for taking the time to do so and for sharing this with the A2:OA community! - z
  9. zonker3210

    Jungle Wars: Island of Lingor

    Really, Kremator, that brought absolutely no value to the thread whatsoever. I offered some honest feedback and while I'm not a fan of every change, I did say that Icebreakr has "done such a wonderful job on pretty much every other aspect of the island that I cannot be *too* upset." It seems you want only completely favorable comments with no constructive criticism....well, as you would say - tough. Icebreakr's work is good enough that it doesn't need a cheerleader "defending" it from anything remotely critical. @short_German.....re: "im liking the new island however its just a little overcrowded and the atmosphere has changed completely from the grotty banana republic with a rebel problem to the happyer tropical island with rebels and drug lords"...that's exactly how I felt. Beautiful work but the vibe of the place has definitely changed. Originally I envisioned Lingor being somewhere right off South/Central America. Now it seems like a Caribbean island. While Icebreakr's original intention might have been a Caribbean location, I can't help but feel that the new Lingor is a much larger version of Prowler's Mana Island (Fiji). I dunno...maybe I'll like the new version more as I roam around it more.
  10. zonker3210

    Jungle Wars: Island of Lingor

    Awwww, Icebreakr...you just killed a mission I've been working on for a while. You blocked the river route and the new color for the rivers completely changes the feel of the place. I have to admit that I'm not at all a fan of the new water color although the rest of the place is beautiful. Still, you've done such a wonderful job on pretty much every other aspect of the island that I cannot be *too* upset. ;)
  11. zonker3210

    Jungle Wars: Island of Lingor

    I hope that the waters aren't too clear. One thing I really enjoy is riding a boat along those muddy rivers. In any event, I'm really looking forward to the new version, Icebreakr. Looks like you've really raised the bar this time...again! :D
  12. zonker3210

    Support Radio

    One thing I've noticed with the demo mission is that even when the FAC pops colored smoke using the under-barrel attachment, the transport helo always reports seeing white smoke. I'm not sure if this is the result of some sort of class inheritance issue or if it's due the use of magazine class names rather than ammo class names in the "fn_smokeColor.sqf" file. (i.e., "1Rnd_Smoke_M203" rather than "G_40mm_Smoke") I haven't tested any fixes and I am using a few addons (mainly islands) so I'm wondering if this is just something I've encountered...? Regardless, wonderful job on this script, neokika!
  13. I've always used a keyboard for flying when playing BI games although I did recently get a joystick for another game. I'll try it with TOH and see if it helps at all. I don't understand the lack of documentation for TOH. The commands are the same (i.e., select a unit and press 2 to order them to target another unit, etc.) but the AI don't respond in the same manner at all. It's weird because in the ArmA games, they AI would have engaged the technicals and infantry without a problem. Maybe there's an intentional difference in this game but I'm not sure why they'd change that sort of thing instead of focusing on the new flight models. Weird. Anyhow, I'll try some more once I get the joystick configured and see if I can complete this task successfully.
  14. zonker3210

    Jungle Wars: Island of Lingor

    Amazing job as ever, Icebreakr. This settles it...I'm finally going to do the paypal donation I've been meaning to do for a while now. Thanks for all your mapmaking efforts on behalf of the Arma community!
  15. zonker3210

    Clafghan Map 20x20 Beta Release

    You certainly seem to have missed the wonderful Tora Bora map by "Chill xl": http://forums.bistudio.com/showthread.php?t=111987
  16. Very nice contribution, Desrat! One suggestion - rather than hard-code the variable "s1", you may want to let that be configurable. There's an example of this sort of thing in Norrin's excellent revive scripts where an initialization section allows mission makers to enter their own player/unit names into an array (NORRN_player_units). Haven't looked at the code in detail but it'd also be nice to tie the ability to request support to specific units based on their equipment and/or role. For example, if they're not carrying a radio, then they can't request support. Or maybe (even more restrictive), they can request support if they're both a forward observer and carrying a radio. Again, I've only glanced at the code so maybe this is something you've already considered. Regardless, thanks for this excellent script pack!
  17. zonker3210

    Jungle Wars: Island of Lingor

    Thanks for the info, Icebreakr. I searched this thread but didn't find anything about that error. Obviously I was searching with the wrong terms! Anyhow, it sounds like the Lingor Units are now required for the island. I really prefer to require as few addons as possible when making missions. If I don't use the Civilians module in my missions and choose not to load the Lingor Units addon, will that cause any issues with my mission, Lingor island or the game itself?
  18. zonker3210

    Jungle Wars: Island of Lingor

    Just curious...I noticed an error I don't recall seeing with earlier versions: Addon 'ibr_lingor' requires addon 'ibr_lcivilian_patch' It comes up while the game first loads...I click Okay and everything loads just fine and I can run around Lingor the same as ever without any noticeable problems (haven't checked RPT file). Anyhow, for some reason I thought the Lingor Units were separate and not required. Am I mistaken or is this a new requirement? Not really a major deal since I have the units, but I generally prefer to limit the number of addons needed when making missions. Thanks for another excellent island, Icebreakr!
  19. zonker3210

    ToraBora "Sandbox Edition"

    @Kommiekat: First, how did you install this addon? Did you use mod folders (recommended approach) or did you just put it in an existing Addons folder? You should have a directory like this... @ToraBora_v16\addons ...in either your game directory or in your Arma2 folder under your local My Docs path. Both the pbo and the bisign file should be under that addons folder. Once you have that, start the game as normal and make sure that the above addon is listed in the Expansions section. Enable it and restart if it's not already enabled. Once that's done, how are you trying to load the terrain? You should be able to start it in, say, the editor without problems. If you're trying to load a mission and getting the errors, then the problems may be mission-specific. The error message and RPT info you posted both refer to problems loading a mission...you should check with the mission-maker, perhaps. At the very least, make sure that you're loading only the the absolute minimum number of addons required to play that mission...if that works, then an extra addon you were using was causing conflicts. If not, then try troubleshooting with the mission-maker.
  20. zonker3210

    Rejenorst's Missions [SP/MP/COOP]

    I kept restarting the mission to try and catch up with #8...I'd get close but could never synchronize our speeds and directions enough to make a difference. I finally decided to call him Private Pancake and just let the ****er fall. ;) Good mission, Rejenorst, although I'm not a fan of the guns with holo sights. Still, it was a lot of fun and I will almost certainly play it again.
  21. zonker3210

    Ghost Recon: Flame Pillar

    Fair enough. I do think that the Arma games are sufficiently different from the GR games in so many ways that completely different loadouts are warranted. That's just my opinion, though, and I hope my previous comment wasn't seen as insulting you or your work...after re-reading it, I have the same opinion today but I think I'd phrase it differently. All the best, - z
  22. zonker3210

    Ghost Recon: Flame Pillar

    Place the PBO in the "Missions" folder in your Arma2 game directory. @Li0n: I started the mission but the loadouts offered were, in my opinion, so poor that I quit before leaving the drop-off point. It's a shame that the loadouts were so intentionally crippled because it looked like it could be a good mission based on the description.
  23. zonker3210

    SQF Editor

    Looks interesting but I am curious...why did you make this a standalone IDE rather than a NetBeans plugin?
  24. zonker3210

    Rejenorst's Missions [SP/MP/COOP]

    Really, really nice SP mission. I also downloaded the "Hunted" mission and think that one is also quite good. As far as the "Hellfire" mission is concerned, the only issue I only ran into was that (as gunner) the pilot would sometimes ignore stop commands and continue on to previously defined destinations. I haven't tried using the commpanel to set the waypoint location to current location...the next time I encounter that issue, I'll give that a try. One question that I have is whether or not you somehow disabled the ability to use the usual movement and speed keys (W, A, S, D, etc.). When I first played the mission, I expected to be able to use the usual commands to bring the chopper in closer for targeting. Being forced to manually set destinations, heights and speeds was a little frustrating....particularly when under fire since it required a few extra seconds when time was already a precious commodity. Not a big deal, though. An earlier comment mentioned allowing flight altitudes over 200 meters. If you plan to support this, you may want to consider *not* hardcoding additional heights. Instead, if you add buttons for "+50 meters" and "-50 meters", then players can use those options to increase/decrease the helo's flying height as appropriate. Obviously the 50 meter increments are just a suggestion. Whatever you think is best, really. It just seems to me that incremental height changes are an easier and more comprehensive solution rather than adding hardcoded values. I still like the current presets, though. Anyhow, great job on the missions. They're definitely among the best single-player missions I've ever played!
×