Kenbow
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Everything posted by Kenbow
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reply to quote: Â good news! I have been playing/testing for mission some more. Â Overall, very nice mission and the "realism" details you add to mission are excellent. I would like to suggest the following to continue the realism of your mission (just my 2 cents)... 1) In your Mod Version, you require Map Air 1.05. Â This Add-On also has a Harrier loaded with Mavericks instead of GBUs. Â Would be nice to have one or two of these on map. Â Easy to add since addon is already required. 2) Also, I believe Map Air has an Apache with laser guided mavericks (to be used with soldiers who are lasing targets). Â Fairly easy to add since addon is already required. 3) Your MP also requires MAP Misc Add-On. Â In this addon there is a Smoke grenade script for M203s and a smoke launcher script for any vehicles in the game (Abrams, etc, as in real life). Â Since the addon is already required, it would be nice to have armor that could launch smoke screens in combat (friendly and enemy). Â Seems to be rather easy to impliment since the addon is already required. 4) Tracers-- centipede has a great (IMO) tracer mod for arma, but has to be implimented in the mission as a trigger over whole map to work for all units. Â It would be another required add-on, but i think it greatly enhances the realism of Arma. Â Instead of repeating all the tracer info here, I will just refer you to his tracer thread in the MOD: discussions forums (but yes, it is complete; lastest version is 1.14). Â Once you have the addon, you just impliment a one line trigger exec command over your whole map, and the tracers work for all units in it. Â Obviously, this would be another required Add-On. 5) City Cleared: Â One sticking point in the game is when there seem to be one or two enemy soldiers in the city somewhere (possibly stuck in walls or rocks and not visible), and after horus of searching the city, they still cannot be found. Â I would like to suggest a change to where the city is cleared once the enemies fall below a certain number (say 5 for example). Â Once only 4 or less enemys are left in city, then the city would be considered cleared. Â This way, if one soldier is stuck in a rock or something that makes it impossible for players to find him, it doesnt hold up the entire mission. Overall, the mission is great and these above "realism suggestions" may enhance an already great MP experience.
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First, this is a great mission. I enjoy the realism in the mission, based on how the units are placed. Is it possible to place Cobras and Apaches in the mod version?
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Replacement Pack -Ebud's US SF
Kenbow replied to ColonelSandersLite's topic in ARMA - ADDONS & MODS: COMPLETE
Hey ColonelSandersLite, Would you be intersted in doing a Johnny's SF (Force Recon) replacement pack just for the SF slots, just like you did for Ebuds soldiers? -
McNools, Excellent Add-On you have here.... 1 Question: Can you make a "Replacement Pack" Addon that would replace the default vehicles with your desert pack? Something like the EBUD US SF soldier Replacement Pack and the Johnny's Marines Replacement pack. It doesn't permanently change any orginal files, but does re-skin the default vehicles for single player misisons and MP.
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Replacement Pack -Ebud's US SF
Kenbow replied to ColonelSandersLite's topic in ARMA - ADDONS & MODS: COMPLETE
Des Marpat replacement is already done by me, will be released as soon as i feel like writing news again  Finally got that news finished. Des. Marpat replacement can be found here: http://armed-assault.de/downloa....10.html Sorry for hijacking this thread but i´m way too lazy to start my own  I just tested these out... very nice indead. Great work! I am now using these replacements in all my single and multiplayer misisons. I do have a couple of questions still... 1) Will you be making a Replacement Pack for the Special Forces (SF) soldiers of Johnny's Desert Marpat Marines [Johnny calls them "Force Recon" in his AddOn]? 2) Will you be making a Replacement Pack for the Johnny's Woodland Marpat Marines (regular soldiers and/or SF)? -
Replacement Pack- Jonny's USMC Desert Marpat
Kenbow posted a topic in ARMA - ADDONS & MODS: COMPLETE
http://armed-assault.de/downloads/replacement-pack---desert-marpat-marines-10.html Mr.Burns made a Replacement pack for the basic ACU soldiers, that uses Jonny's US Marine Corps Desert Marpat soldiers. Â This works just like the replacement pack for EBUD's US SF soldiers. Also, this replacement pack changes only the default ACU soldiers uniforms, but not the Special Forces (SF) soldiers uniforms. Therefore, you can use this AddOn with Ebud's US SF Replacement Pack AddOn without any problems; they both work fine together in both single and multiplayer. -
Replacement Pack -Ebud's US SF
Kenbow replied to ColonelSandersLite's topic in ARMA - ADDONS & MODS: COMPLETE
Des Marpat replacement is already done by me, will be released as soon as i feel like writing news again  Finally got that news finished. Des. Marpat replacement can be found here: http://armed-assault.de/downloa....10.html Sorry for hijacking this thread but i´m way too lazy to start my own  This is good news! Nice work. Since you didn't start a new thread, I will. The public will want to know about this. -
Replacement Pack -Ebud's US SF
Kenbow replied to ColonelSandersLite's topic in ARMA - ADDONS & MODS: COMPLETE
I see your point and that does make more sense. So I guess my question now is... Can you make a replacment AddOn for Johnny's USMC infantry (wood, desert, mar)?? It would be nice to have real USMC skins for the missions. PS: Great job on this replacement pack of EBUDs, it works flawlessly. -
The sounds are great. Cant wait to see the updated FDF Sound version. The one thing I would definately like to see different in the updated version is making the vehicle sounds louder then in the FDF Sound Mod 1.0. The vehicle engine sounds are sooo quiet once you get more then 20 meters away from them.
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Is anybody doing anything to fix the tracers
Kenbow replied to Jblack's topic in ARMA - ADDONS & MODS: DISCUSSION
http://centipede.4shared.com/ Here is the link I mentioned in the above post as to where you can download the new Arma Tracers... Credit goes to Wolfbane for creating the AddOn for OFP, and to Centipede for modding it over to Arma. -
Is anybody doing anything to fix the tracers
Kenbow replied to Jblack's topic in ARMA - ADDONS & MODS: DISCUSSION
Answer: Yes, you just have to do the following to get updated tracers in the game... 1) Get rid of the Arma vanilla tracers: a)un-PBO the weapons.pbo file found in the Arma/Addons folder. (Or the Beta/Addons folder if you are using a BETA version). b) UnRap the config.bin file that was inside the weapons.pbo file. c) go into the unrapped config file and delete the tracer lines to each of the ammunition values. d) re-PBO the weapons folder and place the new weapons.pbo back into the Addons folder you got it from. RESULT: you have just removed the Arma tracers from the game (Also works in MP). NEXT.... 2) Get new Tracers a) Download tracers Addon from Wolfbane, which can be found in this forum under a "tracer" search. Current version is 1.14. b) place the script into missions that you want to use. You can eitehr use the tracer addon for particular units in game, or create a trigger that gives tracers to all units on the map. NOTE: This has to be included by a script already made into the mission. Read the other tracer thread to get detailed instructions on how to run the script. (Even if you play MP where the new tracer scripts arn't used, at least you got rid of the crappy Arma tracers. I am happy to get rid of them regardless.) -
Replacement Pack -Ebud's US SF
Kenbow replied to ColonelSandersLite's topic in ARMA - ADDONS & MODS: COMPLETE
Great work Sanders on this addon. I like how it can be used on multi-player. Will you eventually make it to where all soldiers (regular and SF) are changed in the Add-On? As it stands now, if you play Evolution with this mod, some soldiers (the SF ones) are in the new camo, but others aren't... like sniper and medic. -
"vanilla" means the default files for the game, like sounds for example. So the "vanilla" Arma is Arma straight out the box with no add-ons. Another example, is to say "vanilla" Arma sounds, which means the default sounds that come with the game. Vanilla= plain with no flavor. Get the meaning?
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Evolution V1.0 Large scale respawn coop
Kenbow replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Kiljoy, I noticed that in 1.07, all Special Forces (SF) soldiers have the new black helmet. Since most of the Evolution soldier slots are SF soldiers, just about everyone in game is running around with the black helmets. The only soldier with a regular helmet is the medic now. I'm not sure if you intended this, but I just wanted to make you aware if you are not already. -
Authentic sound & weapon Mod
Kenbow replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
Great news! I always loved your sound mod better than FDF's mod, but because your original wasn't an add-on, I was limited in my choices. Keep up the great work!!! I can't wait to test this out. -
Evolution V1.0 Large scale respawn coop
Kenbow replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Kiljoy, 1) Would you consider making Evolution a COOP 60-player mission? If not, what are the disadvantages to doing so? -
Authentic sound & weapon Mod
Kenbow replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
Is your new Sound Mod an "Add-On" that is compatible with other add-ons? Or, is it like the first one? -
Evolution V1.0 Large scale respawn coop
Kenbow replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Kiljoy, I have a few questions if you could please answer when you get a chance... 1) Is it possible make Evolution a 65 player map? What are pros and cons of doing so? 2) You posted earlier that you will be adding A-10s with version 1.07. Do you plan on adding more vehicles in addition to that? (Such as more blackhawks) FYI, your mission is great. Its the only mission I play on Arma right now. -
Evolution V1.0 Large scale respawn coop
Kenbow replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
KilJoy, First and foremost, Great Mission you made and we appreciate the work you put into it each day to make it better and better. After playing Evolution constantly, I thought I would add my comments to possible improvement ideas based on comments expressed on this board and my own personal frustrations in-game... 1) I like the previous idea of having to capture towns in order because a) you stated the server would run will less lag, etc, but also b) In a real war like enviroment, an Army will usually take over land in an ordered fashion. For example, an Army wouldn't start taking objectives on the north side of the island, when enemies still hold entire cities on the southern part, which could interrupt supply lines. Also, if going town to town would drasticlly reduce desyncs and lag, and as you said, "you could triple the enemy presence" in each town, would that also mean you could add civilians in each town also while only doubling the enemy presence? More civilians in town would add more atmosphere to the mission... with a -1 penalty for killing a civilian. 2) Would you consider, upon a city being "cleared", giving the 10 points to everyone on the map (not just within city limits)? I really hate being in city from start, getting numerous kills, then at the end I die, spawn at base, and seconds later I get the "City Cleared" Message, yet I get no points for clearing it (other then kill points), but at the same time, some newbie who strolled into the city at the last minute without any kills gets the full 10 points? Also, I find when the town is close to being cleared, players start to "camp out" and hide in city until it is cleared so that they ensure they get the 10 points and aren't running back to city from a respawn when the points are handed out. Giving the 10 points to everyone on the team regardless of where they are on the map would re-enforce more of an overall co-op team support mechanism. 3) Adding another Blackhawk with machineguns at the base, for a total of 2 Blackhawks w/MG on the airfield. 4) Adding a total ticket system in game to record total player deaths. This would simulate an actual total number of "soldiers" on the base that are available to fight for that mission. For example, you could have a starting ticket number of 1,000, which would simulate an Army of 1,000 soldiers at the Main Base/Airfield. Each and every player death would subtract one ticket. Once the "soldiers"/tickets reached 0, that would mean that BLUFOR Army had been wiped out completely anf the mission is a failure. This would add a new level of challenge to the game and would make players even more cautious of dying. As it stands now, in every Evolution mission, the BLUFOR is always going to win, eventually, because of the infinite number of respawns players have and it becomes just a matter of "not if we will win, but when will we win?" Also, this system will make players less reckless. 5) I love the damaged vehicles script and no-respawn-at-base setup you have in place. If a vehicle gets destroyed/damaged out in the field, then the soldiers should have to make their way back out their to repair it. The only thing I "may" suggest is allowing a player to "force a respawn" of a selected vehicle back at base, which would in turn cost points to do so. For example, you could have a Supply & Support Command Building that upon entering, would give you a list of all the damaged/unfueled vehicles in the field. Then with points, you could had the selected vehicle respawn back at base. This would also give someone with rank of Colonel something to do with their extra points. Afterall, shouldn't the "Colonel" of an Army be able to get additional vehicles shipped to his Main Base as reinforcements? 6) Please keep player respawn limited to the Main Base. It makes one appreciate life and death, plus this isnt BF2. 7) Would you be willing to adjusting what weapons and vehicles are available at each rank? If so, I will give you my ideas. 8) Please don't get rid of the SU-27 and KAs flying over our heads. Even if they are alittle buggy on selecting targets, it really adds to the overall "war-like" atmosphere. 9) Add an artillery script to the mission, while using the artillery equipment already in game. 10) Increase total number of BLUFOR players to 50 or 60. 11) Is it possible to add about 3 or 5 slots to the enemy side (no rank system or anything like that), where a handful of players could play an enemy default soldier and add a human opponent element to the BLUFOR team mission. The only means of transportation for the enemy players would be Private level vehicles. -
Evolution V1.0 Large scale respawn coop
Kenbow replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
What are you refering to, KilJoy? -
Evolution V1.0 Large scale respawn coop
Kenbow replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
I can confirm this bug also. Another player and I attacked a T-72 and knocked out its tracks. After we killed the crew that jumped out, I jumped in it and used the turret to take out a nearby BMP. I exited, and the other player finished off the T-72, but got negative points for destroying the "friendly" T-72 (which apparantly "became" friendly after I jumped into it). -
Evolution V1.0 Large scale respawn coop
Kenbow replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Lots of CTD on our sever also with 1.4c. Each player was getting a CTD every 30 minutes to an hour. All crashes were just client side, and the server itself always continued to run. There seems to be CTD as a helicopter was approaching or I was on one and about to land; but it could have been coincidence. Also, CTD came in groups of players at exactly the same time. We were on Teamspeak, and verfied when we were CTD. Not everyone on sever CTD, just groups of us at different times... seemed to be random players, but usually it was players close to each other on the map that would CTD at same time. Hope this info helps you fix the CTD issue Kiljoy. I know you are aware of it, but I wanted to share this info from our server so maybe it will help isolate the problem. -
Evolution V1.0 Large scale respawn coop
Kenbow replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Hey KilJoy. First off, great coop mission you have designed here. I also have a question about the rank points. Would you be against creating a variable in game for the admins in each server to set the rank score? For example, the admin could lower rank scores by half (CPL=5, SGT=15, COL=100, etc.). I think that an element missing in the mission is the "combined arms" feel of troops, armor, transports, and air support earlier in the mission. For example, you have to be colonel (200 pts) to drive a M1A1 tank. By the time someone actually gets 200 pts, the team is usually far into the north island and air travel is prefered. If you were against added an admin option to change rank point values, then would you be against a properly named modified server with lower points for each rank, such as cutting the points in half across the board? I ask about this because many family people just can't dedicate the hours it takes to get major or colonel in one mission. A lowered point value for rank will bring vehicles to life earlier on in the game, while still keeping the basic concept of the rank evolution system in tact. I ask this because I wouldn't change your Evolution mission files on my own for public use unless I had your approval. I know you are generally against modified versions of your mission, but the rank point values are a relatively minor (and easy) change that would enhance the gameplay for players with limited playing time, like myself. Your thoughts on this issue? And, does anyone else think this is a good/bad idea?