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mrn

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Everything posted by mrn

  1. A new sandbox, a new Dynamic mission! I was aiming for a rawer, tougher challenge than Dynamic War. However the original plan really wasn't coming together so what I've done is re-invent the wheel. There's (hopefully) enough changes to make it worthwhile playing. Using 3rd party modifications other than the required ones may cause undesirable effects. Or, be really cool! Be warned they may break missions. May I suggest using Chammys sound mod? I've played around with a few mods but this one really stuck, awesome! http://forums.bistudio.com/showthread.php?t=88149 http://www.armaholic.com/page.php?id=9049 I may do an ACE version at some point in the future but I have enough on my plate as it is without adding even more! Isla Duala Version Requires: Isla Duala http://www.icebreakr.com/islands/ Forum Thread http://forums.bistudio.com/showthread.php?t=88652 MP Compatible Fast Rope Addon http://www.armaholic.com/page.php?id=5791 Download: http://www.armaholic.eu/mrn/ID_Dynamic_V027.rar Have a look at the Guerilla War videos here for an idea of what it's like http://www.youtube.com/user/PlumpHelmetPunk Panthera Version (Older) Requires: Panthera Island http://www.armaholic.com/page.php?id=7468 BIS Forum Link http://forums.bistudio.com/showthread.php?t=86720 Littlebirds V2.1 http://www.armaholic.com/page.php?id=5952 BIS Forum Link http://forums.bistudio.com/showthread.php?t=74856 Download: http://www.armaholic.eu/mrn/GW_BetaV23.rar Armaholic mirror: - Guerilla Warfare (@) Please make sure it's the right version number before downloading. Cheers
  2. mrn

    Dynamic War

    Hi. I'm currently finishing off a dynamic campaign ported over from Tacrod and Sanctuary's work in OFP. It's mostly based on the Dynamic War template with elements of CCE <s> There isn't any radical new ideas from those missions but I got bored playing the official stuff and wanted to explore the island a bit more. The dynamic campaigns are a good way of doing this, there are currently 5 6 mission types with approximately 29 33 different locations and some random patrols courtesy of Kronzky's UPS script. </s> <s>It would be good if I could get a couple of Beta tests on it before I upload it for public consumption. </s> <s>Any takers? Please PM me if you're interested.</s> Normal Now requires this Armaholic link: http://www.armaholic.com/page.php?id=1044 Cheers Big and El nino Thanks to: Froggyluv b1sh0p mbv Kutya colligpip orlok Bootleg soldier LCD Lee NBSVieiraPT xxbbcc _spitfire Mathias_eichinger Kronzky <s>Still considered beta but more robust than before and certainly less laggy, I hope!</s> 0.91G Added outro win <--- aiming for "crappest outro ever" award! Fixed cadet chopper cam Added skiptime and random weather at mission end Tweaked S&D text AI group kills also improve "hero rating". Fixed a niggle in the airstrike script Maybe fixed radio disappearing after reload. THX firecontrol. Possibly fixed the Raid mission not ending, some lame scripting there... Tinkered with the how the stats change on the Raid mission Tinkered with the eventhandlers to fix simultaneous multiple enemy deaths causing issues Added a new action, a Heads Up Display that will only be relevant at night. ;-D Tried adding * = nil for variables that aren't needed on save. Added a medipack action Increased squads starting skill level, they still respawn as dunces. Fixed POW monitor script Fixed POW extraction Added, then fixed the soft lighting of the base at night. Should work after a retry. Tweaked intro Still haven't fixed the markers 0.91h Added 1 airstrike option earlier Deleted about 24 logics (therefore variables) and now use a trigger to capture different objects and their locations to set the missions by Because of this I can add more locations, so there's now about 8 more Raid locations,Patrol mission now has 17 different locations, Defend has about 30. Spawn Enemies should exit properly and I'm now "deletegroup"-ing all the created groups, this could be the cause of spawning failing after 8-10 missions because ArmA's group limit is being reached. I also suspect this is why the savegame is getting so big. If no option is selected at the beginning and the dialog remains up it defaults to Easy. Scatter scripts check if they're in water New Outpost mission with 7 locations (as suggested by troop, I couldn't call it FARP though, juvenile as I am the word is too close to fart. Maybe I read too much Viz when I was younger...) Most missions now require the player to be near the objective for the mission to end. No just using support to complete a mission. Added better armour spawning on some missions Livened up defend mission Added West groups patrolling the south Fixed APC and Chopper script not exiting Skiptime now more subtle Increased a couple of stats to increase main mission duration. Added a couple more music tracks 0.92a Fixed Defend town mission broken in 0.91h Added mission end if Officer is killed in Defend mission. 0.92b Removed spawning shilkas 0.92c Fixed ambush not ending, in theory... Added hint for seeing the medic before getting another mission Eject player units from vehicles before extraction disabled radio on chopper cutscene Less uaz's on Patrol mission on Cadet mode Reduced spawning enemy armour, it was a bit excessive! Scattered Officer more on Raid Removed hint if no airstrike available Artillery will arrive quicker Added 1 mag to AT soldier Added MG to group at start Action Loons @ base should no longer look at walls... Named all units that use radio and changed some of the text Tweaked the fleeing script Moved the western satellite base to speed the tanks' arrival Added 2 more Search and destroy locations Change UAZ to MG. Evac radio msg will appear when mission complete Changed mission complete msgs Added confirmation dialog for transport Markers should be neater 0.92d Added DAC and Grouplink 2 Rewrite and streamline of some of the spawn scripts for better looping and use of eventhandlers. Removed old effects scripts Removed Hud action, it was bad... Airstrike now drops 6 bombs not 8 The VIP will be scattered a bit so it won't be as easy to hit him with artillery if you're not near enough to spot him, hopefully this won't mean an endless search for him though. Tinkered with the insert and evac scripts Support scripts will now exit when the mission is ended by the player not when the mission objective is complete. Added civilians, player will lose rating if he shoots them Reduced the artillery shell count Focus will timeout, higher the rating the longer it lasts Kind of fixed pilot dialog 0.92e Added infantry dialogue, these units use a basic version of GL3. Available in POW mission only at the moment Moved 2 of the POW locations Removed the extra groups in the POW mission Rewrite of part of the POW mission Added General Baron's click effect for the markers Gone crazy with variables...just because I can. Rewrite of some of the radio messages Added the use of the mapfact radio, your group must carry one of these to use ANY radio options. Tinkered with the chopper scripts again, they're MUCH better...I'll get it right one of these days. Fixed Raid end action not appearing after reload...hopefully Fixed Ambush end action not appearing after reload...hopefully Tinkered with the persistant spawn scripts. Island should be a bit more lively. Now, someone in your group HAS to have a radio, if it's lost or the guy carrying it goes down you will lose ALL the standard radio options. This is on any of the missions. Quick test for you, shoot number 2 who will have the radio by default and open up the map, voila, no radio. Pick up the radio or get one of the AI to and the radio options come back, this means it's important to keep this guy alive or make sure you carry the radio to be able to call any of the support or even an evac. The AI will no longer join your group in the POW mission, it's a pain in the butt to try and organise all those dudes using the F11/F12 keys so now they're controlled with the dialogue. It's easier than it looks, honest! If you bring it up along the top are the group names: Alpha to Foxtrot, then going vertically down are the options to control them. If you click the move button for example, you need to bring the map up, click on the map and a marker will appear. The group will then move to that location. If you want them to move there quickly click fast, if you want them to hold fire click hold etc. 0.92f (unreleased) Fixed widescreen focus overlay Added dialogue to choose how to rearm Removed mission selection dialogue Extra wave added to the Defend town missions in case the civvies are a bit lively. 0.92G M4/Acog in the ammocrate is available earlier. Added mainbase troops to DAC 1.09 is now compulsory. No apologies made. Fixed defend missions, broken in the last few versions. Back to lively Fixed setradiomsg commands in missions More tweaking of the evac/insert scripts Tweak of the endspawn/delete scripts 0.92H Added a couple of weapons to ammocrates and changed the order you get them After the enemy base mission that location becomes a west base. Some support will then spawn from those positions. Added a new mission where the enemy will try and take these bases back. Support option changed slightly. Support now improves the better the rating. M113 and Hummers to start, >100 vulcan and 2 Hummers>200 m1 >350 another m1, hummers and strikers Infantry spawns from bases like the tracked and wheeled units NOw keeping track of a few more stats, total deaths, E and W kills, player kills and player shots fired. Added timeout message to difficulty dialogue @ start Added Intel action at one of the huts, has to be earned though Monitoring key units and vehicles at the base and will now respawn them at mission end Removed mission over if Officer dies. Rewrite of some of the persistant units Added markers indicating friendly bases Added accuracy bonus. If you're good enough you can earn 100 extra points per mission. This is received by rearming once a mission is over. Added abort mission option back at base for the Raid mission. Added Transport Helo. Using the dialogue this can be used as an alternative to the traditional helos.<---Removed for Anger Management issues Fixed the spawning unit problem on the patrol mission Fixed the move spawned unit script, should be more variation for the spawned units Hopefully fixed the unit and vehicle not deleting problem Changed most of the in game music More tweaking of the evac/insert scripts 0.92I Sorted the jumpout script Added mission specific music and tidied other music Tweaked the rating settings Fixed the Player EH broken in last version FIxed the missions played counter broken in last version 0.92J Added differential in mission choice script for whether it's at main base Added dialog at created bases for transport back to the main base, getting new recruits and transport for missions Fixed enemies spawning at captured bases Added ability to evac back to other bases 0.92K Close dialog on extraction after 30 secs Fixed the Player EH broken in last version when bulletcam is used More tweaks of looping scripts and deleting scripts Stop some units spawning at main base, it was getting a bit busy Fixed ammo crates not refreshing. 0.92L Removed GL3 references to stop conflicts with the SLX mod 0.92M Fixed temp base medtent deleting on purge if player near Fixed RTB from remote bases Added hint for distant reinforcing/rearming Tweaked bonus/accuracy monitor Tweaked rearming action, can now only be done after a mission like reinforcing I'm a bit rusty so god knows what I've broken now! Fixed no evac in POW mission if they're killed before player arrives Spawning a few more enemies from the Bases Tweaked DAC config Events, have a suspicion DAC units' eventhandlers weren't configured correctly Sprinkled some fairy dust over a few misc files, description.ext, briefing, mission files etc. Fixed too many units spawned in Armour groups Tweaked Artillery script Tweaked Base scripts New mission. Defend artillery. New mission. Attack artillery. New mission. Headhunter, go into enemy territory and kill at least 20 units. Rating has to be over 250 to access. Hasn't been tested as much as I'd like but as Arma 2 is on the horizon I thought I'd have a last stab at it. Cheers
  3. Apologies for the late replies. Arma is not a priority for the moment so any requests for updates are not ignored but I won't be editing anything for a while yet. Maddmatt Possibly, maybe... No plans to, I can't get my head around it I'm afraid. I think I set the default difficulty a bit high where the bad guys are more likely to use artillery. If you set it to regular, artillery should be less frequent. bwc153 If you can take these out you're a better player than me! (Not that hard TBH!) stegman Yes it would have made life easier and no it wouldn't I don't think. xxbbcc I haven't even got OA yet...once life has settled down a bit I can justify spending the money, time and effort on games again. MrRussell I can't remember why I did things in a certain way, I'm sure there was logic there once. Cheers for now :)
  4. @You_looking_at_me? Did you find a fix? Pretty sure that one's not down to me @JeffreyC It hasn't had any near the time I spent on the Dynawar but it should hopefully kill some time.:) @TheSteg It's not even out yet! Besides which there's still stuff in this one I'd like to finish off given time.
  5. Glad you only have the one. ;) :) Nope. There's two fuel tanks and I think it's the white one that has to be destroyed. I really don't have the inclination to totally rewrite the helo scripts so should I return it back to how it was in Dynawar? Or I suppose I could have both in, old style with the pilot and blackout on landings as well as the new Fastrope style then it's up to the player which method to use. I will go back to this at some point, I'm just waiting for the Beta to turn into a release candidate which hopefully won't kill my game. Cheers
  6. Just after I ran some benchmarks! Anyhoo using this: http://dev-heaven.net/issues/1745#note-30 Ran 3 times and used the last result. Avg/Avg Low/High/Low 1.05 22/13/38/4 60826 22/13/32/4 Exthreads=0 21/11/39/4 Exthreads=1 20/10/31/2 Exthreads=3 20/12/37/1 The key here is the lowest figure, on the later patches my game will just freeze for a split-second then carry on. This never used to happen and is unpredictable. Same results just having a quick play in the editor 70256 "felt" a bit stuttery on Exthreads=0 and anything else was unplayable due to the freezing. Resolution:1920x1200 Viewdistance=2393 Texture detail = High Video Memory=Very High Ansio Filtering=Very High AA=Disabled Terrain =Very Low Objects = high Shadow = high PP = Disabled Hope that helps
  7. Unpredictable pauses still present for me which aren't present in 63826 And run in Vanilla mode.
  8. Yup Copied and moved to another location for my own peace of mind. It would have been easier with one bigger USB drive but I had an 8gb one already and got a 4gb one free with something which is why I've done it like I have.
  9. This is my shortcut Run .exe from HDD Copy official addons and language pbo's to L (USB) drive Copy other addons to M (USB) drive General load times are quicker and texture/LOD loads seem smoother, for what it costs it's worth a go. Worked for me :)
  10. Done on purpose so the player doesn't have to hunt down one remaining unit for a mission to end. Me too bud! As long as people play 'em I'll try and keep them interesting. And working, lol!
  11. Just to confirm...I was talking crap! Still have horrific slowdowns in vanilla game too.
  12. West Sometimes things are as simple as it seems. Not of my doing however I think it's something to do with your shadow settings in the video options, set it to high or above to fix it. It's because the squad hasn't got radios to start with, has been noticed and fixed in the next version. It's a game quirk, I've tried to compensate but not always successfully.
  13. Yeah, it appears I was a bit vague with the conditions, if the chopper is still drivable but the pilot is dead it won't refresh. Blowing the chopper up should fix that! I've changed it in the next version. My bad, nice catch thanks. Thanks for the feedback.
  14. After I confidently stated that I've played some more and it's not the case.:( I haven't been playing much recently so I've just spent the last few hours trying the last few betas with a simple test mission on Utes using a few squads of infantry. Hardly a scientific test but here's my quick impressions, all FPS measured with Fraps with Task Manager open, no discernible difference between versions on CPU usage and tried a few runs just to make sure the textures were loaded. 63826: The best performing, aiming "feels" snappy and consistent FPS 69645: Looks nicer for some reason, aiming "feels" a bit heavy and intermittantly get a FPS bog-down where it slows to around 3FPS 69782: Again, looks better than 63826 but aiming "feels" heavy again even though the FPS is the same. The major problem is the bog-down is even more severe, dropping to 0/1FPS for a few seconds then continuing. Tried to find a pattern but it's too random for me to tell. Unplayable and infuriating. And I was going to post all that ^^ then remembered I wasn't actually running a vanilla game...:o So, tried again. 63826: The best performing, aiming "feels" snappy and consistent FPS 69645: Looks nicer for some reason, aiming "feels" a bit heavy but NO major FPS bog-down 69782: Again, looks better than 63826 but aiming "feels" heavy again even though the FPS is the same. No major slow-down I've been at this for 2 1/2 hours now so it could be purely my imagination and frankly there's got to be better things to be doing with my time but I have a hunch that when I was running a sound mod (CSM to be precise, although not blaming that one I don't have another installed to try) I got the major slowdowns, no sound mod = no major slow downs on the last two beta's although it feels heavier to play. Can anyone else verify this or am I just talking crap as usual?
  15. @ NoRailgunner Oh yeah, forgot about that. Thx. @ ladlon Hurrah! ;) I don't think I need to rework the whole thing, I've removed the camera and the player can at least crawl around as is standard BIS wounded module. @ Zothen Got to love choppers sometimes.:rolleyes: I'm using an "off the shelf" script set for the chopper transport so it does have it's quirks, I've never had anything remotely like the situation you describe though. The chopper will respawn at the general refresh once a mission is fully completed back at the base but only if the pilot is dead. So this is another scenario I need to try and work out. Thanks for the feedback. @ dondaddah At a guess the islands aren't loading up? Can you select them in the editor? V0.28 isn't out yet, the changelogs were to show what I've done so far (not much) and to pander to ladlons lunacy. :) @=KCT=BlackMamba Thanks. :) @ Kommiekat Yup. :) The readme's a mess I know but it's better than nothing and the mission is reasonably straightforward once you've got the basics but hard to explain. Cheers
  16. Slower - it runs a little bit slower, no new crashes or stability issues No crashing, alt-tabbing fine but very erratic framerates. Average on 1.05 25-30 consistently, with this beta average seems to be 20-25 but with occassional (5-10 seconds) drops down to 1-2 fps which make it unplayable. Tested on Chernarus and third party islands in editor and vanilla missions. Shame because the AI seem much better. System in sig, ATI Cat 10.2, will try 10.4 see if that helps. Installed 10.4 and slowdowns have been eliminated. Average is back to 25-30 with beta.
  17. Yep, I downloaded it again to check. Please check the last post It looks like CSM has changed since I first started the thread, shame. Seems bizarre you have to use ACE for a soundmod but there we go. Try and find an older version of CSM. and that is waaaay out of my remit. FWIW I did try six installer and it's nowhere near as complicated as it first looks but you need to post in the ACE thread about that. Quite possibly, I suggest you take it back to where you bought it from and get a refund. ;) Srsly, I'll take a look at some point. :)
  18. make a folder called @FastRope make a folder inside @FastRope called addons put the norrn_dbo_fastrope.pbo in there Yep, if you've been on a Rambo rampage and destroyed huge numbers of enemies then carry on. Otherwise my advice would be to start again, I know what you've saying about immersion but jeez, playing with a pitch black screen all the time would do my nut in. Which means I need to think about that. Yep, it might do. From the latest changelog :D
  19. Yep, you can call it whatever you like as long as you call it correctly in your startup shortcut. The easiest way I found is to have: @islands;@units;@vehicles;@misc as a minimum then I know everytime where to put new addons. Then if you add something else you're not sure about, like a soundmod, give that it's own folder and it's easier to delete. Just remember to create a folder inside the @whatever folder called addons for the game to recognise it properly. Eg-@whatever\addons\your files go here Dude, you have a lot of patience. :D Just start the mission again! Without checking for sure, I think you can yes or just wait until you get to the original destination and start again. Yep, I haven't played this for a while but I'm probably just dumping all the units out in one go, probably could be more efficient. Cheers
  20. @Kommiekat from the readme Have a look in the building you're looking at where you start to get a mission. The transport has changed slightly as you no longer need to see the pilot to get transport just get in the chopper and use your action menu to control where you want to go. If you're still unsure have a look at AmnesicJacks videos linked in the first post where you can see the whole process in action. It's not that hard once you understand the basics. @MadRussian The whole capturing thing seemed like a good idea at the time of producing the mission initially but has been a pain ever since but now I've got it working I'm reluctant to bin it. You can still press 5 then 4 on the radio menu to get a medic and he will come and revive you. The idea of the delay is to give a chance for one of your team mates to come and revive you, if they're all dead that's when you get captured...ish. I need to scratch my head about that one. I have no system in place to ambush the player on the way back to base after being captured, I suppose I could but there's normally plenty of bad guys around to spice things up it just depends whether you bump into them. @ladlon 1) Good 2)Have you got it installed yet? 3)This has been around since OFP, if you select F2 then use the radio to get him to report status (5/5) he'll then lose the red colour if he's not injured. The rest...no flashlights, no lights, nada! Them's the breaks. However I think I set the Duala version up so you'd normally be rescued in the daytime. There's no such thing as a teleporter soldier! ;) Everyone's got an opinion on this but I find it more immersive if you experience the journey, you may find you get shot down, crash see something unexpected or even have a normal journey like most of them are. @ Manzilla Good to hear it survives extra addons. :cool: Cheers
  21. @ Darkhorse I just had a quick look in the editor and it appears to be ok @ ladlon Yep you can run modfolders to avoid conflicts have a look here: http://community.bistudio.com/wiki/Modfolders FWIW I've just downloaded the latest versions of both islands and stuck them in the same folder and the game loaded fine so it looks like Ice has fixed whatever the problem was. Ummm... I don't think I set it in the mission, that's set in your video options under terrain detail. I normally play without grass though for performance and paranoia reasons, I like to see what the AI does. ;) I noticed the players group doesn't start with a radio after seeing AmnesiacJacks videos on youtube which means the player doesn't get radio messages about why things aren't happening so apologies for that, I'll put a fix up soon. Any other bugs I should know about? Cheers
  22. Good to hear. :) I would suggest trying the Isla Duala version, the Panthera version is quite old in comparison so the African version has a bit more development in it. Also I haven't tried GW with the latest version of the island so there may well be problems with placement of things. If the errors you get are when you quit back to the main ArmaII menu I don't think I can do anything about that, the errors you are seeing are because the island doesn't have a menu animation associated with it. I could be wrong mind... The missions have been edited with the listed addons only, if you add additional 3rd party gameplay mods you may find things behave weirdly, missions may not work or end or it may be a lot tougher than I intended. I am a bastard so the missions are tough anyway! :D I notice there's a new beta patch of Arma now so I may go back to this in the hope the AI stuck in combat bug has been fixed. Cheers
  23. Thanks for the feedback ladlon. Always good to hear how people get on with the mission. Out of curiousity was that the Panthera version or Duala?
  24. mrn

    Dynamic War

    Hello b9AcE In a word, no! :) I've been busy trying to earn a living so games are a low priority. There was an update to the ArmaII mission I was tinkering with but as I got no replies on the thread I've assumed people have moved onto something else. That's good to hear...I must have put hundreds of hours into that mission so it's always nice to know that it has some replayability. I may go back to this version but I did boot it up and try it quickly and got reminded of how much like hard work it was and since going self-employed I have to be more disciplined where my time goes, which isn't on editing games unfortunately. I'd rather spend free time on enjoying what I'm doing with the game. Thanks for the message.
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