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Kyle_K_ski

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About Kyle_K_ski

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    Master Sergeant

core_pfieldgroups_3

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    I am a voracious reader of political science, history, and art technique books.  I am an avid supporter and contributer to PC video game modding communities.

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  1. Kyle_K_ski

    Zombies & Demons 5.0

    Ryan, What TERRIFIC work! Thank you for working so hard on behalf of the community for a badly needed mod for Arma 3. It took far too long for something this awesome to finally reach us. :) I also deeply appreciate that you're designing this so that it can be used in combination with any other mod. I am deeply disappointed with how some zombie-mods are designed so that their zombies will only work within their own mod. Allowing us to apply your zombies and demons whenever and wherever we want continues the super sandbox capabilities that's the very spirit of all things great about Arma! I can't wait to see your spider-zombies in action. With BI's recent massive changes to their Forum's system, I've lost a lot of my account's records of what I've written, posted, etc., and I can't recall if I ever wrote to you in regards to some suggestions that I think would be very warmly welcomed by the Arma community in regards to a mod such as this. Before I "recollect" what I think I wrote to you earlier, I would like to first post some newer ideas that I've had... (1) Please continue to keep "specialized" zombies easily addable to a mission via the Module system. Such convenience via the Editor will ensure that many players will use it. That's a very considerate feature that you're supplying, and will certainly ensure its wide use. :D (2) The Jumping Zombies are a terrifying sight to behold and contend with. Wow! I was wondering if you'd consider adding additional specialized zombies, such as... ...Bursters. When the last fatal round strikes a Burster, they violently explode, emitting a bile like fluid and/or gas. These specialized zombies could manifest some kind of sign that they're a Burster-type zombie, perhaps a greenish gas emanating from the mouth and ears, and perhaps having a grotesque greenish skin color. Still-human characters caught in this explosion would very rapidly "resurrect" as an infected. If they live long enough, they evolve to have the same abilities as a Burster. Note that Bursters could come with a number of different bursting effects: fire, electricity, etc., etc. ...Ragers. A Rager is much like the Jumping Zombies already created for the mod, only they're MUCH tougher, requiring 2-3 magazines' worth of standard small arms fire being dumped into them to finally kill them. Heavy rounds may knock them down temporarily, but until they've reached their maximum damage, they'll continue to get up from the ground. They're still super strong, knocking vehicles and walls about as if they're mere toys, but they can also use their powerful arms to rip up a large chunk of rock and/or debris, and then throw it at its next victim. This thrown rock has so much power behind it, that it can easily kill whatever is in its path till it strikes a solid structure. A single punch from a Rager will send its instantly-dead target flying, causing enormous harm and knockdown damage to whatever is struck by the flying corpse. Perhaps they could be made 15% taller than a normal human (they could still enter doorways without clipping), has elephant-like cracked skin, and produces a large dust cloud from its filthy flesh? ...Emitters. An Emitter can project energy from their bodies, damaging humans, but healing zombies who are damaged. The energy attack could come in a number of forms: electrical, flame, concussive, etc., etc. Special effects that match their emission type could be assigned to their bodies. An electrical Emitter's exposed flesh could have a strobing blue glow, flame-throwing Emitters would have a glowing, ember like skin, etc., etc. Emitters are more intelligent than their infected-cousins. They can identify injured zombies, and deliberately try to heal them. They can also sense zombies who are still buried, and can "summon" them to the surface. A very powerful Emitter can also hover up to 9 m. off of the ground. The more powerful an Emitter is, the greater the range of its energy attack. (3) Now, to the older material that I can't recall if I sent to you or not... RickB has applied something that I suggested to his Walkers mod ( http://www.armaholic.com/forums.php?m=posts&id=180709 ), the undead can be exploited tactically. Basically, the infected are strongly attracted to large visual movements, bright light sources, and very loud noises. Thus, if an infantryman fires a flare into a compound occupied by uninfected infantry, if the zombies are within sight range of the bright light, they'll seek it out to wherever it lands. They will, of course, attack any uninfected on the way to the light source, and especially once they get there. Firing a 40 mm smoke grenade into a base can achieve the same positive ends. :D However, the ability to "manipulate" the infected horde can have negative consequences. What if the enemy drops the flare on your own position? What if one comes under suppressing fire, needs concealment and desperately needs to toss a smoke grenade? Does one do it, and risk drawing the undead to your location...? :( There are a ton of insane possibilities here. :) (4) In regards to their appearance, bloody up their appearance real good. The wetter it looks, the more terror inducing it'll be. As demonstrated here: http://www.moddb.com/mods/perfected-doom-3-version-500/images/gruesome-zombies2#imagebox . Maybe you could expand on the variety of their appearance by incorporating and modifying many of the amazing clothing selections from the TRYK mod (it's astounding!): http://www.armaholic.com/page.php?id=26661 That's it for now. Thanks again for all that you've accomplished. Can't wait to see what's coming next. :)
  2. Other than the buildings and vegetation that's floating above the terrain, from a distance, the locations are immediately captivating. The do "feel" like the iconic real world locations, and that's a big achievement. Framerates in the cities were a substantial issue. With just my avatar in the map, turning him about resulted in major choppiness. I loved the 1 story residential homes (the ones with the working garage). Said structure is too "clean" and pristine though. The exterior and interior needs some texture work to make them look more weathered and lived in. Also, while inside these structures, one can see the shadows from the vegetation outside showing through the walls. Overall, a very solid start. Keep up the great work.
  3. Doesn't look like he felt a thing. ;) Thanks for sharing Marc!
  4. Kyle_K_ski

    Iron Front as mod in Arma 3

    Just wanted to state that I forgot to mention that the frag grenades generate a ton of shrapnel, and that the hit effects take a couple of seconds to finish. Oftentimes, the hit radius, visually, is three times as large as normal.
  5. Kyle_K_ski

    Iron Front as mod in Arma 3

    I'm thrilled to hear that there's a patch coming soon. SUPERB! I'm also happy to see that I wasn't the only person experiencing the non-IF grenades "sudden drop" bug. Trout's reported it too, and without any other mods running as well. I hope that this bug's addressed in the patch, as I'd LOVE to use the IF maps with modernized units that don't have to use WWII era grenades. Another bug that I've encountered occurs after I place IF structures in a non-IF map. This bug does NOT appear in the Editor until AFTER the map (with the IF buildings placed) is reloaded. There's a graphical glitch that's hard to describe. It looks almost as if the mesh is being severely stretched onto a very thin horizontal plane, that stretches from one side of the monitor to the other. If one is looking at the building, centered with it horizontally, this graphical glitch is difficult to detect, but if one reduces one's viewing position to be lower than this glitch's plane, one can clearly see it, and the same thing occurs if one elevates one's viewpoint to be above its "horizontal center." It frustrates me that these buildings produce these glitches if they're spawned on other maps. It would be terrific if this phenomenon could be eliminated altogether. Thanks again for all of the hard work, and the dedication to getting rid of the bugs and glitches.
  6. Kyle_K_ski

    TRYK's Multi-Play Uniforms

    First, I want to give you a HUGE THANK YOU for the hard work and love that's evident throughout every mm of this pack. The work is just astounding, and is one of my favorite addons of all time. :bounce3: I'm hoping that if it's not too much trouble, that you continue supporting versions of the clothing without identifiable national flags automatically on display. Having the clothing be "free of flags" allows the community to build the perfect unit in Virtual Arsenal, and then export it to be used in any way that's desired, whether that's as a Blufor, Opfor or Independent unit. If it's at all possible, it would be greatly appreciated if uniforms were supplied wearing clothing of just one color, all-black, all-khaki, all-olive, etc., etc. I realize that you kindly supply uniforms such as these already, but I'm hoping to have even more variety added in this way. If time permits, another bonus would be to supply variants of all of the uniform and equipment that are filthy dirty, thread bear, blood stained, and worn out to the point that repairs are needed. Think "apocalyptic" clothing and that would hit the nail on the head. Thanks again for all that you do. I am eager for the next release!
  7. Kyle_K_ski

    Slaughter Asset A2 Import

    Wow! This will prove to be a VERY useful set of assets. Thank you for it! :) That said, could you create a version of this mod where the sounds of dead flies, and the flying insects themselves, will be automatically present when the object is spawned in the game? That would eliminate a number of steps in the Editor to try and make the addons to feel as immersive as possible.
  8. Oh man, Marc, you just made me soil myself with that video posting! What a horrifying predicament to be in. What I love about the device's design is the following: (1) It's vagueness - it can be easily misinterpreted to be a fencepost, a psycho stalker, a tree, a psycho stalker, a bush, a psycho stalker, some debris, a psycho stalker... (2) The "Slender Man-ness" of it, but executed with an eye to maximize the terror even further. Having multiples of this devilish device in an uncertain environment was the smart way to go. (3) The sound and stamina effects were brilliantly applied. Yeah, Marc, no surprise here, I loved it. Thanks again for sharing.
  9. Kyle_K_ski

    [WIP] Modern Tactical Thompson

    From LinuxMaster9: Yay! This is very good news indeed! I know what you mean about BP's weapon stats - they are extremely high. Their M4s hit with something like 20% more power than the stats found in virtually all other M4s that have ever been released. In regards to all of the different ways that one could modernize the Thompson - well, there are 1,001 ways to skin a cat, and I say that if you're willing to explore multiple ways of modernizing this classic firearm, feel free to do so. You'll find nothing but encouragement from me. :) Releasing a pack of modified Thompson's would be very cool. Whatever you choose to pursue, I'm utterly confident that a lot of people would dearly appreciate it if these upgraded Thompson's could also be outfitted with some cool looking drum magazines and/or some other form of high capacity ammo storage. They don't have to emulate the Prohibition Era "mafia" look at all, but that too would be a nice bonus for those who'd like to create missions with a more "law enforcement/defilement" approach to them. :) Following!
  10. Kyle_K_ski

    Ak-47

    chAkrA, What can I say? The details that are found in this release, and the fact that we finally have an AK-47 that comes with an ammo drum...! THANK YOU! :bounce3: Any chance on getting a version of this in the following paint schemes...? Woodland Arid Desert (medium values) Desert (lighter values) Winter Black It would also be VERY nice if an update also included the ability to use Design Mastery Weapons' attachments http://www.armaholic.com/page.php?id=20798 , as well as the FHQ Accessories Pack http://www.armaholic.com/page.php?id=20393 , or create your own set of optics, suppressors, etc. I'm sure that they'd look quite fine as well. :) And I have to agree with iCMspectre - with the high skill sets evident in this release, it would be extremely cool to see what kind of masks that could be created for us to pick from. Some high tech looking (a bullet proof mask with a slit for the eyes and/or with a camera system for seeing), apocalyptic (air filtration system and/or an enclosed helmet with hints of a built in rebreather device) and monstrous looking creatures (werewolves, reptilian, demonic, etc.). In any case, keep up the GREAT work and thanks again for sharing!
  11. Kyle_K_ski

    Infected Script by Gulozwood

    From Schrubbdiwupp: The question that I'd prefer to have answered is, "How to get Epoch monsters into Arma 3's regular Editor?" For a variety of reasons, multiplayer is a game type that I rarely play. In the end, multiplayer communities vanish over time, and frequently at a rapid pace. I dearly wish that the great zombies from Breaking Point and the creatures from Epoch were readily available for easy use for single-player modding in the default Editor. It took me nearly an hour and a half to follow asuseroako's instructions to get Breaking Point's zombies working in the regular Editor http://voicecommands.blogspot.com/2014/10/arma-3-breaking-point-zombies.html, but even then, doing so makes the game very unstable, as one is "locked" into an Editing mode that seems hardwired towards just the zombie based mission that Gulozwood wrote. For me, it's impossible to simply merge Gulozwood's/asuseroako's coding to a different island within the Editor. One has to, instead, rename the mission so that it ends with the island's name, but then the trigger points spawn zombies in areas where they're not desired. And that's just the start of the headaches... :( Don't get me wrong, I am VERY grateful that asuseroako released what he did to enable Breaking Point's zombies in single-player (THANK YOU asuseroako!). I just wish such huge hurdles weren't required to make it happen at all. . . . Badly Desired: A script that causes the infected/zombies to be drawn towards flares, explosions and lengthy persistent smoke trails... I'm completely confident that this would be a VERY cool effect in a zombie infested world. If it's dark enough, whenever a flare is fired into the sky, any zombie within 400 m. of the flare would be drawn to it, and would start walking to it. If they see any living targets on the way, zombies would run towards to the target in an effort to eat them. Zombies would keep walking towards where the flare was last seen for another 2 minutes after the flare completely dies out, at which point the zombies then linger. A smart person could fire several flares over a region occupied by human enemies, and the zombies could be "lead" from a safe distance to one's targets. Of course, using the flare might not be so "safe" if there were zombies BEHIND the flare shooter's position! Ideally, I think it would be smart to write the code in such a way that even if infected spawn points weren't within range of seeing the flare, that a random amount of infected would be spawned (where the player couldn't see them pop into existence), perhaps a minimum of five zombies to a maximum of 30, and that these zombies would come walking in from a multiple random directions and distances (direction and distance would be randomly assigned to every cluster of 5 infected). This would keep the player on his toes, because a cluster or two of zombies could be spawned behind him. If I remember correctly, Gulozwood already wrote the script so that the infected are drawn by the sound of gunfire, but how much more so should it be for exploding 40 mm, frag hand grenades, and flash bangs? Again, theoretically, throwing a chain of these noisy explosives towards an area that's occupied by human enemies could draw the infected to the noisy area so that they'll then attack the humans they find there. Trails of lengthy and persistent smoke could also be beacons to the infected. If they're within 500 m., they'll move to the area to investigate. And finally, imagine that after clearing a region of human opponents, that badly needed supply caches are dropped by air, and shortly after the small cache of supplies land on the ground, red smoke begins to trail upward from the newly landed cache, and attached flares also alight? What a torturous target for the player! Now they have to move to the smoking and bright supply cache knowing full well that zombies would be attracted to the location as well. Talk about tension! :bounce3:
  12. Kyle_K_ski

    Masculine Head Pack

    zeealex, I love the look of these! Can't wait for their release. It's almost agonizing to have to wait for them, as I'm creating units using Virtual Arsenal, and would dearly like to add these faces to the mix. Variety is the spice of life! :) Please consider creating selectable faces of a badly wounded and/or of a diseased nature. These types of faces are very hard to come by for Arma 3, and I'm completely confident that they would see a lot of use for apocalyptic scenarios. With the world economy in an impossible state to fix, and with a constant threat of collapse, apocalyptic content has been, is, and will continue to be, a popular genre of self-expression and creation. Right now, gulozwood's Dawn of the Dead mod http://www.armaholic.com/page.php?id=26716&highlight=DAWN%2BOF%2BTHE%2BDEAD is about the only mod that supplies such content for anyone to use (it's not of an exclusive nature, such as Breaking Point's terrific zombies). Considering how amazing your female heads are (I'm so grateful for those - thank you!), and how terrific these new masculine heads look, I'm very excited at the thought of you unleashing your talents on something of an apocalyptic/creature nature. I'm certain that they'd be unforgettable. :) Could you recommend to me a terrific tutorial on making masks and helmets? In a few weeks, I'll finally have some real time to do some modding, and I have a handful of sketches for masks that I think would look great in the game. I've spent some time looking for an easy to understand tutorial, but haven't found any. If you know of one, would you be so kind as to post a link to it in a reply to this post? Keep up the great work. Terrific as usual. :bounce3:
  13. Kyle_K_ski

    [WIP] Modern Tactical Thompson

    I really like the idea of this mod. It reminds me a lot of the updated WWII-era firearms that can be found in SilverGirl's superb work for the terrific "7.62 High Calibre" tactical game. http://bluesunmod.webs.com/apps/forums/topics/show/12526007-wip-silvergirl-s-weapon-addon To be clear, it's understood that this is of your own creation, to do with as you please. I've contributed to mods for over 15 years now. My only concern is its planned exclusivity for the Breaking Point mod. It seems like there's more and more modding being done of an exclusive nature that makes it extremely challenging, if not impossible, to utilize said exclusive content in Arma 3's wonderful Editor to broaden one's ability to create a world of one's dreams. This worries me. I've been an avid player of the Arma 3 from the very beginning, and one of its main strengths has been its modding community. For most of its history, said mods were made available to whomever wanted to try it out in the Editor. Crazy stuff could happen, even if it never left one's own computer. That is a huge part of Arma's charm. :) So, I'm hoping that you'll seriously consider releasing it for the general public, and not make it an exclusive creation. Whatever your decision, I'm looking forward to seeing how it evolves. Good luck to you! :D
  14. From megagoth1702: Wow! This is GREAT news! I'm still somewhat confused as to what the results of that meeting were, and I hope you can clarify further... Is BI itself revising their sound effects system, or are they going to "lay bare" the processes they use to the public, so that the modding community does the work for them...? Personally, if BI revised their sound effects system to emulate the greatness that you achieved, and rolled it into their DLC bundle, I'd actually finally buy it. :)
  15. From tpw: Not a problem. I'm happy to help/contribute in any way towards your superb work. :)
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