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Everything posted by [GLT] Legislator
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Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
By using DAC 2.0 most fights are concentrated in the middle of the map, northern of Großbaerenweiler. Of course it depends on how a mission is set up, it's just an example. -
It's already done
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You missed one feature, xeno It is easier to modify now. I simply love it
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Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Sure, we've faced some strong battles around Mercalillo. Same situation, the hay provided us some good cover. -
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
I've just played a DAC mission on Schmalfelden ... and woooow 280 enemies, 70 groups and 30 fps at 2,5 km viewdistance on the ground. Never seen anything amazing like this. It was world war 2 feeling having dozens of tanks driving across the country while artillery impacts nearby. It's even better than DAC 2.0 in Sakakah because the waypoint calculation of the AI works better. But we noticed that one thing is a real must-have. Please place some hay on the fields. The players cry for some cover Some civil guard towers at the forrest edges would be cool too. Because of the terrain we'll use spotters from higher ground. I'm eager to see the next release version. If it takes one or two weeks longer to finish it - be it. Take all the time you want. -
Hi Norrin, I've got a question. Is it possible to create a non-vehicle mobile respawn? I've got a mission where a mobile respawn would be useful. The players have to find their way back to base behind enemy lines - at night, with no map, only equipped with gps and their compass. The vehicle respawn of 1.47 ai disabled revival would make it too easy. The terrain is far too rocky anyway (northwest sahrani mountains + woods). I thought of only one unit (could be choosen via respawn_init) gets an action menue entry to build up a medic tent and a fire place. How do like this idea as a further option?
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Ok well then it's your opinion. My clan uses a clanintern mod compilation. Everybody is always up to date so it doesn't matter how many addons I use. And our server isn't public.
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Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Have you tried adding new textures to the town signs of arma? Here's a picture how they look like. Well they "almost" look like in arma. Would be better than nothing :-/ -
Why the hell it's a shame?
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Look into my post of page 9 of this thread. There is an overview of all new features and a link to a forum with every neccessary download link. Of course I'm not responsible if there are newer versions now. Just contact me via PN if you need an addon that doesn't work anymore.
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Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
@Nicholas: Now THATs really awesome. Guess I'll make it a DAC map when it's final. Really impressive work you've done -
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Well .. has anyone tested if the AI can't look through this nice forest shown on the pic? Would be cool to know if the AI really wouldn't see the player behind it. I know of Durgs vegetation fix but somehow I can't see any improvement. -
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
I hope there will be at least a few ditches. A lot of country roads got them, they're about 1 metre deep I guess. Click me, I'm a picture. Maybe some people can help getting ideas for missions on Schmalfelden. I need something extraordinary. I don't wanna create a search & destroy mission because you can do this anywhere. Is there any military event known? I hope there will be a huge german mod in the future. Those area needs police, fire brigade, emergency service, police cameras, buses, more civilian cars, new inhabitants, german military and and and ... I guess a whole team would be busy for decades Would be cool to see further german locations in the future. -
Here it is again: http://senduit.com/50c771 for one week. I'm waiting for an update of my domination mod until the next official release. Gotta test the townhide script, but I'm too lazy And there are 57 other missions to be supported as well.
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Be patient I know he's very busy right now. You'll be surprised. That's all I can say
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Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
I don't think there's a problem. If Nicholas decides to use some things I'm sure he'll contact the authors. And besides ... ... I don't think it'll be a problem for us And if there won't be some additional objects like construction sites, power plants, wind turbines and road signs on the map - I can live with it. Then I'll place them in missions. Would be just a very cool feature and could help keeping missions smaller. -
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Just tested the latest version ... very very good now! I've set the viewdistance to 4000 m. While flying around with an A-10 I've got only up to 30 fps, on ground in the towns 30 to 60. It's ok. There's no airport so players won't fly planes anyway. It only may be annoying for chopper pilots. The textures look far more better than in ealier versions. I'm eager to see some german like objects Check out La Samula & Syr Darain. There are lots of new objects you could use if you wish. Not all, but a few placed on good locations. Especially the wind turbines would be interesting. I've heard rumours they're gonna be animated in future versions. -
Well I don't think it will fix your problem with west vs. side missions. I've done it a few months before and it didn't work. I used the program baregrep to find any string related to RACS or resistance in the mission and changed it to west but somehow it didn't work. Of course I had changed the units as well. For the future ... well ... everything will be good, I'll promise you
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Yeah I know but I didn't know how to set it properly Here's how it should work: - player 1 to 10 are unarmed QG prisoners with an unarmed east leader - they start in a prison bus with a RAC driver (set as civilian) - I've set the players to setCaptive true; but they were still attacked by other RAC troops instantly - That's why I set East and RACs friendly to each other, as soon as the bus leaves the city East and RACs become enemys to each other again - In the editor I set RACS friendly to West I'll prepare an upload for you including links to every needed addon. This mission is kind of tricky regarding the settings.
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Yeah but it would be cooler if the Speznaz would do something in the base Would be great if the try to steal the vehicles of the players. But as they're only standing there i've disabled the infiltration completely in my modification. @Tomasz: Thanks
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No I've got this problem too sometimes I can't reproduce it. Norrin, I need your help again I've got a new mission where the player is one of the queens gambit prisoners. The group leader is a SLA merc and he's no playable unit. I've initiated the revives this way: _NORRN_can_revive = "Civilian"; //array no.19 _NORRN_can_revive_2 = ""; //array no.20 _NORRN_can_be_revived = "Civilian"; //array no.21 _NORRN_can_be_revived_2 = ""; //array no.22 The script is initialized, spectating script is working too. But there are some problems with the script having players being civilian fighters. The respawn buttons appear immediately after getting killed and if you want to respawn at a spawn point that is occupied with enemys, you can respawn there although both parties are enemys to each other I've set this in the init.sqf. Maybe it's important for you. GUER setFriend [EAST,1]; EAST setFriend [GUER,1]; I'll send you the complete revive_init.sqf via PN. I hope you can help me again Great thanks in advance.
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Can you please give me a download link to your modification? Your new side missions sounds great and I would like to integrate it into my version - of course giving credits to you.
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Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
1. Performance is very good now (40 to 60++) although at 4 km viewdistance there were some 20 fps phases while flying around with an ah-1z. 2. I got stuck in the lake after driving into it I couldn't swim, the water disappeared and I stand 5 metres above ground. 3. I'm eager to see some german objects in one of the next releases Yellow mailboxes, pink telephone cells, german advertising on walls, something like that. 4. Some auntumn trees would be cool. 5. Those ArmA standard buildings ... well ... I can live with them, but I think they ruin the map somehow Would be nice to have a second version with custom buildings (QG + Community objects). In short words: very very very good work -
Schmalfelden, Germany Map
[GLT] Legislator replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
To be really authentic you shouldn't place flags there. There are no province flags anywhere. If you've got luck you'll find the national flag "somewhere". -
I've solved the problem! I've changed the class name and the radius: Now the mobile respawn works for the UH-60. I guess every vehicle typ has its own radius. Maybe you should make it a variable in the revive init as a new parameter the next time.