Snake Raper
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Everything posted by Snake Raper
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[SP] Punishment Battalion, scored 9/10 at Ofpec!
Snake Raper replied to leehunt27's topic in ARMA - USER MISSIONS
>>>>>>>>>>> Spoilers I rather enjoyed the mission as it made me go into survival mode right off the start. I fell back on my OpFl Res days and began taking every weapon and ammo bit I could and stuffed them in vehicles. I found that by the time I attacked the armoury in Bagango, I really didn't need anything there. I found that the clusters of 3 UAZ MGs scattered about were a little on the "fake" side as they were on each other or on another object and very unresponsive (maybe I was just real sneaky). I spent large amounts of time wandering the roads in nothing more than a UAZ and was only engaged by a Heli once and a soldier once. The roads were very empty as I found that the QRF vehicles (M113, T-72, BMP etc) were driving across open ground and often overturning due to terrain. This meant that I didn't really have to fight them and only engaged a T-72 and BMP (other than the QRF that came to Bagango when I attacked the armoury) while on "patrol". Once I had the BRDM AT, well it was over for any armour at Pita as this gave me the ability to get into the base and take the T-72 which ended the game (you can repair and rearm through the wall without exposing yourself to the tanks on the runway). Not sure if it was intentional but I would suggest moving them farther away so one cannot "exploit" them. By ending the game, I mean I just drove about and shot or squished everything I missed the first time through. Although I had several close calls in the BRDM with RPGs flying about. Again, I really enjoyed the mission but it did feel a bit "sterile" at times. Thanks for your work and time spent. -
The problem with most dosimeters you are apt to find in a combat environment require a reader, meaning they don't give instant indication of radiation. Those that do, generally are one use and dispose. I like the idea of a geiger counter (meaning I like the radiation too), as it can be used again and again. I don't think the radiation should move or be traceable in the sense of it being plotted on the map. If you could make 5-10 radiation zones that spawn somewhere random (or have a random probability of being present like the ammo and 4x4) and leave it up to the player to find them. Make the geiger counter cost some money and a rad suit cost more money, and you could make the rad zone missions worth it, and you have a real nice side plot/goal.
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Ah, the sweet smell of progress, I was getting worried for a bit there.
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I had a quick go at it last night, noticed the fixes pretty quick. Happy I can now rescue survivors, but what was funnier, was that my buddy and I could steal them from each other. The option to rescue still shows when they are already rescued (and when they are dead), was this intended? I like the random fuel, we ran out once but it was in camp so it was not a big deal. Could have been though, and that is the good part as it adds that element of 'don't run out of gas, don't run out of gas, aw crap <insert squishy brain sounds>'. Good stuff, keep it up.
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Just a quick note on fuel. In most car like vehicles, .01 = ~40 seconds of fuel. In most large military vehicles .01 = ~1m20s of fuel By rough extrapolation, .1 = ~ 6m40s, 1 = ~1h6m40s. Fuel use seems independent of speed, you get 40s if you are slow (Q), average (W) or fast (E) so you can get farther at high speeds with the same fuel, which doesn't make much sense but there it is. The time does not however run if the engine is off, but will if the engine is on and the vehicle is not moving. To my knowledge you cannot add fuel (like add .1 to .01 to get .11), just set the fuel level. I am making a mission where fuel is important, which is why I did the testing.
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They should attack you as soon as they see you. They have the same detection as other AI, meaning if you look at them, they are more likely to attack even from relatively long ranges.
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While you're at it you can get 1.12b. I thought you were looking for something other than the vanilla wood fence made of sandbags. Not sure why they called it that, but it is consistent with the other odd names.
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The VTE mod has some decent sandbag walls, but it has been a while since I played with it.
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I would have to agree with you there. One of the things that make most add-on units hard to use, is that they become too specific. Generic versions of any specific group/unit people will always be a bonus because of versatility. Love everything so far though.
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Is it possible that the gunners are getting a negative rating from killing the zombies and being shot for it? Sort of the same way you notice you are "red" when in a vehicle. I have been shot out of a vehicle by a survivor and I thought it was a fluke caused by him shooting a zombie behind me, but nope. I was the only one in the area and he shot me dead in one deliberately. This was in an MP session with my buddy hosting on a non-dedicated machine. I have noticed that AI can have difficulty seeing through wire fence or barbed wire, as if the model is solid with very small gaps of opportunity. This maybe why the zombies can sometimes get in easily, the AI gunners can't see them and thus are not tracking them. Or they see one, turn to look and miss another coming in until too late, the other gunner opens on it killing the first one who was oblivious to the whole thing.
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As far as I can tell about the own troops attacking, it is your rating relative to them. The Yomies have a rating of -50000 so they are enemy to everyone yet they are still technically on the independent side. If you are playing on the independent side as well or are BluFor and have them set to friendly with the independent side, killing one gives you negative rating. Just as if you shot one of your own men. I got around this by giving myself a rating of 50000 so I need to kill a lot of them (and I do mean a lot) to have my rating drop down to where I am considered an enemy. The strange (or perhaps not so strange) thing is that it doesn't matter how many my teammates kill, they do not attack each other. Essentially you can also rig up a script that gives you a positive rating when you kill them, similar to earning money for it. At least these are my observations.
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Outstanding.
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Damn, I can't wait to try this new stuff out.
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I was hoping you would bring up Fallout, it is well suited to this. So many things are possible and so little time to work on them.
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Just did a really quick play with your new stuff, and I do mean quick. Loved the walls, the tall ones were very impressive, but very hard to line up in the editor with the tank icon representing them. The women look real good (not sure about the earrings ) and I hope you get everything figured out for them. Oh and the pipe bombs were a nice touch. The "New Order" units are looking good as well. Without the armbands and ski-masks these could also work as PMCs. The propane bomb produced an error stating that the .paa was not present. Really good stuff, I have all kinds of things lined up.
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I did a few missions and they all worked fine for me. The only thing (as I mentioned before) was that you couldn't get a mission end trigger while in a vehicle. Was it possible that you were in one and it maybe timed out?
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The women are looking awesome, can't wait. I did a little more playing with the units and I found that many of them had no pistol textures when one was drawn. I was using the BIS M9 taken from the US weapon crate and only: Advanced Gear Green Fighter Advanced Gear Fighter Advanced Gear Hood Heavy Fighter Advanced Heavy Fighter Advanced2 Heavy Fighter Backpack4 Light Fighter T-Shirt Light Fighter3 T-Shirt had visible pistols in hand. The rest, the weapon was in the kit list, you could select it, the animation was there to draw and you could even shoot (casings came out of the air and there was a bullet strike), there was just no pistol seen.
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She looks pretty good so far. I was playing a bit more with your last "publish" and I noticed an odd movement of the "chest rig" on light fighter3 T-shirt. The 4 pouches move in and out as he walks while the same set up on light fighter army webbings2 does not.
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Women that throw exploding teddy bears, I think you will win the originality award for this.
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Still liking the variety, I like that you have changed the names so that they are easier to figure out in the editor. The Winter 2 soldier has a hood clipping issue, but that is all I noticed in a first look at all of the units. Nicely done. I don't have much confidence in a medic who is wounded though .
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Looking really good, can't wait.
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Nice units. I am putting to work right away, there is a lot of flexibility in them. I noticed that there were some "models" that only had a few (or one) versions so I have a request. More units similar to riflemen 19, 22 and 23 see below. Rifleman 19 has a good look for something similar to a PMC and well armed civilians. Rifleman 22 looks like an actual military troop from a non-specific country/unit or a well organized civilian militia. The hood is more suited to a sniper or colder environments, so some without would be appreciated. Rifleman 23 is colour/kit matched for desert warfare and can fit well with civilians operating in that environment. Again some without the hood would be appreciated. You know, when you are not busy with real life and all. Good work so far.
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Quick response you had there. I figured the staring thing was something to do with the AI vs terrain, just seeing if something was placed to force it as it does lead to a potential exploit. Supply trucks will come and replace the gunners who died then one can wait for them to die again, take their weapons and sell them for 24000 each at the smuggler (they have M4 aimpoints) and keep doing it. Each supply run results in not just the basic reward, but the basic reward (which includes the 1000/gun without ammo and 2000/gunner replaced) plus 24000 x (up to 6 potential weapons) for quite the pay out. Given that it seems that the base cannot keep the patrolling soldiers alive for more than 24hrs (by midnight in two tests they were all dead except one in the depot), there is a lot of money laying about in the early game. Of course this could lead to a PvP war over the spoils, which could be its own kind of fun. I love the idea of keeping the base supplied since it is an important place to hold as it has all of the good vehicles and weapons. But as you can see it can lead to exploitation, if someone were as curious and greedy as me.
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Evening, love the new features. Can't get enough zombie killing, it seems I am addicted. The addition of more vehicles to the roads has caused me to panic more than once and result in having to run out of a hot spot trailing zeds. The sounds of the survivors fighting in the towns every time I drive through was music to my ears. Couple of questions. I noticed that in the military base in the quarantine zone, they are always under attack. I saw that one of the guns was out of ammo, so I decided to make a supply run. As soon as I got there, the base was under non-stop attack, I think I am triggering them to spawn by staying in the area. I chose to stay and help fight (and pilfer the weapons of the fallen) but I think I am causing more problems. I also noticed that not all zombies attack, some have chosen to challenge the troops to a stare down: Pic of stare down When they all do this, it becomes a matter of not shooting anymore lest they get angry and finish the job. Once all of the moving zombies are dead, they seem to spawn and just stand there, or run to join the mass pile-up at the gates (all gates can have this happen). I did one of the side missions and it seems that the end trigger will not "fire" if you are in a vehicle when it determines that you have succeeded. I had to get out and wander a bit for it to work. I had a save game at a good spot and tried it a few times, every time I got out immediately, it worked but I could sit in the vehicle or drive around for 5 mins with nothing. Still a crowd pleaser, thanks for the time and effort you have put in.
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Just found this mission/mod and played with it over the last 2 days, I really like it, a lot. I was never much for zombies, but it adds a really nice atmosphere to the game, so I am converted. Just some things I have noticed in playing, not sure if some of it is intentional or not. Please take them in the helpful way in which I intend, I really do like what has been created here. -After the first "day" I never found another survivor. I found a grand total of 6, 2 in Corazol (plus one dead) and 4 in Paraiso and that was it. I have played in game for seven "days" so I was unsure if the number of survivors is fixed at the start of the game or if they respawn over time. I did find the body of a survivor on the second "day" so I have since gone from rescuer to weapons smuggler. -Vehicles are too easy to find near the start point. I bought a little crap box and drove it all of three blocks before finding a police Land Rover that I drove in its mostly broken state for four days before finding an army 4x4 loaded with ammo (I drove real careful so as not to break it for good, best driving test I have ever had in the game). I don't think there would be any vehicles left that close to the safe zone, one could even assume that the ones being sold are in fact all of those recovered within town. -Within ten minutes of entering the Q Zone, I found a dead survivor and retrieved his AK which negated the Glock 17 I had just bought. It is too easy to get a high ticket item right at the beginning of the game. -The two above come down to perhaps a lucky start where I was able to get an assault rifle and a powerful 4x4 with almost no effort. I think that the initial area around the zone should be vacant of vehicle and weapons but be crawling with zombies. -When you use the gun on a vehicle (army 4x4, BRDM-2) you do not get a kill bonus, not sure if this is because of the change made so that you cannot get kill bonuses from driving over them. Not that it really matters, there are enough to get cash from the good old fashioned way. Just mentioning it in case it was not intentional. -Not all weapons can be sold at the smuggler. The USP, USP sd and Kimber 1911 are some examples that cannot be sold there or at the outpost. Not that I need more money, once I used the smuggler, I ran a dozen M4A1s (over 3 runs) and raked in enough to take care of my vehicle and weapon needs (ammo is easy enough to find with the army 4x4s). If possible, I would suggest placing some kind of limit on weapons allowing them to regenerate in random amounts within random times (I don't script so maybe this is beyond possible). -I played in SP, so maybe in MP things would pan out differently with people all grabbing the good stuff before you can. I am going to start again and do a couple of personal tests for fun, love what has been done to date and I am really looking forward to those side missions.