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sic-disaster

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About sic-disaster

  • Rank
    Master Gunnery Sergeant

core_pfieldgroups_3

  • Interests
    tactical gaming
  1. Squad (PR:BF2 Devs)

    Some gameplay with LMG's and bipods. They are quite beastly now :)
  2. Squad (PR:BF2 Devs)

    Alpha 10 is now in testing for 24 hours! It's pretty goddamn sweet so far.
  3. I'm asking how I could add a couple of missions to this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1188797395 It's a deathscream mod and as such it's not set up for missions and the like, but I want to add playable content to it. However, creating a missions folder and adding the missions into it doesn't seem to do the trick, so I'm guessing it has to be mentioned in a file somewhere. Sadly I have no idea where to look at the moment. I downloaded the mod and found a missions.pbo but am having trouble opening it, so I can't see how it's all set up.
  4. A bit unrelated but I was wondering if you guys could tell me how to include missions in a mod? I've been trying but no luck so far. It would really help out!
  5. The next update is almost ready, bringing new sounds from our first community contributor. Also, hit sounds will be used as deathscreams as well, so more shorter screams should occur. I also got good information on how to improve sound quality thanks to Brazzer, so I'm planning on redoing all my own screams. However, that might not make it for the next update. Along with those additions, there will be a new scripting command to make certain units not have a death scream, as well as 2 playable scenarios made by me. On that note, does anybody have a clue how to add missions to the mod? :D I think they have to be referenced somewhere but I have not found the solution yet, and simply putting them into a missions folder doesn't seem to do the trick.
  6. Making some decent progress on the missions for the campaign, and just for fun I've been working on some decent looking loading screens. They might give you an idea of the different settings and atmosphere of the missions. As you can see, The Wild Northwest has some day-time long range engagements (this is the mission in my post above), while A Night Darkly features more close-range combat at night. I've purposefully chosen to only give people 'low-tech' armaments, so no nightvision, no scopes for the player or most other characters etc. so night time battles rely heavily on other light sources like weapon-mounted flashlights, and spotting weapon flashes. Most of these missions will play out around the same area, as AAF struggles to gain a foothold in the rugged northwest of Altis. The player will witness the taking and expanding of the AAF's most forward FOB. In between missions new additions to the FOB will be made, not just in terms of fortifications but also the graves of comrades...
  7. I'd love to support some of the mods adding women, but I'm wary of using existing sounds from other games etc. and would prefer to get something community-made in there, which means I would need an actress or two. I like the idea of the body thunk sound. We've also been thinking about trying to do helmet detection, so there might be a special sound when someone wearing a helmet gets a headshot. Progress has been a little slow the last few days though. Meanwhile I've been playtesting some of the missions I made before. They won't be in there for the next release, but here's a screenshot from the third mission: It's a simple premise: hold out long enough for armored support to arrive. The player's squad will arrive at this farm, send the farmer on his way and take up residence inside, to form an FOB. Time fast forwards, and a little later the fresh FOB will come under heavy infantry attack. Troops will more than likely penetrate the complex and come in close, making use of the buildings essential for survival until backup shows up. Despite a simple design (which I think are usually the best, like the missions in the OFP campaign), there are a lot of triggers keeping track of various events like enemy troops getting into the complex from various sides, the player getting wounded and then sent to see a medic who can heal him up through a scripted action (no need to wait for the AI to come to you, go to the medic and he'll patch you up no problems), progress of the rescue team etc. Plenty of conversational material, to say the least! :)
  8. Squad (PR:BF2 Devs)

  9. Sweet, glad you liked them! I also had a look at recovering the missions I had started on for a mini-campaign, and seems like 5 out of 6 are OK and can be continued with. I'll have to recreate the 6th one and come up with a 7th to tie up that storyline. So that means I'm going to need some people to voice some roles over several missions, because there is no way I'm releasing anything without voice-acting in it. The idea was to do a mini-campaign for each faction, but I'll see how it goes. It's a pretty daunting task haha. At any rate, if I do end up doing other campaigns they will be released in chapters just like ArmA 3's campaign was, but each storyline should be tied up, though still flow into the other storylines of other characters. Not entirely sure how to pull that off quite yet but I have some ideas. On top of that though I'm still looking for people to do death screams as well. Multiple people came forward but only one of them has actually delivered anything so far, which should be in the next update.
  10. Arma3 Videos

  11. Something to think about hehe. It's going to be hard to account for every possible situation and every mod though.
  12. Thanks! TheWaltsu is currently looking into a way to check amount of damage and how it can influence screams. The Bloodlust example is quite funny, but something that can hopefully be fixed. Personally I have very little knowledge of the code and what is and isn't possible, so I'm reluctant to say "will do", but it's something we want to take into account. Well, can't please everyone. Luckily a lot of other people do seem to like it, even though they can be a tad long. I've done my best is all I can say. I've been giving this some thought over the past days, because like SFX Project I contemplated using sounds from other games (and for a long time while we were still testing, we used RO2 sounds which are fantastic), but decided against using sounds from other games to prevent potential copyright issues, as well as the fact that RO2 was the main inspiration for Project Human, and other games simply don't deliver the feeling I'm looking to create. I guess the best way to put it is that the goal of Project Human isn't just to get a reaction out of the AI, it's to get a reaction out of the people playing ArmA 3. We're also working on another update that should hopefully bring some more features, as well as new screams by our first voice acting volunteer! Things we're looking at are 'mercy taps', basically shooting a 'dead' guy to shut him up, the damage detection thing so that if there is too much damage done, the guy is just quiet... and a way to set particular death screams for characters in the editor, because.... well, I've always wanted to do a campaign alongside the deathscream stuff, where you get to play as various factions and kind of see their side of things, and making the soldiers feel a bit more like people. In case of ambushes for example, it would be nice to control what kind of screams you get so you get the desired effect. I had started on a campaign for the AAF aaages ago but then an update to Eden Enhanced broke them all... which somehow seems to have gotten unbroken again so I can resume working on them. Definitely going to require some more voice actors for that though.
  13. You're welcome! Now for some other mods later on as well :)
  14. Update 1.1 is live now! We added three new features: a shout upon being wounded, which will occur only once, we added underwater detection with it's own set of gargles and hit sounds, and we added support for RAVAGE, so zombies now have their own distinct set of hit and death sounds. The total of screams etc. is now up to 70.
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