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Everything posted by [GLT] Legislator
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GLT Campaign - The Chernarussian Defense War - Part 1 - Invasion
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - USER MISSIONS
@Joseph Troska: You have to defend those lines around 60 minutes. Russian forces will respawn at certain points. However after 60 min. you'll get some reinforcements. The mission is failed if ALL of the places to defend are lost. My buddy told me you can disarm the bombs placed by the Speznaz :) Try it out if you get the chance. To be honest, I never had the opportunity to disarm anything :p @trickster1982: No it is designed for multiplayer only right now because my team only plays in MP mode every week. Maybe I'll create a full SP campaign as soon as everything is finished, but this will take a very long time. @all: To heat you a little bit up ... Yesterday we played as NAPA and searched at the frontlines for damaged tanks that could be repaired. Although we started only 500 m from the frontline away, it took us 90 min. to achieve the mission :) We got between the fights of CDF/USMC and Russia/ChDkz. It was epic having this huge battle around you, hiding in the woods, hoping for not to be found by the enemy but advancing in crouch mode into the combat zone. -
Long Sleeves ... and short skirts :D Would be funny to have one RACS soldier disguised as a hooker :p
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GLT Dynamic AI
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Manzilla wrote the answer :D Not exactly. There are no optical effects and the AI spare time behaviour isn't touched. With GLT Dynamic AI the AI will react to fired shots and troops there, call for reinforcements and air support. There are 3 sound mods running: VOP Sound Mod, XAM Nature Environment and Dynamic Sound AI. You can find all of them at www.armaholic.com -
GLT Dynamic AI
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I really don't know, soldier! Never used SLX before. It does contain a small grouplink does it? If so, then maybe some waypoints may be overwritten. -
GLT Dynamic AI
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Important update of the text! I made a stupid copy & paste error. I had written the GLT Framework has to be placed inside the editor. That was wrong. Of course GLT Dynamic AI works without the GLT Framework and is no needed addon! Sorry for that mistake. -
GLT Dynamic AI
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nope, it's meant to be a Grouplink lite equivalent. There has been some trouble with AI and airplanes in the Dynamic AI so they're not fully supported. Sometimes it works, sometimes not. Have a look at the example mission. Use the variables to do the fine tuning (most variables have a default value which fits most islands, but have some values that shouldn't be used on small islands like Utes for example). The most important part is defining the groups. Use DAIGROUPS = [ge1,ge2]; in the init-line of the module and enter this in the init-lines of the groupleaders of both groups: ge1=group this; for the first group and ge2=group this; for the second. I have something in mind which I would call GLT Combat Environment - basicly a module that automizes the settings for Dynamic AI. But it's only in brainstorming phase right now and I don't even know if it'll even be created. I'll keep you up to date. -
GLT Campaign - The Chernarussian Defense War - Part 1 - Invasion
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - USER MISSIONS
Wait for the end of the war :p You'll be surprised. Too bad it'll take a while. I'm working on mission 13 right now. -
(Coop)1-20 Utes Invasion I
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - USER MISSIONS
No more support here for the mission ... you'll the find the final version here. -
Name: (Coop)1-20 Utes Invasion I Warzone: Utes Status: Beta History: The Chernarussian Defensewar had started ... on November 1st 2009 at 5.20 am the first battle of the new war began. An unit of US marines landed at dawn on the island Utes to prepare the invasion of the main us troops. Their mission should be the beginning of the invasion of the island Utes. The mission: After the end of the Chernarussian Civilwar the 58th army of the Russian Federation conquered the island Utes. They stationed a squadron of russian pilots there and reequipped the military installations. Huge parts of the civililian population were forced to leave the island. Only a few stayed. Most of the civilian buildings were now the homes of the russian invaders. 5 teams started from the USS Khe Sanh - Sierra Squad, Tango Squad, Romeo Squad, Blyer Squad und Lamango Squad. Their task was to be the first attack wave. The main task was to sabotage the enemy airdefense and to clear the part of the beach that had been chosen for the invasion. The difficulty was not to alarm the whole island. While stealth was the highest priority, the 5 teams fought their way through the night to prepare the invasion ... Used Moduls: Civilian Cars Civilians Animals Tactical Hints: Silenced weapons and ammo are the advantage. Stealth is the key to victory! Everybody who storms the front will have no success. Satchel charges make noise - that may be an advantage or a disadventage. Tasks: Clear the beach Sabotage the air defense Stay away from the airport Known problems Briefing entries disappear after respawn No First Aid module and no Body Drag modul are used Players lose weapons after respawn Only one respawn point avaiable US Marines at the beach of Utes Enemy air defense Enemy beach defense DOWNLOAD (Beta 1.2 Fixed)
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GLT Campaign - The Chernarussian Defense War - Part 1 - Invasion
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - USER MISSIONS
Thanks for hosting! Ah I forgot to mention that the missions are written in german :( If anyone wants to translate them he is allowed to do so. Just inform me and I'll update my 1st post. Sadly I didn't got the stringtable to work. I haven't the necessary things to test it anyway :( -
GLT Campaign - The Chernarussian Defense War - Part 1 - Invasion
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - USER MISSIONS
Both :) It's the first mission pack of a multiplayer campaign. But be aware that they're standalone missions yet. When the campaign is complete (around 60 to 70 missions) I'll try to put them together like Harvest Red. -
GLT Dynamic AI
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can check out the example mission :) Every time you behave differently there is a chance of having a different combat. -
Any one know of a MP mission that has...
[GLT] Legislator replied to daza's topic in ARMA 2 & OA - MULTIPLAYER
Here it is :D GLT Framework Have much fun using the Check In funcion. I hope it isn't too late :o Watch this video for a little preview. RnChiBsUZbk -
What is the GLT Framework? The GLT Framework is a module addon for ArmA II which you can use to set up variables and variables-arrays to trigger different functions. scvYpJq43RY Feature-Overview: 1. Debugging Function Showing of Debug-Messages Showing of Debug-Markers Showing of Debug-Dialogs Teleporting via mapclick 2. Briefing Functions Easy briefing and briefing task setup Easy adding of new briefing tasks during the mission 3. Miscellanea Different types of text showing Markers for units First Aid Kit Dialog to setup viewdistance and terrain grid (gras layer) Question Dialog Keypad-Dialog (Presentation of a working number block) 4. Respawn- und Revive Functions Respawn Dialog with up to 6 choosable respawn points Respawn Dialog with customizable respawn music Revive Script with the option to choose if units can be revived who are killed in action or not Mobile Respawn Point who can stowed by multiple units Customizable respawns for AI groups Recruitable infantery 5. Unit spawning Functions to spawn AI groups Side, size and faction of the groups can be set up Every function is optional! There is no duty to use certain functions. The majority of the functions is disabled by default to ensure maximum compatibility to other addons. The GLT Framework must be placed inside a mission so the functions can work. The mission.sqm will get an addon-entry. Already created missions will not be affected by the GLT Framework. Background Information: The developement of the Framework began several months ago when briefing entries in ArmA II disappeared and weren't reinitiated properly after JIP or respawn. It all started with a small fix and grew up with more functions and scripts. Testing Environment: The GLT Framework works in singleplayer mode as well as in multiplayer mode. Certain functions (like the Respawn Dialog) only work in multiplayer mode. The Framework is Join in Progress compatible and after the player respawns it'll continue to work. The latest test environment was the ArmA II 1.04 dedicated server having multiple clients of different 1.04 beta builds connected. The total amount of developement time was ca. 6 months. Conflicts with other scripts and addons: While using Norrins Revive Script the actionmenu entry of the viewdistance dialog won't be reloaded after some respawns because it'll be overwritten by some script. Changing the viewdistance may not be possible anymore after while during the mission. Who is the author and where can I get help? The author of the Framework is [GLT]Turrican. Problems be posted here in the forums. I will redirect them to the author. Greater problems or longer discussions about some functions should be discussed here (www.glt-clan.de) because the author isn't registered here. It'll speed up help anyway. Feature requests can be posted. Maybe they inspire us to create new functions that we can use in the future. However there is no warranty that the author will create them because he hasn't much time. Content of the Download-Package: GLT Framework 2.7 (signed) Documentation in german and english Some example missions Youtube Tutorials can be found here: Adding Briefing Tasks Briefing Function Check In Function Debug Dialog and Viewdistance Dialog Debug Marker Debug Text Function Keypad Dialog Marker Function Part 1 Marker Function Part 2 Revive and Respawn Dialog Setmappos Function Showtext Function Rapidshare: Download Armedassault.info: Download If someone could host this we would be very thankful :) Download links would be updated then. There is the first mission package for the GLT Framework: click me.
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Install beta patch and leave the DVD out. However, still keep on playing the game :p We're not insane ... it's worse ... we're armaholics :yay: How do you notice you're playing to much ArmA II? You'll notice you're out of fuel after driving your car for an hour :D
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We need to make a therapy for all the armaholics :p I would spent more time ingame if I wouldn't have family, job and friends :D Damn real life, this sucks :D :D :D
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OPFOR shot down by Civilists
[GLT] Legislator replied to Herbal Influence's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Interesting setup. Try {_x doTarget Name_of_Civilian2} foreach units Name_of_RussianGroupLeader; {_x doFire Name_of_Civilian2} foreach units Name_of_RussianGroupLeader; instead of the previous one and adept it. This way every unit of that group will target and attack the civilian. -
OPFOR shot down by Civilists
[GLT] Legislator replied to Herbal Influence's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So what's the other half? In my current mission a T-90 attacks standalone civilians (no groupy doopy doo with F2). After killing civilian 1 a second trigger checks his condition: Condition: !alive Name_of_Civilian_1 On Activation: Name_of_Russian doTarget Name_of_Civilian2; Name_of_Russian doFire Name_of_Civilian2; Name_of_Civilian2 addRating -10000; This way the unit attacks civilians one by one. But I recommend this solution if you have very few civilians. For more than 10 civs you should use script. But I don't know how to write it so you'll need a real expert on this. -
OPFOR shot down by Civilists
[GLT] Legislator replied to Herbal Influence's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No problem ... but I don't know if the unit who kills the civilian will become an enemy to its own troops. You can avoid this by setting Name_of_the_Russian addRating 10000; after he killed the civilian. This way he should stay friendly. However I haven't tested it. -
kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
[GLT] Legislator replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It's not that easy. The script was meant to be used for leaking barrels. However, we're going too offtopic now. Let's get back to Kiska, the new hope for the land of the rising sun :D -
OPFOR shot down by Civilists
[GLT] Legislator replied to Herbal Influence's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah that's easy ... just take a russian unit and a civilian and give them a name. Then use this in a trigger: Name_of_the_Unit doTarget Name_of_Civilian1; Name_of_the_Unit doFire Name_of_Civilian1; Civilian1 addRating -10000; -
kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
[GLT] Legislator replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah that was an amazing script, but can do some fancy thingswith it too :D We want vulcano! :D -
I've stopped counting around 500 hours :cool: I know there'll be several thousand hours of ArmA II coming in the next years :D
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Well from my point of view that's the concern of the mission maker. I can only speak for myself on this topic while working on a campaign that tries to show the horrors of war. There will be consequences. However it's almost impossible to show them ingame. F.e. I'm having refugee camps of the CDF. However the will turn out to be concentration camps for pro-russian civilians. There'll be a lot of civilian destruction, assassination of politicians, executions of war criminals, lasertargeting of field camps (oh oops it was a civ camp). The player will be fighting the war on different sides to see each facette. I guess each point would fit into the study. Sometimes it's possible to add consequences directly to the game. Some radicals would start attacks basing on revenge. It's hard to punish the player ingame. Would you like to spent the rest of the campaign in court or jail after accidently destroying a civ house? I guess not. Most games or game designers don't bother the consequences as they're not important for story telling. ArmA is the great exception. Sure you can edit a mission to avoid bad things, but why should anyone do this? That's not an option if there's a cruel story to tell. The funny thing is right now I'm working on a mission where a T-90 and some russians enter a village and kill the innocent people. The player is forced to flee and call the NAPA for help. Now someone can say: Is this necessary? Are russians doing these things in reality? I don't know and to be honest - in game aspects I don't care. It's a fictional story as every game is. At least I'm open to have bad guys even on west side. Every faction has its dark side. As for other games I can't tell anything because I'm not playing simple first person shooters anymore. Several years ago I tried Counterstrike. Well ... you could kill hostages. They were just dumb AI actors. Nobody cared about them, not even the SWAT forces. So my basic question would be ... how would you change games as they are to get what you want? ArmA would be the perfect example because you can actually do it in practice.
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kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
[GLT] Legislator replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well ... I wasn't ready for 4 km²-only battle terrain and I guess I never will be :D I'm glad we can use whole island. Maybe someone is making the Kiska vulcano active with particle effects, BI functions and scripts?