rejenorst
Member-
Content Count
427 -
Joined
-
Last visited
-
Medals
Everything posted by rejenorst
-
Have uploaded version 1.3. I'll try and upload a new video at some point soon as well. CHANGELOG: v1.3 *Fixed enemy units congregating around the edge of the city and doing nothing. they will now spread out around the city until the script moves them into buildings. *Fixed small pistol select issue. Choosing a pistol now automatically removes all equipment first so select it before a primary weapon. (Its a work around for now). *Enemy ground squads will occasionally send men into the building your in/closest to. *Enemy units now occasionally spawn and use static weapon backpacks. Mortar units will fire 1-5 shots then displace to another location while other static weapon units will setup and displace every 500 seconds. *Enemy units will now plant mines as well as detpacks. *Added Bradley tank and motorcycle to respawnable vehicles at FOB. *Added ability to call in airstrike once every 1000 seconds. *Added more polish to briefings/credits mission startup. *Bunch of small scripting fixes. *Added Norrin's revive script (Team leader unit can create mobile respawn point). *Enemy ground/attack squad numbers doubled based on difficulty feedback. *Adjusted 1 enemy spawn location which was to close to Zargabad.
-
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Thanks Mclupo :D Glad you enjoyed the mission :) -
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Cheers man :) enjoy. -
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
I'll take a look, I swear I've seen target prioritization commands on the wiki. EDIT: Armaholic mirror: - Jetset -
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
@Muahaha: The difficulty is pretty random but in some cases it can be pretty hard which is why I added around 4 wingmen. Make sure you fire off any anti tank and side winder missiles as you approach, keep your speed as high as possible, drop single bombs on target and fly straight on away from AA fire then repeat process. Also stay as high as you can. You need to get within 1.6-1.7km to see the building targets I believe. Additionally the mission will/should terminate if half your wingmen die, but I think you can still complete the objectives (Not sure and forgot about testing this fully.) @Variable: I'll send Big a message. Also could anyone who is interested or has some time to help me test out my COOP mission add me to steam? himmelstossen is my steam name. Usually I just test a few server / client issues and not the whole mission itself since testers will have huge pings due to my location being in Australia. -
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Ah exellent testing there! Thank you for that I'll put a notice up on the thread. -
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
I haven't tested the mission with any mods so am unable to tell you if its related to a mod or not. So far I've never had a problem with them taking off in Vanilla though so it may be a mod. I haven't got the beta patches yet either so perhaps there have been some major Jet AI changes in the new beta patches? Can you list the mods yours using and the patch version your using (ie ARMA:OA/CO 1.60 of higher etc). Also check your RPT file for any scripting errors. -
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Sorry I forgot the link haha: www.rejenorst.com/projects/[sP]jetset.Takistan.rar -
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Have uploaded a very short mission called Jetset. I only made it to test out some scripts and to muck around flying a bit but I slapped some voices on her and have uploaded it for anyone who wants a quick flight. The targets which need to be bombed are randomly selected throughout Takistan and will range between 2-3. Random AA defenses and vehicles will be spawned around the location as well as a small random number of interceptors at the enemy airport. You can choose any western aircraft (mission will check if you have the relevant config). Note that the SU25 has no laser so friendly AI pilots will not see the laser targets unless your flying U.S. jets. You can also choose the time of day and how many AI pilots you want to escort you. Again I stress, very very basic mission. Enjoy. EDIT: oopse forgot the link: www.rejenorst.com/projects/[sP]jetset.Takistan.rar -
Thanks Variable. :) Let me know if its shit/not fun or has bugs and what it needs to make it better. I might not get time right away to make changes but it gives me something to put on the to do list. Feel free to be brutally honest because I am a fish out of water when it comes to MP. Cheers. EDIT: also please note it takes around 1:20 mins for all AI to spawn so as not to overload the server (or so I was told). That's about the time it takes to drive into the city. In any case doesn't matter if you arrive early/late the city may just seem a bit empty is all. The action varies in intensity depending on where enemies are in the city.
-
Have uploaded V1.2 I think that will be the last version I upload for a while unless there are any urgent changes I need to make. I anyone has any suggestions or requests for alternate versions let me know. Thanks. changelog: v1.2 *Enemy respawnable ground squads will now increase based on player number (needs testing as I don't have that many friends who have ARMA2:OA). 5 players and above will spawn 2, 9 players and above will spawn 3 making the maximum AI unit count around 120. *Players can now grab M203 and hand grenades from the UAV terminal at base.
-
Have uploaded version v1.0 *Fixed setgroupid error on player connect. (Somehow missed it in yesterday's testing.) EDIT: Have uploaded v1.1 changelog: v1.1 * fixed Camera jerkiness for Satellite camera. Should be much smoother now.
-
Have uploaded version 0.9. Mission can be uploaded to Armaholic. If anyone has any problems with the mission then please copy paste the error from the RPT file. Thanks. changelog 0.9: -Ability to use Satellite camera from UAV terminal. (Very primitive script but you can control the camera via control dialog. Just move the dialog window into a corner. -Ability to leave group from join menu.
-
Have uploaded version 0.7. Changes: *Completed voice comm menu. ( Added the rest of the sounds and replaced some but I won't be adding any more sounds as the file is already around 1.8 or 2 megs. Want to keep MP filesize to a minimum.) *Menu at UAV terminal: Added a feature for players to join other player's groups (I still need to add a selection to leave group) *Have named the mission targets so that players can communicate which target they're going after. Current to do list: -Am working on a satelite camera accessible via the UAV or Stryker. -Need to set respawn delay to 7 seconds due to revive script. -Need to add an option for the player to leave group after group selection. -Each player is randomly assigned a groupID. This is local at the moment. Will make it global asap.
-
Have uploaded version 0.6. Fixed client to server task/marker sync issues and added a voice/shout communication menu. Please let me know if there's any problems. I'll be adding polish to this over next few days but feedback in terms of what the mission needs/could do with is appreciated.
-
Matthew's Scripting/Editing questions
rejenorst replied to Matthewkunx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use the addweapon command to add a weapon and addmagazine command to add a magazine. You will want to use removeallweapons command on the unit first if replacing all equipment or removemagazine or removeweapon. refer to the wiki for the proper use of the commands: http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 Usually healing is limited to the medic class. If you need to be healed while in a group (provided your group has a medic and you are subordinate to an AI leader then the AI will order the medic to heal you automatically). Otherwise you will still need a medic in your group and can order him to heal you when needed. Other alternatives are to place a medical BMP/HUMMVEE or any medical support vehicle in the area, then move to the vehicle and click heal. I think you select the unit and then press "F6" ? if I am not mistaken or choose heal officer out of the list of possible actions. Only if he's been scripted to join your team. Place a medic on the map with a support waypoint. (I assume your making your own mission(s) in the editor? I am not sure as I can't remember which one your referring to. I rarely pay attention to the hud lol. Not unless talking is scripted. Unfortunately this is impossible in ARMA2 but will be possible in ARMA3. -
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Thanks SuicideCommando :) I also have a similar COOP version of this mission up for testing, its in the beta phase at the moment and if anyone wants to try it I could really use some feedback: http://forums.bistudio.com/showthread.php?136243-COOP-Zargmout Also here is an ARMAHOLIC link for Martyrdom v1.1: Armaholic mirror: - Martyrdom (@) v1.1 -
Rejenorst's Missions [SP/MP/COOP]
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Upadted Martyrdom to version 1.1 *Fixed broken airstrikes (after patch 1.6 was no longer working so have found a workaround. Bombs are slightly inaccurate within 25 or so meters I think.) *Small AI Patrol script fixes/adjustments (improper use of the currentcommand variable fixed) LINK Version 1.1: http://www.rejenorst.com/projects/[sP]Martyrdom.Zargabad.rar I still have to fix Martyrdom 2 as well. -
Planes targeting lasers Patch v1.60
rejenorst posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi I had an airstrike script that placed a laser attached to an ammo box on top of a building and then spawned an aircraft which would target the laser and drop a bomb on it (The AI does this automatically). When I run the script in the editor with a few units around the script works flawlessly. Likewise the script also worked in my missions pretty consistently. However when I play the script in my missions the aircraft no longer targets the laser. Has anyone noticed any changes in AI aircraft behavior in regards to laser targeting with the 1.60 update? Thanks. -
Planes targeting lasers Patch v1.60
rejenorst replied to rejenorst's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok so I've got it working. Its rough and the accuracy is so so but the bombs get pretty close to the target (either on target or within 25-50 meters). I have it check for > 0.5 and then have the script sleep for a random 0.5 seconds and then use _plane fireAtTarget [_laser,"bomblauncher"] 0.6 is better (was spot on during testing on building targets) but sometimes the plane doesn't get that far in targeting (I've had to move the laser marker a bit so will test it again as it was to close to the building roof previously which may have caused some LOS problems.) Anyway hope his helps anyone wanting to make a rough Airstrike script using laser markers and spawned planes. -
Planes targeting lasers Patch v1.60
rejenorst replied to rejenorst's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just wanted to mention that I think I have found a workaround today (still needs further testing but I finally had some success.) For some reason inside my mission the airstrike script wouldn't work but outside of my mission when testing on a blank map with only a few units the script would work fine. Turns out that the plane was aiming at the laser target but not dropping the bombs. I don't know why but basically I ran a loop using aimedattarget command which returns how well the plane is aimed at the target. so when > 0 I have the script manually fire "Bomblauncher". So far looks promising I just need to test it out a bit more. -
ARMA 2: OA beta build 93296 (1.60 MP compatible build, post 1.60 release)
rejenorst replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Not sure if its worthwhile but a command that returns the last emitted sound from a unit/vehicle might be useful (if possible) for stealth missions or the distance from which the last sound (emitted from a unit/vehicle) could be heard from in-game. This may or may not be useful for scripting enemy audio perception etc. I am sure however there are probably other commands that require more priority then my suggested one. -
I am working on a SP mission that incorporates some of these ideas, basically its a Chernarus mission were the goal is to survive apprx 10 days of conflict on Chernarus. The mission will probably be presented as a series of recollections by the player. Its not going to be epic scale or anything but a 1km radius Area of Operations is randomly selected on the map and friendly + enemy AI will pursue random objectives on the map. There's no 'base' or production but friendly units will gain in skill level with each kill making them far more effective. The RPG elements will be reflected in character voice acting, I still have to experiment with kbtell etc. The missions are infantry orientated but the player won't really be given command but will be following his squad/platoon on their missions. When a mission is complete your squad/platoon will retire to the nearest village or setup camp which will hopefully give the player a chance to chat with his squad mates about the progress of the missions (provided all goes well with the coding as I am on a deadline.) The player will play as part of CDF forces fighting against the enemy insurgent forces (I haven't decided yet whether I'll throw Russia into the mix, (maybe for a follow up release). I am also thinking of having unit experience represented by the level of camo they apply to their face.
-
[SP/A2CO] En Route (v3.3) by Mad_Cheese
rejenorst replied to mad_cheese's topic in ARMA 2 & OA - USER MISSIONS
Downloading now :) -
This is a bit of a plug but I'm hoping you guys find it useful for adding sounds and music to your missions if not now then by end of the year: Hi everyone, I started a website a month ago. I have a voice acting business that's kind of more of a hobby than anything else. At this point in time the website is still under construction. Apart from eventually selling sounds I have and will upload a ton of stuff you can use for commercial and non commercial purposes, royalty free. The items range and will range from Sound Effects, voice acted sounds and music. Here you may be able to find a few things that you can use for your missions in Arma2 or other projects. There will be a huge content upload in October this year when I get back to Australia. In the meantime you can grab what I have already uploaded. (The content isn't huge yet because the majority of my stuff is at home in Australia.) If you appreciate the webpage I advise you to bookmark it for the future as it may come in handy. I am only doing limited advertising at the moment until major uploads begin in October and am in the process of testing the concept and seeing if people find it useful. You may not find alot of applicable voice work yet for your missions as alot of it is remnants of medieval game projects etc but this will change in October. You may however find some useful music files. All files are created by myself. I did my own campaign and mission a while back for ARMA called The Cause and Endpoint Mountain Thunder and can be found in the download sections at Armaholic and Ofpec. It can give you an idea of what I'm offering. Some videos of my voicework and music in user videos of those missions: http://www.youtube.com/watch?v=utXxOX0TTS0 http://www.youtube.com/watch?v=I-IqfOF5F8U the website is http://www.rejenorst.com Hope it helps. Thank you.