sphoenix
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Everything posted by sphoenix
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Here to bring you yet another PvP mission! This is the mission following SSO1, it kinda has a story to it, but it's a bit irrelevant. Unless last time, where you had to blow up the objective, it is here a zone capture mission. Gentlemen: South Sahrani Operations 2 Mission type: VS-OP up to 24 players. Objective: Capture Pesto from the hands of the RACS. Language: English. Map: Sahrani. Time: Afternoon. Weather: Terrible - pouring rain. Side: BLUFOR & OPFOR. Play time: 20 minutes to 1 hour (Choice given). Addons required: EditorUpdate102. Arma version: 1.08 or above. Yet again, here is my very own piece of scripting. It uses, however, Kegety's Spectating script. This mission is special to me because I spent a lot of time decorating Pesto to make it look like a fortress. Want a peek? (Large images) Introduction: After attempting to sabotage the Southern capital's anti-air defense system, forces are getting ready to fight from each side of the border. There is no doubt a conflict will break out. But the SLA isn't ready to face the power of its enemy yet. Beforehand, they need to cut the RACS' head: get rid of the tacticians, all regrouped in the fortified base of Pesto... <span style='color:red'>Download</span> available on Filefront (no registering required). Size: < 1Mb Filefront mirror: Download
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Updated download link for Call Of Duty. New version changes: - Sun is now in the back (no blinding) - Engineer will follow and board the M113 - Ending fixed (shorter) - Battle sounds removed. Thanks to shark attack from OFPEC for his kind testing
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You can visit our -=BAC=- server (type BAC in your filters) To attract people we can have Domination on our server, but we also have a nice selection of coops. Just ask for it to an admin, or help yourself if there is none Note: server's running 1.09beta.
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Hi guys! Yet another mission delivery. This is a little special because it's not a coop... It's what I call a Versus-Op. It's more or less Team V Team, with realistic objective and a good need for tactic. In general, one team attacks and one defends, but not necessarily. This is really a clan match-oriented teamplay. I created them to play with a friendly clan named [HLW]. It's a set of 4 missions, and a 5th one is in the making but with a totally different kind of quality (a lot more upscale). They are called: South Sahrani Operations This is a really simple mission, but it can offer a good game. I know I had a blast. South Sahrani Operations 1 Mission type: VS-OP up to 24 players. Objective: Destroy an AA system and its ammunition. Language: English. Map: Sahrani. Time: Evening to night. Weather: Clear skies. Side: BLUFOR & OPFOR. Play time: 20 minutes to 1 hour (Choice given). Addons required: None. Arma version: 1.08 or above. No famous script featured... only my own scripting. Be warned: the mission won't end. It clearly shows which side won but I can't get the mission to end. It's good enough for game scrims though. The admin just has to stop it manually. Introduction: Threats of terrorist attacks ruined the peaceful atmosphere of Sahrani. It also ruins, unfortunately, the invasion dreams of the SLA. They now need to reduce the reaction capabilities of the Southern forces.First, they need to regain control of the airspace. The SLA will try to improve their chances by destroying the Anti-Air system protecting Paraiso... <span style='color:red'>Download</span> available on Filefront (no registering required). Size: < 1Mb Filefront mirror: Download Armaholic.com mirror: Download
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New coop for you fine gentlemen! This one is for a lot more people - 24 people. The Compound Mission type: COOP up to 24 players. Objective: Find information and destroy a weapons manufacture. Language: English. Map: Sahrani. Time: Early morning (Choice given). Weather: Clear skies. Side: BLUFOR. Play time: 2 to 3 hours. Addons required: None. Arma version: 1.08 or above. As before, it features norrin's Revive script (AI-disabled) and Kronsky's UPS. However, this one is a lot more towards enthusiastic coop players and therefore features heavy scripting and will require good teamwork and leadership. To make the whole thing a lot more alive, I have added many many voices (which accounts for the heavy mission file). You can watch how they're integrated in the mission with this video: I've released this mission a LONG time ago, but it was very bugged. I now cleared it of all the bugs (hopefully...) and improved the scripting. And I think it didn't have the revive script back then. Introduction: The war that once opposed the two nations of Sahrani is now over. Yet, what we thought to be a long peace may just be a pause between wars. Our most recent intel shows the enemy has finished building a compound of weapons manufacturing. Such a compound is deemed a risk for the South Sahrani country, and therefore it was decided to lead a preemptive strike on the compound... <span style='color:red'>Download</span> available on Filefront (no registering required). Size: 5.87Mb Filefront mirror: Download
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Some pics from an already released mission, and a WIP mission, both from myself... Defending Benoma http://pix.nofrag.com/e....mg] Defending Benoma 2 http://pix.nofrag.com/b....mg] Incoming air support http://pix.nofrag.com/2....mg] Fire at will http://pix.nofrag.com/0....mg] Careful steps http://pix.nofrag.com/a....mg] Addons used: Zerg63's Woodland BDUs, RHS Vehicles.
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Those are quite amazing hangars you are making. Already a first necessity addon
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I say thank you and Happy Birthday! Very nice work man. I'm really glad to see those are coming real
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The sky isn't from ArmA - is it?
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Hi everybody! I'm currently making a PvP mission in which a side has the opportunity to launch a Napalm air strike, using a script I found on ArmAholic. To that purpose I made a script where the leader has to click twice on the map to define the direction of the strike. Here's the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hintC "Cliquez sur la carte deux fois pour definir la frappe aerienne"; onMapSingleClick " ""airstrike1"" setMarkerPos _pos; onMapSingleClick "" ""airstrike2"" setMarkerPos _pos; onMapSingleClick "" "";Defini = true; true""; true;"; hint "Frappe aerienne en cours."; waitUntil {Defini == true}; _dir = acos ( ((getMarkerPos "airstrike2" select 0) - (getMarkerPos "airstrike1" select 0))/sqrt( ((getMarkerPos "airstrike2" select 1)-(getMarkerPos "airstrike1" select 1))^2 + ((getMarkerPos "airstrike2" select 0) - (getMarkerPos "airstrike1" select 0))^2)); Plane setPos [(getMarkerPos "airstrike1" select 0) - 1000*(sin _dir),(getMarkerPos "airstrike1" select 1) - 1000*(cos _dir),200]; Plane setDir _dir Plane move getMarkerPos "airstrike1"; Plane setVelocity [100*(sin _dir),100*(cos _dir),100] Plane flyInHeight 200 Bidon1 = "Barrel1" createVehicle getMarkerPos "airstrike1"; Bidon2 = "Barrel2" createVehicle [(getMarkerPos "airstrike1" select 0) + 2*(sin _dir),(getMarkerPos "airstrike1" select 1) + 2*(cos _dir),0]; Bidon3 = "Barrel3" createVehicle [(getMarkerPos "airstrike1" select 0) + 4*(sin _dir),(getMarkerPos "airstrike1" select 1) + 4*(cos _dir),0]; Bidon4 = "Barrel4" createVehicle [(getMarkerPos "airstrike1" select 0) + 6*(sin _dir),(getMarkerPos "airstrike1" select 1) + 6*(cos _dir),0]; waitUntil {(Plane distance Bidon1) < 100}; ~10 Bidon1 setPos [(getPos Bidon1 select 0),(getPos Bidon1 select 1),(getPos Bidon1 select 2) +14200]; nil = [Bidon1] execVM "Napalm\Napalm.sqf"; Bidon2 setPos [(getPos Bidon2 select 0),(getPos Bidon2 select 1),(getPos Bidon2 select 2) +14200]; nil = [Bidon2] execVM "Napalm\Napalm.sqf"; Bidon3 setPos [(getPos Bidon3 select 0),(getPos Bidon3 select 1),(getPos Bidon3 select 2) +14200]; nil = [Bidon3] execVM "Napalm\Napalm.sqf"; Bidon4 setPos [(getPos Bidon4 select 0),(getPos Bidon4 select 1),(getPos Bidon4 select 2) +14200]; nil = [Bidon4] execVM "Napalm\Napalm.sqf"; However the part with the onMapSingleClick won't work. It wouldn't accept it. Any ideas? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">onMapSingleClick " ""airstrike1"" setMarkerPos _pos; onMapSingleClick "" ""airstrike2"" setMarkerPos _pos; onMapSingleClick "" "";Defini = true; true""; true;"; Thanks in advance. SPhoenix
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I have really high expectations for this mod... ...and I know they'll be met Any kind of update? Since you guys have recruited people in your team, it has to go faster... for everybody's pleasure! Thanks for your work. Keep it up SPhoenix
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Hi! I've bought a new Samsung SyncMaster 2232BW 22" monitor for ArmA... Native resolution: 1680*1050, ratio 16/10. All set up in ArmA... But in the editor, loading screens and briefings I get these huge black rectangles on the side, just as if the resolution never changed. Although it's perfect ingame (aside from a couple of bugs but they're in the game imo). I've reinstalled the game to see if that changed anything: it hasn't. Does anybody know how to fix this? Thanks in advance SPhoenix
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Omg. That's unbelievable. I never thought that could be achieved in ArmA. That's some stunning work, gents! I can't wait to have this piece of art on my hard disk! Keep it up!
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US-Navy-Dude, I sent you a PM, but it looks like those great gents did a good job before me
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A few screens to introduce an PvP mission I'm making...
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I turned it off - what is it? Edit: the RTA is the thingy making it a 2ms screen instead of 5ms It's back on!
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I know, I can't seem to get the camera shots right... lol Total lack of any artistic sense But at least I think my missions are fun to play, that's the most important
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Hi everybody! I'm sharing here a video I made to show the ones who provided voices for my newest coop (actually an old one, you can find the thread in the User Missions, but it was old and bugged, I finished it lately) how they were used. The mission is currently in French but I plan to translate it. Coop L'Usine (The Compound) Co-24 Sorry for the poor quality, I'm not sure why it turned out so awfully... Anyways, enjoy
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Hey guys! I'm looking forward to this mod! It's come a long way until now. However, is it me or the streets/building have a weird granulous look? Texture problems?
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Cold War Rearmed v0.36 released
sphoenix replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Before CWR 1.0. I think it's fair enough. -
Hi, I'm making some sort of Sahrani population script for a larger mission. Civilians are wandering in town using the UPS script of Kronsky. But when they see an armed man, they just lay down and won't move again. How can I change that? Thank you very much!
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Thank you very much!
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That's really great! Keep it up man
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They just won't get up
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Hi everyone, thank you for trying to help me. First off, my RPT file is a wee bit huge (2Mb) so, what part should I present here? Then, this is the problem I have: I'm loading the game fine, and as it's done loading, you're supposed to get on the main menu, I have a CTD. I've tried reinstalling and it's still there... This happens to me with and without the beta, with and without my addons. Thank you very much. SPhoenix EDIT: I've got this part from the RPT... Is it enough? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Date: 12/25/07 Time: 12:30:00 ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 0054EFD2 graphics: D3D9, Device: NVIDIA GeForce 7950 GX2 , Driver:nv4_disp.dll 6.14.11.6921 resolution: 1680x1050x32 Addons: Datsun_armed_DBE1 in CA\DBE1\datsun_armed\ Zakladna_DBE1 in DBE1\Models_DBE1\zakladna\, CA_Hotfix in ca\hotfix\ DBE1 in CA\DBE1\, RHS_VDV in RHS_VDVPara\, Desert in ca\desert\ CAIntroAnims in ca\introanims\, RH_de in rh_de\ Extended_Fired_EventHandlers in extended_fired_eventhandlers\ Roads_DBE1 in DBE1\Models_DBE1\roads\, Pila_DBE1 in DBE1\Models_DBE1\pila\ AMP_DesWps in amp_deswps\, rlk_guer in rlk_guer\, CASounds in ca\sounds\ DBE1_UI in CA\DBE1\ui\, Desert2_Buildings in ca\Desert2\build\ G85_Editor in G85_Editor\, CA_Missions_Armory1 in ca\missions\armory1.intro\ RHS_Vehicles in rhs_vehicles\, CAweapons3_m107 in CA\weapons3\m107\ CAweapons3_m16a4_acg in CA\weapons3\m16a4_acg\, CAWheeled in ca\wheeled\ Matt_ArmAEffects in Matt_ArmAEffects\, UH60Desert in DBE1\Models_DBE1\uh60desert\ Desert2_Objects in ca\Desert2\objects\, GIMAP in gardinasisland\ CA_Missions in ca\missions\, CARoads in ca\roads\ CAWheeled3_TT650 in CA\wheeled3\tt650\ Mercenary_DBE1 in DBE1\Models_DBE1\mercenary\, Models_DBE1 in DBE1\Models_DBE1\ Anims_DBE1 in DBE1\Models_DBE1\anims\ Prisoners_DBE1 in DBE1\Models_DBE1\prisoners\, NPCs_DBE1 in DBE1\Models_DBE1\npcs\ CAAir in ca\air\, CA_Anims in ca\anims\, RHS_Marines in RHS_Marines\ SIX_Tracers in six_tracers\, Kamenolom_DBE1 in DBE1\Models_DBE1\kamenolom\ Sara_dbe1 in DBE1\Sara_DBE1\, CAWeapons in mlk_isight\, CAUI in ca\ui\ CAAnimals in CA\animals\, CA_desert2_Characters in ca\Desert2\characters\ RH_aks in rh_aks\, CAweapons3_m16a4 in CA\weapons3\m16a4\ CAWeapons3_ammocrates in CA\weapons3\ammocrates\, CAAir3_Su34 in CA\air3\su34\ CACharacters in ca\characters\, CA_CutSceneAnims in ca\cutSceneAnims\ DC3_DBE1 in CA\DBE1\dc3\, DBE1_Hotfix in ca\hotfix\dbe1\, MAP_Misc in MAP_Misc\ CASigns in CA\signs\, CAFonts in ca\UIFonts\ CAweapons3_m16a4_gl in CA\weapons3\m16a4_gl\, CAWeapons3 in CA\weapons3\ CAWheeled3_M1030 in CA\wheeled3\m1030\, SIX_Misc in six_misc\ Vysilac_DBE1 in DBE1\Models_DBE1\vysilac\, CAAir3 in CA\air3\, BDU_Wood in BDU_Wood\ EditorUpdate_v102 in editorupdate_v102\, GDTModGrass in gdtmodgrass\ CAMisc in ca\misc\, CAPlants in CA\plants\, RHS_Mag in RHS_Mag\ RHS_VEHICLES_REPLACEMENT in rhs_vehicles_replacement\, CAVoice in ca\voice\ FromzSound in Fromz_Cfg\, SIX_Blood in six_blood\ CA_QGClutterHotfix in ca\hotfix\qg\, CALanguage in ca\language\, CAData in ca\ ArmA_GL2Plus in gl2plus\, joh_marweap in joh_marweap\, rlk_racs in rlk_racs\ CAWater in CA\water\, CAweapons3_aks74pso in CA\weapons3\aks74pso\ Extended_Init_EventHandlers in extended_init_eventhandlers\ HMMWV_DBE1 in DBE1\Models_DBE1\hmmwv_h1\, CA_Anims_Char in ca\anims\characters\ RHS_Weap in RHS_Weap\, CATracked in ca\tracked\ CAweapons3_ksvk in CA\weapons3\ksvk\, Music_DBE1 in DBE1\Models_DBE1\music\ CAA10 in ca\a10\, Porto in ca\Desert2\, joh_usmc in joh_marines\ ploty_DBE1 in DBE1\Models_DBE1\ploty\, 6G30_DBE1 in CA\DBE1\6g30\, Sara in ca\sara\ CAWheeled3 in CA\wheeled3\, Misc_DBE1 in DBE1\Models_DBE1\misc\ UI_DBE1 in DBE1\Models_DBE1\ui\, CABuildings in ca\buildings\ Hilux_armed_DBE1 in CA\DBE1\hilux_armed\, RHS_Hind in RHS_hind\ CARocks in Ca\Rocks\, CAweapons3_m16a4_acg_gl in CA\weapons3\m16a4_acg_gl\ Mods: CA;beta;@MLK_Ironsights;@DBE1;@FFAMM Distribution: 1294 Version 1.09.5208 Fault address: 0054EFD2 01:0014DFD2 E:\ArmA\beta\arma.exe file: intro world: Intro Prev. code bytes: 01 E9 29 01 00 00 8B 46 58 8B 8C B8 E0 00 00 00 Fault code bytes: 8B 01 C6 45 FF 01 FF 50 34 84 C0 0F 84 0E 01 00 Registers: EAX:04B38018 EBX:01EA9501 ECX:00000000 EDX:0093D34C ESI:13FD0000 EDI:00000000 CS:EIP:001B:0054EFD2 SS:ESP:0023:0124E8A0 EBP:0124E8D0 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010246 ======================================================= note: Minidump has been generated into the file F:\Documents and Settings\SPhoenix\Local Settings\Application Data\ArmA\arma.mdmp