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rejenorst

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Everything posted by rejenorst

  1. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Will try to get another Chernarus mission happening when I have time :) Also on a sidenote: I finally encountered two suicide bombers in my mission. Fortunately for me and my squad mates I was to far away from the blast. Both blasts leveled two small huts, which I think absorbed most of the damage. (AI will place a detpack and detonate it if the AI has satchels.) May have to finetune that script in terms of proximity but I thought it might be interesting for when friendly AI/player enter buildings with suicide bombers.
  2. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    @Verde13: Thanks glad that's working! @Maturin, can you test this out and let me know if there's any crashes? http://www.rejenorst.com/projects/TC2M1.Chernarus.rar All lip files should have been replaced. Also replaced that RPG'er at the end who would duck down and hide. I will probably change the storyline briefing to take place after the events of my Insurgent missions and make it somewhat of a spinoff mission. The coding is sadly not as efficient as it could have been and is one of my older missions. Anyone wanting to stress test their CPU feel free to test. I will release is officially after changing the briefing etc and some minor touchups. @tom3kb: Cheers man :) I hope to make another 2-3 insurgent missions for that storyline but they probably won't be as nice as the first. @Muhahaha: I love it when that happens :) Its a rare but golden moment. The tank script is experimental in the line of sight code. it doesn't always work but when it does it's nice. :) The problem with Fallujah is that the buildings are mostly all ARMA1 buildings... meaning no dynamic destruction :( Which means having tanks will be less fun I'd say. Will experiment around with it and see.
  3. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Haha Cheers PendragonUK :D I will look into making a COOP version at some point. Btw when your legs get shot out there should be an action button that allows you to bandage your legs up so that you can walk again. I only tested it once ingame but it seemed to work. Anyone else confirm this feature working? I have noticed that medics/leaders sometimes don't respond to hurt/injured calls. I have been unsure as to how to get them to do it but the likely work around seems to be to put an action on the medics to force them to heal you. I will implement this as an option in v0.92. A word of advise :) don't rambo, stick close to your AI squad mates and if possible stay behind them haha. In the beginning you may have to run for the cover of buildings/walls if the enemy objective sectors are: 11,12,13,14 or15. I am also currently working on a version of martyrdom using the Fallujah Map v 1.2. The problem with Fallujah is the low number of enterable buildings but there are still large numbers of buildings with rooftops etc. Still running tests and will have to see how the gameplay goes (Will need more attack squads in this one I reckon).
  4. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    @Alex: Cheers man! Thanks for the feedback! I was worried that the mission might be boring for alot of players :) @McLupo: Ah phew (noch mahl gut gegangen) :D I thought it might be addon related, glad its not a compatibility problem with ACE.
  5. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Haha thanks man :) I am in the process of making a sequel to Hunted, but I spent so much time on th atmosphere in hunted that I think the sequel will pale in comparison :(
  6. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Hi Jedra, yea that will be the smoke effect in Steel Garden as I gave it a Nil variable which is a serious no-no. I noticed that using nil is a serious no no early on, so that problem should only occur in steel garden. Sorry about that. I will fix that up at some point soon.
  7. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    McLupo has played through the mission (martyrdom) with and without ACE modification along with other modifications, a list of which you can view here: http://www.picdrop.net/?v=arma2oa2011080310391.jpg Apparently McLupo gets an error message regarding handgrenade_west but he claims it rarely pops up and is not a mission braker. McLupo's review (if you can speak German), can be found here: http://www.arma2base.de/include.php?path=forumsthread&threadid=471&entries=0#post2835 McLupo mentions that the intensity of the mission is increased even further with the use of the ACE modification. As for the other missions I think their compatible as J Rock hasn't had any problems with them and ACE.
  8. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Thanks a ton for the feedback man! I was worried that the mission might not live up to expectations. If I do an update for the mission I'll try to do a more detailed briefing. Cheers :)
  9. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Hi Spotter, I haven't used ACE2 in any of these missions, however J Rock said that he had no problems using ACE2 with the missions however I don't know if it will work with the Martyrdom mission but feel free to test it out and let me know if it works. Thanks man.
  10. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Mission is ready for mirroring. Thank you. EDIT: ARMAHOLIC LINK: LINK Version 0.91: Martyrdom (@) v0.91 Feedback welcome including criticism as it might help me improve the mission(s) in future. Thanks
  11. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Have uploaded version 0.91 beta of this mission, please see changelog below. If anyone can give me feedback as to performance/fun factor/wishlist would be great. Thanks. Thinking about adding but would like some feedback first as to mission performance etc: -Occassional civilian traffic -Ocassional insurgent unit drop off via car -Ocassional insurgent car suicide bomb Changelog: 0.91 -Removed ALICE ambient civ module and made my own Civilian script, I believe ALICE module (or my improper use of it) was causing an occassional savegame CTD. Have not experienced a CTD since module was replaced with my own basic script. -Added suicide bombers (very rare, let me know if you experience it) -Alteration of scripts, general script fixes -Insurgents will now hone in on your squad's sector location and move into buildings within the area, this should hopefully utilize all enemy resources. http://www.rejenorst.com/projects/%5BSP%5DMartyrdom.Zargabad.rar
  12. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    MARTYRDOM I've wanted to make an urban combat mission for a while. These are a pain in the ass to make and there are plenty of better coders out there who could make much better missions like this than me but here is my attempt. Please note that this mission requires both ARMA2 and ARMA2:OA Performance may be an issue for plenty of people out there who already have FPS problems running Zargabad. Mission notes: -The tank script is highly experimental and more for cosmetics when its not actually being useful. -Please post your RPT log for the session if you experienced any problems, also please let me know what addons you are using (I generally don't support addons but some players have found addons to work ok in my missions, this one is more complex so I don't know if addons will work, test at your own leisure. -There are approximately a maximum of 50-60 enemy AI in the city at any time, I have created a dialogue control that kicks in at the start of the mission to allow you to set the number of enemies. The attack squad numbers are not included in that dialogue, there's around 10 infantry attack units that will attack from each objective as it is called. if requested I'll add an option to edit their number as well. If you have a weak PC you can lower the unit numbers but the dialogue will not allow less than 10 Takistani soldiers at the objective areas. -------------------------------------------------------------------------------------------------
  13. Ok tested it after exporting the mission to singleplayer missions and still get the error. Am attempting to backtrack on changes made in the mission to see if I can solve the prob.
  14. I am currently making a mission and occasionally I get a CTD when attempting to load a savegame with the following error: NOTE: I AM PLAYING THE MISSION FROM THE EDITOR. The RPT consistently displays the following prior to the error: Does anyone else get this error or know what it's related to? Thanks. I am not using any mods, here is the entire RPT log for that session:
  15. Yes. I am in the process of making the mission and playing it in the editor using preview, when I die I revert back to a savegame I took while playing the mission. I can save my progress and load it during the mission. On occassion however; loading the savegame causes a CTD. Usually it works fine. Am wondering if this is an error related to my mission or not.
  16. I am still testing the mission and attempting to balance it. I could export it for testing purposes and just see if the error pops up there as well. I am using ALICE civs and vehicles and Functions. Just to note.
  17. rejenorst

    Man say random sound

    Alernatively... dunno if this works in sqf, you can do: _ce = ceil (random 3) _man say format["af_attack%1",(_ce)]
  18. They move there during the mission (while ingame).
  19. Sometimes units get stuck on buildings or ruins and I am just wondering what's the easiest check/test and solution you guys have come up with? I am currently making a CQB mission and this is the last bit I have to deal with. I just need to run a check for friendly squad units and then maybe move them 5 meters away from the building or something. Let me know if you guys have any quick fix solutions for this. Cheers.
  20. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Spasiba :D Thank you.
  21. rejenorst

    campaign projects on hold or abandoned.

    The cause 2 - I am making some missions to try and complete a small campaign version of this but the story line is changing direction from the main characters joining the Russian army to fighting inside the ranks of the Chernarus insurgency while looking for a way out of the country. The original plan for the campaign has been scrapped though. Mission length was supposed to be 10 missions and will probably be more like 3-5.
  22. Have tried to get a variable tied to an ejected shell for the 7.92mm. I tried the following: _nObject = nearestObject [_unit, "FxCartridge"] _nObject = nearestObject [_unit, FxCartridge_762"] _nObject = nearestObject [_unit, FxCartridge_small"] But none seem to work. Anyone managed to get an ejected shell casing as an object? Am trying to make an intro script that focuses on an ejected shell casing.
  23. I am looking for someone who can speak Farsi or Arabic and has a good mic/preamp to record yells with minimal background noise. I am planning to make a collection of Arabic or Farsi and U.S. shouts for combat ambiance in my Zargabad mission. If you can send me a sample of you yelling one of the following would be great: 1) GO! (Yala in Arabic I think!) 2) Americans! Over there! 3) Open fire! 4) Quick! Get out of the building! my email is rejenorst@hotmail.com please pm me if you send me an email. Thanks.
  24. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    I have one of the AI members place a charge, once that charge is set it won't matter if you place one or not. I must admit I got a bit sloppy here, I didn't program them to do so as I went under the assumption that the occupants of the ZU-23 have been killed and that the next truck load of guys won't have the experience with it to organize an attack with it in time. I should have implemented it to teach forgetful players a lesson :D but I think the code makes an AI place one each time as far as I remember. Will do! Thanks :D I have made some limited adjustments to AI for CQB. Early results have ranged from poor to downright lethal, but I am still trying to make sure that the suspense of disbelief is preserved as much as possible and that the AI is somewhat consistent in its ability to act like it knows what its doing :) Since the mission area is random i have to test it a few more times to see what the best results are code wise.
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