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celery

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Everything posted by celery

  1. Vanilla: Altis - a multi-location deathmatch for 2-40 players This mission currently has 89 locations, all of which have carefully considered minimum and maximum player capacities, respawn areas and weapon loadouts, effectively making them individual deathmatches in their own right. You can choose to play the whole match in a single location or you can go for a tour that changes locations mid-game. The mission takes the number of players into account when changing the location, so you'll always end up with a good fit. Features 89 hand-picked locations Tour mode that changes locations while you play First aid kits heal you completely Advanced respawn positioning system that avoids enemy line of sight Deep and serious story Version 1.0 - Steam Workshop - Armaholic - Mediafire Changelog
  2. Coming at some point to a salt desert near you! :rolleyes:
  3. celery

    really... no omnidirectional movement?

    Assuming you now have your controller set up for Arma, just disconnect your keyboard. I'm sure you won't miss it for anything.
  4. celery

    Quadrotor issues

    Yeah, the yaw definitely needs some speeding up. The quad UAV is the slowest-turning rotary wing aircraft in the game (series), which is hardly fitting.
  5. Many map objects on Altis have had their classnames (=much of their functionality) removed, most likely for performance reasons.
  6. celery

    Scope glare, yes or no?

    Even chemlights in broad daylight cause additional glares, even if they're not in your line of sight.
  7. celery

    Fast Ropes for Helicopters?

    "Fast"-roping... takes much longer than landings has a bigger risk of either the passengers or the pilot screwing something up leaves passengers vulnerable for a longer period of time leaves the helicopter exposed The situations where you'd need such a feature in want of landing space are not applicable in the Arma series. There aren't too many scenarios where you need to get troops onto a hostile ship that doesn't have a helipad nor anyone to just shoot the chopper and its contents.
  8. Isn't Wasteland basically a free-for-all that's all over the island? The description is spot on for Vanilla: Altis! ;)
  9. I know I know... I feel bad about it already what more do you want!
  10. Sorry but I have to confess that I didn't actually make DM Vanilla. I simply ripped these guys off and released it on the BI forums as my own work. :( Here is the original: And here is the venerable author: http://tossicclan.altervista.org/index.php?site=profile&id=12
  11. Mission updated to v1.0 Changelog Fixed respawn marker's color Fixed local weapon pool issue Fixed insufficient carrying capacity for certain units Added player capacity info to location name marker Added FIA uniforms Changed view distance from 1000 to 600 meters for better fps Player now changes instantly to an appropriate animation when getting a new weapon Changed SDAR underwater ammo to proper ammo Removed location: Agios Petros Added location: Makrynisi Respawn position system is now better at avoiding rocks Improved the æsthetics of death notifications Added time of day selection Added grenade launcher versions of 5.56 mm assault rifles Separated 9 mm and .45 caliber weapons in location-specific weapon pools Fixed bug in weapon pool changing if location changes when you're dead Added individual weapons in mission parameters Dead bodies are now instantly cleaned up every time the location changes Disabled door opening script (which was unreliable to begin with) to improve server performance
  12. Pressing respawn in the escape menu is a working emergency solution. I'll try to figure out how to prevent that but unfortunately some objects such as certain rocks or buildings don't register in altitude or line intersection checks which makes it a bit tricky. It's half intended feature, half bug. Different locations have their own weapon pools, sometimes more than one, but an oversight of mine caused clients to choose their own weapon pools at random instead of the server assigning a universal one.
  13. What weapons besides the AM rifles would you like?
  14. Thing with "bots" in the Arma series is that they're all but fit to be good opponents in PvP game modes, especially ones with specialized concepts like this one. And if a mission does include them, the majority who only wants to play DM against other players would have to turn the AI off every time, and there would be many frustrating slip-ups. Maybe, maybe not? :rolleyes: Does the game say anything?
  15. The Razing of Charkia - rocket launcher fun for up to 16 players Have you ever wondered what would happen to a Mediterranean town if frenzied people with magical rocket launchers decided to have a free-for-all battle there? This mission provides you with the surprising answer to that previously hypothetical scenario. Features Rocket launchers with unlimited ammunition and a 120 rpm rate of fire Respawn area scales with the number of players Lowered sound volume A fascinating yet plausible background story for the extraordinary situation presented in the scenario Version 1.0 - Steam Workshop • Armaholic • Mediafire
  16. celery

    PvP: CTF & CQB Missions

    Although on some level I don't like seeing the premium competitive game mode of yesteryear being criticized like that, I have to slightly agree. The respawn aspect has always been one of the less pleasant things to deal with, no matter whether you're defending, attacking or making the mission. A reverse CTF concept would fit the series much better because the trouble is seldom getting to the enemy flag, but escaping from the premises after taking it, which usually boils down to either luck or camping the enemy respawn routes. The respawn issue should at least in theory be alleviated with multiple selectable respawn points inside a zone that only your side can enter but the enemy can shoot in if they see you: it would take much of the annoying metalevel aspect away from offensive/close defense tactics.
  17. _UsedGroup = grpNull; before the if statements. A local variable works only inside the if statement if that's the first time it's used.
  18. Use the intel button in the mission editor.
  19. celery

    Is this easy to script?

    The destroy objectives are easy to script. Autonomous NPCs aren't so easy to script if you want them to behave intelligently within your mission's context. Resources and buying stuff is possible but it takes a lot of expertise, hard work and testing, and it's not necessarily even a good design decision. Just so you know, there already are missions like that, Warfare for example.
  20. celery

    My two cents for the posters in ArmA 3 general

    I'm confused that this plea comes from a forum member who very recently went calling other people's PCs potatoes if they crashed or didn't achieve satisfactory fps. And let's not forget your hilarious attempt at making Arma 2's asset selection look bad compared to Arma 3. I'm not sure if you'd qualify yourself as toxic, but your posts have been undermining the image of Bohemia Interactive and its fanbase quite a lot lately.
  21. If a game keeps your endorphine levels high for the first few hours by convincing that you're awesome at it, it will get sales and good scores because buying decisions and reviews are made with a relatively superficial glance in terms of playing time. When you realize that the game doesn't offer much after those first few hours, they already have your money.
  22. You have the option for an inverse border in the script's parameters.
  23. celery

    Where is the Game?

    No. They're acting like Arma 3 is lacking in its variety of assets compared to Arma 2 (and as an independent game), which it objectively and factually is, regardless of the version of Arma 2. While it's been fun to watch, you're obviously grasping for straws and moving your goalposts here.
  24. celery

    Where is the Game?

    Why bitch about only one plane in the game when 31 vehicles total isn't that much less than 48! Thanks for the evening's entertainment.
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