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sic-disaster

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Everything posted by sic-disaster

  1. Hello all, Today I'd like to take the time to officially announce a mod me and Degmancro of these forums are working on. The mod will add faction-specific death screams, with the overall goal being humanization of all the troops in ArmA 3. It is heavily inspired by the death screams of Red Orchestra 2: Heroes of Stalingrad (we will incorporate some of them into the mod, because they are incredible). The base code was made by Laxemann. ArmA is a realistic game, but it always struck me as odd to have soldiers just fall over without a sound when you shoot them. Now with the mod, there will be a huge variety of screams. As it stands we have close to 50 different sounds, and they differ in length from 1 second to 30 seconds. The majority of them are 'generic' short ones, simple screams, but some of them are long and are spoken. To give you a bit of an idea, this is an older video from ArmA 2 where I tried to add it to some of the missions I was making (but which required the sounds to be added to each mission, making them too bloated file-size): It is incredible how much it adds to the game, to have soldiers react to being hit. And while, like I said, most of the screams are short and simple, some will hopefully stop you in your tracks and contemplate what just happened. In addition, I'm working on a single player campaign to go along with the mod. I'm not sure how long it will be yet, but as it stands 4 missions are finished for one faction, the AAF. The idea is to give each faction a few missions of it's own, so the player has a chance to get to know the character of each side, and to see that they are truly not that different from one another. They are simply people who are caught up in a sequence of bad events. However, here is where you come in: we are looking for voice-actors to add both more screams, and to provide voice-overs for any spoken dialogue in the missions. I'm especially hoping to find some Farsi-speaking people to provide me with sounds specific to CSAT. It's a lot easier to find English speakers, but we want to have the original spoken language for each side. However, it is important that the sound is clean, with no static noise or background noise of any kind. Eventually we would also like to support other community-made factions. One might think of the CUP mod, and the Russians from ArmA 2. Features: - Faction-specific death screams, + a whole bunch 'generic' ones - A single player campaign to go along with it
  2. sic-disaster

    [SP] Falling Point

    It's a good tie-in to the campaign, I'm enjoying it but haven't finished it yet, because it's hard as balls. The one time I managed to get away from the CSAT attack I failed the mission for 'going in the wrong direction', which seemed a bit unfair to me because all I wanted was to put a hill between me and a dozen angry CSAT soldiers.
  3. sic-disaster

    [SiC] Operation Flaming Eagle

    It's finally here: the update for Operation Flaming Eagle. The original reinforcement system got ripped out and replaced by one with much simpler parameters, making it much more reliable. But for it to work I needed new voice-overs from Papa Bear, Sgt. Garviel Loken (+1 rep to people who know him without Googling!), and a completely new role: police officers known only as Honey Badger, for damn good reasons. Thanks to [TDNL] Nimster and Sir Hunter for providing me with the voice-overs I needed. This update should have made Operation Flaming Eagle completely bug-free. However, if you do still encounter a bug, please let me know so I can try and fix it! http://steamcommunity.com/sharedfiles/filedetails/?id=709826091
  4. sic-disaster

    ArmA 3 Mission Voice Actors

    I replied to it, but not sure how Discord works just yet. Hence this post hehe. But I'd be willing to help out.
  5. sic-disaster

    Could the future setting have been done better?

    As far as I'm concerned the future thing could only have been worse. Let me expand on that: I don't mind the setting. I have been playing OFP and ArmA since 2001, and all that time I've been firing nothing but M16's and AK74's and the like. Did I really want to see more AK's and M16's in ArmA 3? Not really. I wouldn't have minded seeing them yet again, but I am also quite happy seeing new weapons, vehicles etc. because there is one important thing that allows me to enjoy them: they still function exactly like the M16's and AK's and T-72's and Hind helicopters and what-else-have-you. It just looks fresh, but it keeps the gameplay intact and greatly expanded on that gameplay with better controls etc. But this is no Ghost Recon: Advanced Warfighter or Future Soldier bullshit. This is ArmA with fresh skins (what a relief this must have been for artists at BIS!), new maps with entirely new buildings (what a relief for me to have a map that did not have upgraded buildings that I still remember from OFP:CWC, like I would find on Chernarus!) It is the gameplay that I know and love with a fresh look but with the same believeable functionality (though the body armors are a bit too effective for my liking and I greatly prefer shooting Syndikat troops vs CSAT troops because when they get hit, they go down straight away. Then there are the new NVG's with thermal optics for the APEX SF forces which I don't particularly like but oh well, I can accept it because not everybody has it, and it still limits you in some ways). Without that believable behaviour the future setting would have greatly annoyed me. But this was a breath of fresh air after 15 years of nothing but cold war era and modern conflict equipment, because it pretty much still is that equipment but without the looks of said equipment.
  6. Honestly, I don't mind basic setups for missions. CWC didn't have very complicated missions, but that campaign was grand. It was the story telling and the feeling of being a small part in a big machine but with his own personal storyline and diary that did the trick for me.
  7. Figured I'd make a thread detailing all the missions I have made, as I've made several now and have just finished another single player mission (Flashpoint - Operation Morton!) (Released several others since I wrote that!). It'll be easier to keep an eye on just one thread. All of my missions can be found on my Steam Workshop page which can be found here: http://steamcommunity.com/profiles/76561197980995502/myworkshopfiles/?appid=107410 I've divided my missions over two collections, and added a third for missions made by others that are polished and have voice-overs too. COLLECTION: SINGLE PLAYER MISSIONS MADE BY SiC: http://steamcommunity.com/sharedfiles/filedetails/?id=179705842 COLLECTION: CO-OP MISSIONS MADE BY SiC: http://steamcommunity.com/sharedfiles/filedetails/?id=179707334 COLLECTION: SiC'S SEAL OF A APPROVAL - SINGLE PLAYER MISSIONS MADE BY OTHERS THAT HAVE VOICE ACTING AS WELL: http://steamcommunity.com/sharedfiles/filedetails/?id=183184940 An overview of my missions so far: CO-OP MISSIONS: - Steal the car (co2) A 2-player version of the classic Steal the Car mission, on Stratis. http://steamcommunity.com/sharedfiles/filedetails/?id=169711228 - From the depths we rise (co4) A simple 4-player mission that requires you to move into Agia Marina and kill an officer. My first mission for ArmA 3 (not my first ever mission), and thus very simple and straight forward. No voice-acting. http://steamcommunity.com/sharedfiles/filedetails/?id=169709558 - Making entry (co10) As a 10 man squad you are charged with clearing several key locations including Kill Farm and Camp Rogain. Voice acting included. http://steamcommunity.com/sharedfiles/filedetails/?id=169710031 - Counter Attack (co12) As a 12-man squad of the Greek Defense Force it is your task to defend the camp outside of Agia Marina against the initial attack of the opposing forces and perform a counter attack afterwards. Voice acting included! http://steamcommunity.com/sharedfiles/filedetails/?id=169710540 - Morning Raid (co12) This is a co-op mission for 12 players. The enemy caught you with your pants down! Defend your base from an early raid and perform a counter attack. Prepare for immediate action! Voice acting and optional task (should you find it) included! http://steamcommunity.com/sharedfiles/filedetails/?id=170707551 - Assault on Charkia (co8) This is the co-op version of Assault on Charkia. It is a large-scale assault combining multiple squads of infantry, of which the players are a single squad, as well as APC's, a helicopter and artillery in the style of Operation Flashpoint. Voice-acting included! http://steamcommunity.com/sharedfiles/filedetails/?id=173130169 SINGLE PLAYER MISSIONS: - Steal the Car: SiC Edition (Stratis) A single player remake of the classic Steal the Car mission from OFP:CWC. Everything is randomised: car location, player start location, patrols etc. Custom voice acting included. http://steamcommunity.com/sharedfiles/filedetails/?id=169710882 - Steal the Car: SiC Edition (Altis) This mission has been built from the ground up with some of the new stuff I've learned. Not a simple copy and paste! As before, player start location is random on several locations. The car can spawn in several locations. The enemies will take different patrol routes as well. The player has a Darter UAV at his disposal to help him find the car in Kavala. This time around there are even three end-states for the mission: 1 win-state and two fail-states. Oh, and voice acting from OFP again :) http://steamcommunity.com/sharedfiles/filedetails/?id=174572172 - Assault on Charkia: This is a large-scale assault on the town of Charkia, combining multiple squads of infantry, APC's, helicopters and artillery in the style of Operation Flashpoint. Voice-acting included! http://steamcommunity.com/sharedfiles/filedetails/?id=173128889 - Flashpoint -Ambush: This is a single player remake of a mission from the Operation Flashpoint: Cold War Crisis campaign. Includes all the original voice-acting! http://steamcommunity.com/sharedfiles/filedetails/?id=173761915 - Flashpoint - Operation Morton: This is a recreation of the first campaign mission of Operation Flashpoint: Cold War Crisis. Location has been scouted out to make sure it looks as much like the original mission as possible. It has all the original voice acting. The only discrepancy with the original is that the player is a team leader (NOT a squad leader, but second in command), so he could have a scope on his rifle. Trust me, I've played as a regular rifleman without the scope, and the start of the mission just isn't that fun without one. http://steamcommunity.com/sharedfiles/filedetails/?id=177723454 - Flashpoint - After Montignac: This mission is a loose recreation of an Operation Flashpoint: Cold War Crisis campaign. I say loose, because I have taken liberties here and there for the mission to fit Altis and my own abilities (I do not know how to recreate the original ending unfortunately). In this mission you are a survivor of an attack gone horribly wrong. You are now alone behind enemy lines and under-equipped due to the heavy fighting and must find your way back to friendly positions. This mission may or may not be for everyone! Patrols are randomly placed and create their own patrol paths, so you might have a very tense experience dodging multiple patrols in close proximity or you might feel a little like you are playing Hiking Simulator 2013 (also depending on how lucky you are with finding a car!) Rest assured though that the placement radius of each squad more or less overlaps with the others, so don't worry: they are out there, you might just not see them at the moment! The opening quote is from 'All quiet on the Western Front'. I added it in hopes of creating a mood similar to the one in Operation Flashpoint, where the player lost his friends. Because this mission stands alone, this is my attempt to bring some of that feeling back. http://steamcommunity.com/sharedfiles/filedetails/?id=178889712 - RED HAMMER - INVASION: This mission is a loose recreation of the first campaign mission of Red Hammer, the expansion for Operation Flashpoint: Cold War Crisis. I say loose, because due to the layout of the land some liberties had to be taken. But all situations that occurred in the original happen, nothing has been changed there. All of the original voice-acting included, some from a cutscene too that flows nicely into a conversation during the insertion. http://steamcommunity.com/sharedfiles/filedetails/?id=179613435 - Restocking Operation: In this single player mission you are part of a resupply convoy that get's lost in the fog... and it's all down hill from there. Features: - 49 voice-overs, 3 pieces of music for atmosphere. - Play as part of a squad, the techie engineer who just received his order for a brand new IR scope! - Highly polished! http://steamcommunity.com/sharedfiles/filedetails/?id=187663897 - The Dawn Brings Hope: In this mission you control 5 squadmates as you search for a downed helicopter crew. Features: - As always, custom voice-acting. - Look for the helicopter crash-site by a column of smoke. - Basic squad control tutorials in the form of hints. - A simple introduction to High Command. http://steamcommunity.com/sharedfiles/filedetails/?id=255895160 - Scorpio's Sting: In this mission you are a CSAT squadleader charged with ambushing a defecting AAF APC crew. Kill them, destroy their vehicle and get out of the area! - Custom voice-acting - Basic introductionary hints for squad leading http://steamcommunity.com/sharedfiles/filedetails/?id=269770306 WORK IN PROGRESS: - None.
  8. sic-disaster

    Arma3 Videos

  9. sic-disaster

    [SiC] Cache Hunt - Tanoa

    Funny thing: after one of the updates for ArmA 3 I noticed a new tendency for the driver to get off the road and cut through the jungle. Don't know what changed there, and he kept getting stuck. So I pushed a small update to the mission adding an extra waypoint so that shouldn't happen anymore.
  10. sic-disaster

    [SiC] Cache Hunt - Tanoa

    In this mission you are tasked with finding two weapons caches hidden in the jungle on central Tanoa. The mission has now been updated to include Apex units, voice-overs and has various other fixes: - All enemies changed to Syndikat forces. - CSAT units changed to Pacific versions. - Behaviourial change to some enemies upon contact. - Changed all references of FIA to Syndikat troops. - Locked all Syndikat vehicles. - Removed redundant message from HQ. - Made friendly squad kneel at the tripwire while holding. - No longer requires CBA. - Added voice-acting. - Added ambient goat and chicken sound. - Added music from the Tropico Soundtrack. - Updated briefing with credits for voice-acting and music. - Added some combat-interruptible ambient animations to Syndikat troops. - Some syndikat troops in the first encampment will crouch when they see an enemy, rather than the default prone reaction. - Changed loadscreen/workshop image to reflect new CSAT units. http://steamcommunity.com/sharedfiles/filedetails/?id=700046351
  11. Work on the mod continues, and at the moment it supports faction-specific screams. @six_ten, sorry for the late reply but I've been traveling and didn't see it until I figured it was time to necro this thread lol. Anyway, I figure that since no money is being made with this mod and credits will be given, it will be ok. At any rate, RO's sounds will be labeled as RO's so if we do need to remove it for whatever reason, it will be easy to find them and do so. But as far as I'm concerned they are too excellent to pass up (they are the biggest inspiration for this mod, because they sent chills down my spine when I first heard them, and they still do after hundreds of hours of playing that game), at least until I can find some actors to get a decent set of screams so they won't grow too repetitive. I recorded about 16 myself so far, but I need more, and preferably from a wide group of people so you won't hear the same voices over and over again. I am still looking for people who can speak Farsi, Chinese and whatever it is the Tanoans speak! If you have a good mic and some acting talent (we're not going for comedy here), please send me a message. The mod needs you!
  12. sic-disaster

    OFP: CWC Mission 1 remake

    Because Operation Flashpoint: Cold War Crisis turned 15 recently, the CUP mod added all of it's maps to their mod. But what's the terrain worth without something to play with? I decided to recreate the first campaign mission from the Cold War Crisis campaign. Enjoy all the nostalgia feels! http://steamcommunity.com/sharedfiles/filedetails/?id=713415070 Of course, all sound files belong to Bohemia Interactive. If you want to follow the latest news on my mission releases/updates and other mods, you can follow my FB page here: https://www.facebook.com/SiCMissionsAndMods/
  13. sic-disaster

    OFP: CWC Mission 1 remake

    I'm not sure they do. Because there are not a lot of coverpoints available now, they can tend to stay out in the open more. Or you can get a bunch of corpses all in the same coverspot because they all decided to move there once it 'freed up' :p It's arguable more cover to choose from makes them seem a bit more intelligent (to me at least) because once out of sight you can't really see what they are up to. Here they are in view most of the time, and all their decisions laid bare.
  14. sic-disaster

    [SiC] Cache Hunt - Tanoa

    Glad you liked it!
  15. sic-disaster

    [SiC] Operation Flaming Eagle

    I actually did, but without the link. I pointed people to the right-hand side of the mission's workshop page. Anyway, hope you enjoy the mission!
  16. sic-disaster

    [SiC] Operation Flaming Eagle

    You need the mod Eden Objects by Kydoimos: http://steamcommunity.com/workshop/filedetails/?id=686802825
  17. sic-disaster

    OFP: CWC Mission 1 remake

    I don't remember the briefing by the forest as a cutscene, though now that you mention it, it's coming back to me. I don't really know how to use the camera in that way unfortunately. Something to look into at some point. I Did update the mission today however: - Manually flew attack helicopter because it's behaviour was too random. - Took away various rifle optics and attachments. - Made the weather slightly more overcast and changed time of day to earlier in the morning, so the map is less bright.
  18. sic-disaster

    [SiC] Operation Flaming Eagle

    Thanks guys! I really appreciate it. Most likely I will start replacing the current method of providing reinforcements because it's a bit unwieldy with too many parameters that are hard to account for, and occasionally leads to the reinforcements not joining the player. I'm aiming to simplify this on my end and implement it the same way the other side-objectives work, with reinforcements that don't have to be flown in but who will be waiting somewhere on the map. I'm thinking of perhaps a few local policemen who are not yet corrupt and might be willing to join the fight. It'll be easier to get right, and should lead to the mission basically being completely bug-free. I hope :P Also, there's a bunch of things that *might* happen in the mission that don't necessarily happen. For example, there's a place which is occupied by cartel troops that the player might stumble across. There's also long-range patrols walking throughout the area. If you happen to kill the guys occupying this place, the long-range patrol might find out and call for reinforcements to the main objective, making it harder for the player to complete it.
  19. Talking about nostalgia, I recreated the first mission from OFP:CWC: http://steamcommunity.com/sharedfiles/filedetails/?id=713415070 Of course once this mod is completed, those CUP units from ArmA 2 will be replaced very quickly :)
  20. sic-disaster

    [SiC] Operation Flaming Eagle

    I pushed out an update for the mission today: - Fixed a bug where two soundfiles would play simultaneously close to the end of the mission. - Changed all player character sounds from playSound to say3D, so that they should be cut off if the player dies while talking. Ah and sorry, I forgot to say so but yeah, I'm thinking about making some more missions like this. Though it might not be for a little while, because thinking of all the possibilities this mission can throw at you from a design-standpoint is a little exhausting. Like, all of the side-objectives are built twice: one for when you encounter it randomly, and one for when Armstrong tells you about it from the comms centre in Lai Lai. I managed to fix all those up really well, but you can also get reinforcements should your entire team die, for which there are three options: your team dies before taking Lai Lai, your team dies after you've taken Lai Lai and left Armstrong behind, or your team dies after you've taken Lai Lai and blew up the comms centre. So there's three options with several different parameters which I think works as it should after testing it, but it's hard to do so. So I'm actually considering ripping that out and replacing it with something simpler: maybe you can find reinforcements in one of the towns on the island, and either Armstrong tells you about it, or HQ can tell you about it. That might simplify things a bit on my end. In the meantime, I'm happy with some of the comments on the workshop page :) "That was incredible! One of the best missions I have ever played and a wonderful introduction to Tanoa.Thanks so much :D" - Wookiejedi "OMG this is one of the best missions I have ever played in ARMA. Thank you very much for this. I hope to see more in the future." - Muty
  21. sic-disaster

    [SiC] Operation Flaming Eagle

    I'm glad you liked it! And I don't mind, so long as you don't redistribute the mission with those units or something. :P
  22. Good God, those memories. I need this. My body is ready.
  23. sic-disaster

    [SiC] Operation Flaming Eagle

    Thanks for the video, Jeza :)
  24. Old Altis colony maybe? :p
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