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rejenorst

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Everything posted by rejenorst

  1. Voice no longer needed. On a side note, I recently finished a voice acting contract were my company was subcontracting voices out to individuals around the world and hiring out studio's in their vicinity. This model seems to have worked pretty well. If anyone has any acting experience, or experience narration or voice acting feel free to send me a few samples at rejenorst@hotmail.com The pay is usually not great but it would always depend on the contract(s), transport costs are usually factored in as well. Thanks.
  2. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    @tom & Domo: yeah I will need to double check the hunted mission. There does seem to be some inconsistency in AI behavior at times from one version to another which is annoying. @Humvee: Civilian Hostages? haha joke :D The AI can be random at times :)
  3. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    I will have to double check Hunted and maybe put another 2 lines of code in just to be sure the militia don't fire at your player character before the animation is done. I am pretty sure player is set to setcaptive true but I'll double check.
  4. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Hmmm. Are you using Arma2 or Arma2 combined ops? Also are you using any addons/mods? Also which patch version of ARMA2 are you using? Thanks.
  5. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Cheers man glad you like it :)
  6. He does however have a point in terms of quality control. In most cases we pay money to developers we trust in which case we expect a certain standard of quality. If people feel they have something worth selling they should seek the support of ARMA2 developers to integrate their content as a DLC package so that at the very least BI studio can do a quality check before anyone starts forking out cash. If however individuals or groups start charging x amount of cash for their work at random then we run into all sorts of problems with intellectual property rights as someone above has mentioned and plenty of pissed off consumers who bought the/a DLC content that probably didn't go through any proper channels of quality control. Personally and this is just my opinion, is that it will hurt the ARMA2 community more than it will do it any good.
  7. rejenorst

    User mission requests!

    I can try and make one at some point as I recently downloaded Duala. Will keep your request in mind.
  8. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Yeah enemies will sometimes shoot out of or in through the windows. The hotel however I don't think has any glass over the windows which makes it easier. Whereas a some of the OA buildings do.
  9. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Hi Mclupo! Glad you like it. The enemy is a lot more lethal now that I have them standing rather than crouching as well :)
  10. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Cheers man :) Would be great if they integrated some features from VBS2 into ARMA2 for building combat.
  11. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Ok. Well I have building clearance side missions working. Its far from perfect since the AI is not so good indoors. One thing I have to do is stop enemies from crouching in the hotel as I have them randomly stand/crouch. It semi works in the Construction site building but isn't so good in the hotel. This mission type will only occur is a hotel or construction site is nearby. At this point it takes a bit of imagination and you will be able to switch sidemissions on/off at startup. As for the sniper, I will have 1 sniper with a 50Cal spawn at the mission start but no waypoint will be made to him as sometimes he spawns at an inaccessible location (skyscraper rooftop). Instead a radio transmission will just notify when he's been killed. I could also put a timer on it and have an Apache take him out later on but am not sure yet. SrV5G5qVdbM .
  12. Am loving the fog effect in that vid and the background music theme is sweet. Really works well for the atmos especially the night time.
  13. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Hi McLupo :) Thanks for the feedback. The way I might do it with the sniper and house clearing is by including side missions based on Landmarks such as hotels and construction sites. If the sectors have a large building with more than 20 building positions I might try and script building clearance as a side objective. Side missions could be random and vary, including a sniper with a 50 caliber rifle on a high building top causing problems for the helicopters :) I just have to test everything out and make sure there are no major bugs or crashes and I will move on to side mission coding.
  14. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    That could be arranged :) I will need to experiment with it. I might make a script where there's a 50% chance that an enemy sniper starts on one of the inaccessible skyscraper tops or prone on one of the higher buildings. I would keep it down to just one sniper for now and just see how the gameplay goes. Might give him a 50 cal rifle (Russian version).
  15. rejenorst

    A long night of terror

    Not sure if this is a better translation for you?
  16. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Fallujah mission is coming along. Still need to do a few things. One problem I've noticed is that units inside or on top of destroyed buildings do not fall down. I could remedy that somewhat by using setposasl(?) on any units in the area of the plane bomb blasts. Also can't use ALICE vehicle spawn. Will try to do my own script version but it won't be as nice as ALICE's version I'd say. I would also like to create a civ traffic script. Main differences between Martyrdom amd Martyrdom Fallujah: -Player, allies and reinforcements helicoptered in by Blackhawk -Hot zone around which the 15 sectors are located is randomly set around the city's x,y position, that way the action doesn't always take place in one area of the city. -Option of additional Friendly squad, that squad will choose a random sector to land near and will also make its way to the objective. (Performance GPU wise is better than Zargabad). sXQQAp9nbK8 Potential concepts: -Am toying with the idea of command posts at larger buildings such as construction sites/hotel but I am unsure as to the function they would have. I may make it that the command sector will choose a sector with a large building in it that has more than 20 positions. Could be interesting for room clearance type ending. It would be random and I am not yet sure if I will do it or not but will see.
  17. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    @Trickster1982: Thanks for the feedback :) Glad the mission atmosphere went down well :D @Maturin: Hmmm I may not have replaced all the lip sync files correctly, I'll try to redo the lip files as I may have missed one or two. Also I need to double check if I have any smoke like in Steel Garden with a nil variable.
  18. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    :D The suicide bombers do shout Allahhuakbar before detonation but if you get close enough to enemy units they may shout stuff anyway including the above so its not exclusive to suicide bombers.
  19. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Cheers man :) Glad you liked the mission. For the heal action option, this will only come up if you can't stand and will only bandage legs to a point where you can walk again. There's a chance that other addons may override it... not sure. I will probably add an option to force heal when near medics if I make version 0.92. I would potentially be looking at adding: -Spawning some equipment at enemy command sector -AI medic forceheal action -Radio voice(s) for too many civ deaths -Option for increased enemy reaction times (at the cost of some CPU). -(Maybe) Option for heavily increased enemy reaction times x 2(at the cost of more CPU). -Possible Expanded weapon selection so the player can choose to start with other weapons rather than just the default spawned one.
  20. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Already implemented. you can set the fog distance from the dialogue box (top right option) (that's what's cutting your view distance in the mission. At the moment the fog is at 71% bu default. You can set it to anywhere between 0 and 100% but you'd better have a good PC if you plan ti run it at 0%.) :D Also be aware that sometimes the plane will not drop the bomb (forgot to mention this). This is the case when the plane doesn't have LOS to the target. In which case after a little while you will hear Crossbow call in to Crazyhorse that Crossbow cannot get a fix on target and the airstrike is cancelled.
  21. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Airstrikes usually get called in alongside friendly reinforcements. The airstrike may take place anywhere in Zargabad, meaning that it may be more than 500 meters away sometimes. Or even a few hundred meters behind you, taking out some guy you missed. And sometimes very close to you. :) if its to close your group leader will radio danger close danger close and any friendly ai near the site will run back away from the airstrike target area.
  22. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    The harrier drops bombs independently from your squad so the player can't actually call in airstrikes. I could have made a dialogue screen using an existing one I made a while ago to allow the player to call in airstrikes but I wanted to limit the scope of what I was actually trying to achieve/do/accomplish for the mission as I was running over my schedule for mission completion. I also felt that to many airstrikes would kill off the enemy numbers to quickly and thereby limit the effectiveness of the goals below: My main goals were CQB and allowing the player to duke it out at close quarters. The problem I saw in that was whether or not performance would be ok and whether or not it would be fun to experience a bit of asymmetrical warfare. I can add an option for player requested airstrike when player is the leader of the squad and is waiting for reinforcements. On a sidenote: If players want to make suggestions for storyline/mechanics of future missions I make, then I am open to that. I am currently looking to make a sequel to the Hunted mission and am also experimenting with the Fallujah map on occasion. I could seriously use some storyline/mechanics suggestions for the sequel to the hunted mission, it should fit in the scope of Yuri and his brother attempting to get out of the country but getting caught up with Insurgent forces fighting the CDF. Cheers.
  23. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    You need to kill as many Takistani soldiers as you can but if there's like 5 or so left then just head to the waypoint and wait. (Insurgents do not count as objective, only the TK soldiers). You should also be getting reinforcements within the space of 2 or so minutes as well when your squad has less than 8 men.
  24. Also try {unassignvehicle _x} foreach units groupname Where groupname is the name of the group of the units whom you want to disembark. to name a group, click on the squad leader and type in his init: groupname = group this.
  25. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Thanks for the feedback J rock & Spotter :) @Maturin: I will try and get you an outro version only next week. Cheers.
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