bigshot
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Everything posted by bigshot
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no, that one didnt work so i just made multiple backup groups and made some triggers to delete the choppers after they have flown away after dropping the reinforcements. Theyre only being used as transports in my case so theyre really useless after they finish dropping....what would really cool was if you only had 1 chopper it would fly back to base after dropping, shut off engine, and create new units who board the chopper awaiting the next alert for reinforcements :-)...that way you could have endless reinforcements for the entire mission using only 1 chopper :-) I have it working well enough for now though, thanks again for all your help..i appreciate the time youve taken.
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yep, that did the trick!..thank you!! OK, one last question for you...is there anyway I can make the choppers return to their base immediately after dropping off their troops, instead of them continuing to fly around the whole time? let me explain...my mission is a defensive style, where we have to defend a road...so the enemy is upon us pretty much the entire time and therefore always aware of us once the shooting starts. Apparently this causes the gl2plus reinforcement choppers to keep circling the area even after the troops get out of the chopper, causing that annoying chopper noise for the entire mission length as well as only allowing the enemy to call in 1 single alert (the 1st alert) . Id like them to return and land at their base area even though there is still shooting going on at target area. Is this possible? I think what id like to do with the script, since in my case the alert never cancels... is to be able to cancel all alerts for a period of maybe 5 or 10 minutes begining when the enemy reinforcements exit the chopper at the target area...that way theyd fly back to base even if theres still fighting going on, and 5 minutes later the enemy can call a new alert if they want.
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yes, i did already review that readme and have already disabled the paradrops, but the 3rd party choppers ive used will not land to let troops out near the target area, they refuse to land and just keep flying around the battlefield..thats my problem. Ive tried it now with 3 different chopper addons including Mapfacts Chinook addon and they wont land for me. They take off when called by the enemy, and they fly to the target area, but they never land to let out the reinforcements. The only choppers that I can get to land with reinforcements are the stock Mi-17's.
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ok, well it seems much better now that i changed the value...however, for the future you might want to consider making the target area for reinforcements to be the group that called in for reinforcements to begin with (instead of making it the enemy group who attacked them), and if theyre already dead you can use the area where they were when they initially called the emergency. I like this feature alot, but so far i have only been able to get it to work (landing with reinforcements getting out, no paradropping) using the Mi-17. ive tried it with the HIND chooper addon but they wont land...they just fly around all day shooting a little bit...im assuming this is probably due to the way the Hind Class was set up by the author, correct? in other words the game sees it as an attack chopper only, and not transport (even though its supposed to be both). Are there any other addon choppers you know of that this feature will work with as far as landing with reinforcements? You see, in my particular mission landing would be better than paradrop because its vietnam style. Ive tried to get it to work with the HWM Huey addon but gl2plus wont even recognize that chopper (since its a RACS class) so it never takes off if called for help. If you know how to get it working with this chopper let me know. Again...thanks for sharing all your hard work that went into this script, having lots of fun with it!
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perfect, i will try this later! Thank you SO much!
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Much obliged!...thank you!
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I'm implementing this into a new mission im making, and have seen a pproblem i need to be able adjust/fix regarding the Chopper landing with troop Reinforcements feature. I noticed that the enemy chopper will always try to land too close to the fighting in order to drop off its troops. it will almost try to land on your head and almost always gets shot down or damaged in the process from small arms fire since it is landing too close to the enemy troops. So heres my question - is there a line i can edit in the script anywhere that would allow me to adjust how close or how far the chopper will try to land from the target zone?...i think making it land about 150-200 away from target area would be much better...if not then i dont see how i can use this feature. Any help would be much appreciated, thanks!
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can anyone tell me how to change the RACS version to an East Class chopper?...im working on a vietnam style mission and GroupLink2 doesnt support RACS so i need to have the RACS painted chopper seen as an East chopper by the game. Can you tell me which files to edit and which lines to change in them? Also....if anyone has any vietnam style skins for this bird please let me know! Thanks for the help guys!
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Ok, technical gameplay and/or political reasons aside...I was just curious to know how many of you might like to see an official release from BIS centered around either a Vietnam or Pacific Island theme. ...assuming arma's CQB attributes were improved for it, of course. Am I the only one who would love to see this, or are there others who are also waiting?...lets hear some of your thoughts on the matter! PS - Yes, I'm aware of the VTE addon...but im talking about an official BIS project, and not 3rd party in this case. I'm not crazy about the older weapon models and vast amount of config changes that vte offers, although the terrain is a much welcomed change of pace...and i think thats what im yearning for, a basic vanilla arma in rain forest, swamp, and rice field settings. So....WOULD or SHOULD BIS release such an addon for Arma/Arma2?...would you buy it?
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that problem has been solved already with durgs vegetation fix...they no longer see you through bushes. But didnt you READ the VERY FIRST LINE of the original post?...it states technical gameplay reasons ASIDE. Anyway...moderator please just delete this entire thread so it never existed...its a lost cause already since most replies are off topic and have ignored the original post. it's too quickly becoming rant fodder. Thanks
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once again...completely off topic from what the thread is asking for. What a shame...i was hoping this community would be above & beyond the usual forum antics, but perhaps i was mistaken. If it's found that this thread cannot be simply kept on topic, then the moderator has my blessings to lock it if need be. I mean, geez, who has the friggen patience afterall.
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thats ok, we'll just take his off-topic rant as a "YES"...since he DID say it would be nice to see this sort of addon.
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too bad the vte terrain isnt available as stand alone islands for use in regular arma missions :-( As far as "looks" or "feel"...some of you may remember 2 older games. One was called Vietcong, and the other was called Line Of Site:Vietnam...I always felt that while Vietcong had the better gameplay attributes, it was always LOS:Vietnam that "looked & felt" more like a real rain forest setting to me. I felt Vietcong vegetation colors were too bright and cartoonish, whereas LOS:Vietnam had a much more subtle or subdued coloration of forests. I'd love to see BIS make a Vietnam or Pacific Island addon for Arma or Arma2, but im not so sure arma's clunky movement & bothersome animations would support a CQB style of this sort too well. I would definately buy it though.
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i tried this alone on an LAN session but im not sure how to play it exactly...i understand the goal of course but since i dont spawn as the Leader how am i supposed to control which sector id like the friendly troops to overtake? I ran into the zone2 fortress for example but since im not the leader nothing happens...either i just have to sit there and wait until they eventually show up OR i can look on map to see which zone they went to and then try to run there to help defend. Is there anyway for 2 friends to play this online as coop and have control over what the friendly AI is doing? Seems like fun, if i knew how to play. Thanks for the mission & the help in learning it!
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You put alot of effort into this, very nice mission...i played it with a friend last nite for the first time (with ai enabled). It plays great for a group of at least 5-6 players but needs ai enabled for only 2 friends as i think we saw about 150+ enemy plus lots of armor. I liked the different effects scripts you included as well as the overall layout...giving several different ways of attacking the areas. Wouldnt mind seeing a shorter or quicker version of this that would play out in about an hour. With 2 people i think it took us about 3 hours so its rather looong:-)...but it was our first time trying the mission. I just happen to like shorter missions is all. As a side note there were a few problems such as the trigger for obj2 was not working..we killed everything we could find but that objective never triggered for us and we spent alot of time there searching the roof tops and all. obj1 and obj3 triggered just fine though...but without obj2 triggering we couldnt end the mission. You might consider making those 3 triggers (or at least the first 2) the "seized by" type so that you wont have to waste alot of time hunting for that 1 remaining grunt that may have gotten stuck somewhere hard to find, if you know what i mean. Another thing you might want to take out are the "hints" you get for your debug script and the "launched" hints you seem to get everytime an enemy was killed...i didnt understand that. Overall a very nice job and definately a keeper after those few little fixes. Thanks for sharing it!
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6thSense.eu Presents: WeaponPack
bigshot replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
About 3.20GB Anyone who can't wait; Go ahead and try out 6thSenseMod. Anyone who can wait; leave 6thSenseMod alone I don't make any promises or estimations about releases anymore. Bit me in the back a couple of times in the past yikes! 3.2 installed is a tad too much for my partition right now so ill just wait it out for the next weapons pack guys...cant wait! Thanks for the info -
6thSense.eu Presents: WeaponPack
bigshot replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
how much install space is required when first setting up v1.10? also...i only want the the newest weapons and their sounds, should i just wait for the new stand alone weaponspack2, how much longer will it be for that? love that m14 and the scopes!...thanks! -
Does anyone know if its possible to extract, and if so...all the exact files needed, to be able to use 1 of the islands from VTE to make my own little mission for vanilla arma? My goal is to make a small stand alone MP mission that will not require VTA to be installed for the players. All i want to use is the island (ashua or whatever its called) and its associated objects that are already in place (vegetation, villages, etc.)...no vte units or weapons needed. I already tried extracting the island but it didnt work...im not sure how to make a specific config file for this to work...and which files might need to be extracted from vte. If any VTE users know the answer, Id surely appreciate the help. *Thanks*
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ok so ive been under a rock...what exactly is CWR and where do i get it?
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well how do you know when you've found the correct uaz?...we walked up to and entered into all of them we found but the objectives never changed. Is it one of the machine gunned cars or is it one one the covered jeeps?...i mean we tried EVERYONE we could find with no success. **EDIT: nevermind I found the correct jeep now, and it seems that all living squad members must make it back to base with you for it to complete (it wouldnt end when i drove back to commander by myself) anyway...thanks for this simple but very fun mission, brings back alot of old memories from OFP!
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played it in 1.09 with a friend in MP, and while the firefights were nice we couldnt figure out where the uaz with hidden papers was...there were lots of uaz's and jeeps but we found no secret papers in any of them and so the mission never ended. We just killed everyone and searched around and eventually gave up looking. Are you sure this works in MP? (havent tried it in SP yet) nice mission though **EDIT - would disabling the "alivecheck" script have screwed it up?...we disabaled that so we could add in instant respawn (we just added an exit command at the begining of that script file)
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I hope i didnt miss this, but i dont think it was mentioned yet...is there any talk about when 1.09 will officially be released? (not an actual date but a time frame goal) Thanks!
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it doesnt necessarily have to be fear of DEATH. Fear of mere physical PAIN would be more than enough for most. Lets make believe for a moment, that Arma came included with an electro/mechanical contraption that you wear as a head piece (a weird helmet of sorts)....and now imagine that everytime you get shot, killed or wounded this contraption on your head had a tiny robotic arm that came down and PLUCKED a single hair from either your nostril or upper lip (choice is up to you, hehe)...thats right...EVERYTIME you take damage, not only when killed. Now imagine that ALL FPS games made you wear this contraption...which of the games would you choose to play then?...a frag-fest shootemup or a much slower more methodically paced game of caution like Arma? (or name your tune here)...and would your tactics change any? Food for thought, hehe.
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yes, there are triggered events in arma..but its alot different. Arma triggers can ocur at differnt times (or not at all) each time you replay the mission...whereas in other games the mission cant even continue unless a certain trigger goes off at the same time, everytime...and it must be triggered in the same exact manner everytime...arma triggers are much more configuarble and dynamic, and you dont have to be lead by the hand to set them off either. For this reason you can have arma missions with several different endings/outcomes where thats impossible with other games. The cost if course is that Arma doesnt have the same sort of "in your face" fun factor that other games have...it can get too slow, a little boring and sometimes frustrating as compared to quicker moving fragfests that offer immediate results and grreat graphic effects...on the positive side arma will generally receive alot more hard drive time than most others. There's a place and time for BOTH types of these games, but technically speaking you really cant compare them on paper since they differ so much under the hood. Yes..Im an arma fan...but im also a UT fan (which is the biggest frag fest arcade game around, lol...just depends on what sort of mood youre in :-)
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They are 2 totally different styles of games. COD4 is a cinematic game that is best suited for the sheer adrenaline rush that comes from expecting to either win or lose a match. It's a frag-fest type game where only the effects and outcome of a battle mean anything. NO replayability with AI, play it once and chuck it out unless youre into spawn/die spawn/die every 20 seconds playing against other human players on small overcrowded maps. Its a static environment as far as AI is concerned. Arma is for thinkers/tinkers where the experience of how you play the game is more important than the actual outcome. No cinematics, no frills, nothing fancy...but it can be replayed many times over and over again and still give a slightly different outcome each time according to the actions you take...its a dynamic environment. If Arma seems unpolished compared to other better looking games its only because it is so much more powerful than any other game out there. it is basically a shell for mission developers. It is so dynamic and there are so many commands available to mission developers that almost anything can be done with it as compared to other games. Arma wouldnt be able to run well enough on our machines if it had the graphics and effects of COD4 because Arma has alot going on thats being processed behind the scenes with the AI...dynamic AI, triggers and scripting events means huge processing resources are already being used. Put cinematics and cutting edge graphics ontop of that and you wouldnt be able to run it on todays hardware. They are both good games, but offer very different styles of play and emotions.