Trapper
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Everything posted by Trapper
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I've never heard the cracks in reality. Maybe there are people around who could tell us how far away from the bullet flight path the cracks are still being extremely audible. This could be very help full to configure sound mods properly, because it's mostly the cracks that are triggering the automatic sound damping in ArmA. Some opinions: There are two sounds that you can edit in ArmA: supersonicCrackNear supersonicCrackFar How would you make them sound from your experiences and how far (distance of travelling projectile to player) would you configure each one of them to be barely audible?
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Deleting Group when all are dead
Trapper replied to Sexacutioner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Probably you've already had a look at this and the comments http://community.bistudio.com/wiki/deleteGroup About the delayed unit count, from my OFPR experience it's just like the "Oh no, 5 is dead!" ai reporting system of your player group. All units are reported dead sooner or later and count does reach zero. It happens earlier when the death is reported for the system by another unit, and probably takes the longest time if only its own timeout runs out. BTW this counting should detect dead units at once: ({alive _x} count (units _x)) -
Regarding NoEndings, I had a longer look at the wiki. What I didn't notice before was that NoEndings is a class you have first to define yourself to be able to inherit from. Just like you've done with MissionDefault already. So you could instead just add lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; to your class Beginning, too. I used Eliteness for recompiling to check this out myself, but after many tries i noticed it seem to create a bad pbo even with no change to the description.ext. So you'll still have to check it yourself.
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Always falling through the board's pages... :j: #200
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I really enjoyed your campaign. Right balance between realism and game play, enough new support scripts for a "new toys" experience without addons, much immersion with campaign design and briefings. Though totally top notch would've been a little bit of storyline between some characters, too. The whole company at F.O.B. York felt a bit too robotic, if it wasn't for the speech files of the superior at least. - But don't worry, I understand it's not a piece of cake to write good side stories inside the main one. Not to mention possible death of characters ect. Still, the use of multiple endings for many missions and scoring do really compliment the possibilities of ArmA campaigns. About the "No entry 'Campaigns\100days-0.1\description.ext/Campaign/Beginning.end1'" I've never worked on a campaign description, but reading No endings / The last or only chapter I guess this could do the trick: class Campaign { name = "100 DAYS"; firstBattle = Beginning; class Beginning [color=#00ff00]: NoEndings[/color] { A suggestion for the combat shouts: Right now they are all played 2D (directly on the players "helmet camera"/monitor) and very loud. That's probably realistic but sticks out of the normal game sounds and reduces possibilities. I always prefer the rarely used 3d positional sound in ArmA. This way you can play-back the sound from any object/position you choose and set a virtual dB volume to determine up to which radius it will be audible. You could get all the squad mates realistically shouting with that. class get_your_head_down { name = "get_your_head_down"; sound[] = {"sound\get_your_head_down.ogg", [color=#ff0000]1[/color], 1}; titles[] = {}; }; That's the virtual dB value for class Cfgsounds. Either use it like this, ranging from 0 to 1 (1=100%) or the more obvious, old fashioned way like dB-40. You could enter positive and negative values, but I don't remember what the min and max dB values were. Either way you'll have to listen in game to the results until you'll know which setting fits your samples. ! Don't forget to reload the mission in the ArmA editor every time you edited it's description.ext ! The next part is just to use player say "Man_down"; on any thing you want, for example m6 say "Man_down";
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@Variable That's a scripted part of the mission. You've got to talk to the guerrilla leader a second time to activate it. Then he'll take command of you and your men until the objective is finished.
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As many of you were disappointed by Aliens: Colonial Marines I was wondering why this game wasn't mentioned here by now. RTS/FPS hybrid, no ai, players vs player only, decent graphics, regular (content) patches and an active community since release. Both factions do require control skills and teamwork/strategy. Playing as alien is a special challenge and fun, too. Some don't like the balancing, others liked Natural Selection 1 much more. But without knowing its predecessor for me it's fun to play public. Anyway, for the next 40 hours the game is on -50% sale at Steam.
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about those video. Did anybody else got the feeling when it came to being lured into becoming a diehard fan boy (for self protection) that the same happens a lot since Arma1 with our community here? With the "pre-purchase"-phase beeing the long time from release until the last patches just before the next title is released, probably bug-ridden again. :rolleyes:
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Without having checked the addons you're asking about... I think ski masks will often be done with face textures only in these games. As soldiers normally receive random faces, you'll have to look into the readmes how set those textures/identities in the editor. Or you'll also need to find a custom face pack with masks if faces aren't included.
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TDM 26 SquadSkirmish - random, 15min, bots optional
Trapper posted a topic in ARMA 2 & OA - USER MISSIONS
This mission is probably a prototype of it's kind. My main goal was to add quick and easy Team vs Team to ArmA2 Multiplayer. Think about such hated games (or not :)) like CS or TF2. Any MP which will allow you to play a round of roughly 20 minutes in your short spare time ending with an outcome. I've tried to combine that with serious ArmA2 PvP here. Objective: Be the side dominating the combat zone when 15 minutes are reached. Features: - random creation of 600m combat zone, time and weather on whole Chernarus - no respawn, only first aid modules and "helmet-cam" spectator mode - fixed mission time of 15 minutes - A scoring system capable of rating even totally uneven team numbers fairly in the end - simple AI available: If the current squad leader isn't human, random way points will be issued for the AI leader - Probably ArmA2 free compatible (untested, but mission was build with ArmA2 only) Version 0-1 01.01.2013 This hasn't seen any real multiplayer tests before release. Hopefully this will change from here. It's also my first serious attempt on local/global scripting, please be gentle. ;) Group leaders will have a debug radio command available, which should broadcast weather info of all clients. Of course, those should be the same for everybody. Download -
MCAGCC 29 Palms (Public Beta)
Trapper replied to phaeden's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great to get such detailed realistic terrain for the game, together with new fitting buildings. A look at the horizon reminded me of Fallout New Vegas but this time I can climb the mountains. As the menu cutscenes of the island weren't working/missing, you've probably got to do this to fix it. Oh and one of the two stories buildings I tried to enter had an invisible wall in front of the entrance, and I did fall right through the outer stairs leading up. -
- Analog controller configuration option: Threshold/dead center from 0-100 percentage Most sticks tend to wear out sooner or later and Win7 for example won't help there.
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How to improve the Close Quarter Combat experience in Arma 3?
Trapper replied to Intezar's topic in ARMA 3 - GENERAL
@ChrisB That's really impressive, for example this of yours. That adds a whole new game play challenge.I couldn't find any detailed informations about your addon setup. You should really write that down and publish it, maybe on the "Addons & Mods Complete" or just the "General" ArmA2 boards. I guess many players would like to improve their general single player experience with that. Edit: This sticky is probably a good place... AI Compilation List of Addons/Mods/Scripts & Misc -
[CAMPAIGN] 'F.A.L.L.O.U.T' - post apocalypse - (no addons needed!)
Trapper replied to yogdogz's topic in ARMA 2 & OA - USER MISSIONS
I guess a messed up ACE de-/installation/ or mod launch on your side is the cause. Can't remember such error. Make sure that ACE mod files are only installed in their mod folder and that you deactivated all ACE mod parts in the launch manager you're using. Afterwards don't use any game you saved while playing with ACE before. You'll have to revert at least to the last campaign mission you've played. -
[SP] Zedland! A zombie simulation on Podagorsk
Trapper replied to dnk's topic in ARMA 2 & OA - USER MISSIONS
Oh well, no. At least you should keep the map link to the village in the tasks, it's just a professional part of mission making. It will probably always result in a HUD mark on lower difficulty but that's how things are supposed to be. I think one or two paragraphs would already clarify tasks. "Search (the town of) ... for the Operator. His last known location was at grid ..." -
[SP] Zedland! A zombie simulation on Podagorsk
Trapper replied to dnk's topic in ARMA 2 & OA - USER MISSIONS
Found him in the named grid, one below the task marker. Before I thought the regular difficulty 3d marker would've lead me were he is. Searching for him is more interesting for sure. -
[CAMPAIGN] 'F.A.L.L.O.U.T' - post apocalypse - (no addons needed!)
Trapper replied to yogdogz's topic in ARMA 2 & OA - USER MISSIONS
There was one mission transition were I kept my weapons, too. It will be 1.0. -
[SP] Zedland! A zombie simulation on Podagorsk
Trapper replied to dnk's topic in ARMA 2 & OA - USER MISSIONS
Savegames It was operator 2 I think. Well, I didn't search the whole hour. But from your answer I suppose he's not just lying directly at the map marker for me. Will look again. -
[CAMPAIGN] 'F.A.L.L.O.U.T' - post apocalypse - (no addons needed!)
Trapper replied to yogdogz's topic in ARMA 2 & OA - USER MISSIONS
@GTDAWG You have to look for relative small corn bags. When you're at the marked locations order one of your AIs to do the action "Salvage supplies" when possible. They will approach the bags then. @Behemeth From the point of a mission maker the question is if there are really any better suiting buildings available in ArmA2. :) -
@kylania Well, remembering previous products, there is no such thing as a BIS QA to pass before release. You'll probably get a patch or two later. Too bad.
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[SP] Zedland! A zombie simulation on Podagorsk
Trapper replied to dnk's topic in ARMA 2 & OA - USER MISSIONS
Tried your mission for one hour, and was puzzled when I didn't find a dead radio operator on the exact task location. Searching the whole grid ref quickly didn't let me find one either? Oh, and I think checking exploded cars for fuel reports fuel while they can't be siphoned any more. -
[CAMPAIGN] 'F.A.L.L.O.U.T' - post apocalypse - (no addons needed!)
Trapper replied to yogdogz's topic in ARMA 2 & OA - USER MISSIONS
Enjoyed your campaign V1.0 from start to finish, the combination of big marine missions in canon with the Harvest Red scenario and later your story building nicely upon it. And being able to play most of the missions under the command of a reasonable AI leadership. As you're worried about balancing, I think it's alright. Sure Scavengers was one of the big, "bad", strategical squad leading missions but the story justified it and kept me eager to win it. The hint about being stealthy did fine, when planing my attacks. Also the squad AI has become much more fun to play with since the approach of ArmA3. And together with all the other mission's difficulty levels, it's alright. Of course, the Utes training was a bit depreciating for veteran players but you added funny new stations to it and it's needed for character development. I wouldn't allow players to skip it. I discovered an exploit in Scavengers which could also be used as a cheat to have the mission more easy. :rolleyes: (I reloaded afterwards, so my balancing opinion is based on the intended succession.) Like many others, I'm missing the persistent player gear in apocalypse times. I've found this OFPEC thread about it, which will hopefully help you to achieve it. But the commands really seem to have issues, and may it only be the campaign reverting issue (moving better/later equipment backwards to the reverting point). I would save the player's gear at least and maybe Winchester's gear and the UAZ trunk if possible. NAPA should be included out and always get their usual gear to moderate arising bug issues. Oh and to satisfy your curiosity about my ending :) BTW: From my own experience I suggest everyone to avoid playing all endings by yourself. It kills the atmosphere. -
With 1.7 I was able to continue at my show stopper and finish the mission. A perfect combination of the game world and your story telling, I enjoyed it. A bug I've noticed was that the show stopper before ringing the door bell isn't fixed completely. I forgot to take the binoculars from the car at first, so i ran back to the car while the others got into position. But when I arrived at the over watch position the others weren't around. After loading a save game and trying to keep up with them I found out that Kostja is only "triggered" if the player is close to the two others when they reach the over watch position. If the player is too far behind the friends will continue at once and "sneak" right through the farmstead back to Kostja. I guess you need a sync or trigger which puts the ai waypoints on a definitely hold, until the player does catch up to the event. Oh, and I would add the version number to the mission overview in game.
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[CAMP] Carrier Operations - Duala
Trapper replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Thanks for suggesting MMA. I wasn't aware that it ships with this mma_xeh config replacement thing. On the other hand it became the next addon I had to learn on the fly on mission two :p. I wasn't sure about the loadout: 2 Sidewinders, 4 Mk-82, 4 Mavericks, 12 GBU-39 SDB. Was this still your selection for the mission or something forced by MMA? The countermeasures came in handy. The MMA GPS targeting is more easy to use and intuitive as the one of the Hornet. IIRC the first idea of MMA was to build it into missions scripting/module wise, maybe you could use it directly in your missions and set it up to do only exactly what's missing on the Hornet addon. Or we just wait for the addon to get better :) For now I hope the learning curve has ended. To the two points you've mentioned I've to add: Understanding the usage of GPS ammunition / weapon names (more a issue of the addon readme), using Mavericks only via MMA HUD, understanding that MMA would need a special setup for my gamepad, carrier landings (well documented in the addon and luckily pretty forgiving in game.) Remembering all those keys and playing ArmA2 like a flightsim but without finished addons and a coherent manual, reminded me of playing ArmA2 without patches. However the missions work perfectly, I don't encounter any bugs. -
[CAMP] Carrier Operations - Duala
Trapper replied to Rough Knight's topic in ARMA 2 & OA - USER MISSIONS
Started this campaign today, I really like how it features so many special addons. What really bugs me is that there seems to be no working countermeasure on the Hornet? Is this great addon really missing that? Though I've read Mando Missile ArmA could add countermeasures by mission editor to any plane. Would be a workaround for now. After learning all the basics the hard way over the first mission, I would suggest a tutorial mission which guides the player through all the later required tasks involving addon functionalities. Or at least a note in the readme, what I should learn about the addons before the campaing. Anyway I'm eager to play this through :)