victor1234
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Posts posted by victor1234
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Fantastic news! New releases are awesome. Any chance of a 1 time upload not on steam workshop, like you did for version 1.14?
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20 hours ago, neofit said:Hi,
What setup are you guys using to go on patrol? With this mod carrying an atmosphere of realism, I am trying to get into the mood as well. I mean I'm not just a civilian, a rebel, a paramilitary, a PMC, a zombie fighter or whatever else other dynamic missions make me play, but a soldier, so I need a proper vehicle. But I can't seem to decide on one.
First off, I believe a proper patrol into or close to enemy held territory must have more than 4 people, but Arma's MRAPs can barely carry that many, and atm Opex doesn't seem to allow any of the larger ones, I've only found the 4-seat Hunters so far, be it around the base or for sale (Altis).
Sure, I can use armor like a Marid or an M2, but this is way too OP IMHO, their cannon and armor feel like god mode.
Or I can use two Hunters for more than 4 people, but the AI dummass drivers still getting stuck on one single tree in a desert, 4 years after launch, make this impractical due to the amount of micromanagement.
Large trucks like the Kamaz are a bit too heavy and don't feel good when RP-ing a patrol.
Right now I feel the most immersed when I use a transport chopper. Or maybe "borrow" a civilian pickup - with 6 passengers it carries the minimum I'd take on patrol or to invade a compound, but I wouldn't feel much like a western soldier riding in one.
Also it would be nice if the mission allowed us to purchase something else than a 4-seat Hunter (or better yet, first have a couple for free on the main base). For instance:
* From Apex: a prowler, 6 seater
* From RHS: an M113, 13(?) seats
* From Arma3/jackFrench: Panther, an HMG feels less "godmody" than a cannon.
* My Kingdom for a VAB Mephisto :)So what are you guys riding on your patrols?
I have 3 setups:
Generic patrol: The VAB APC with 3 crewmen and 7 troops (the regular 5 man squad plus an extra heavy machine gunner and grenadier) for an 8 man foot patrol including me. I know you mentioned the cannon makes it feel like godmode, but a single RPG hit (every ambient patrol I've come across has at least one RPG guy) will disable it and two will destroy it completely. Besides, if you feel so strongly about it, set the crewmen to do not fire mode and the APC won't fire at all, then you just dismount whenever you get attacked with the foot patrol. Another advantage of the VAB is that it's amphibious, so if you're playing on the Kunduz map and have to cross the main river, the AI won't kill all of you by using the water instead of the bridge....
Usual helicopter patrol: The armed Panther Marine with 2 pilots (actually crewmen) and the 8 man patrol from above. For a map like Altis, I'd actually go with this considering that it would take far too long to get anywhere with the VAB and the terrain means the VAB sometimes gets stuck.
For the rescuing the pilot mission, I'll take the MH-6 Littlebird equivalent. 2 crewmen as pilots, the medic in the back seat, myself, the marksman, a grenadier and a heavy machinegunner sitting on the benches. I like doing the mission at night because the pilot has a little beacon that flashes and makes it easier to find him in the dark.
On the Altis map, if you go near to where the medical center is, you'll find a line of vehicles with more capacity than the Hunters. On one side you'll have the tanks lined up and on the other, 2 VAB APCs and a Pandur available from the start, for free.
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7 hours ago, Gemini said:Thanks again for your feebacks and for your support, guys. I really appreciate !
Yes, as you can see I'm open to suggestions. But keep in mind that I'm alone and that I have to develop OPEX on my free time when I'm not at work or with my family. I won't be able to satisfy everyone but I'll do my best to improve OPEX and make it as good as possible.
The weapon caches has to be destroyed to get some bonus credits. The attached actions (Take, load...) are bringed by the R3F logistic script wich allows to move objects. In this case, it could be usefull, to move the crates away and avoid destroying civilian houses or killing civilians. I will add an entry into the FAQ to make it clearer.
Your suggestion about getting a penaly for leaving dead bodies (or vehicles) on the battlefield is interesting, thank you for that. I have to think about it but at this time I'm not sure it would be so simple to implement a script like this. But I have noted it for later.
About insurgents that have tanks: what map are we talking about ? Enemy strenghts are a bit different, depending on the world region you are playing on. Anyway, yes, it's mainly for the challenge but I think it's not so far from reality to let them using a few armored vehicles. By default, artillery, air and other supports are available when you succeed some tasks (e.g.: rescuing the pilot unlocks an air strike). You can also make all of them available from the start in the MP mission parameters, before starting the mission.
About a third force: I already had this idea but again, it's a question of time. Moreover, as there's a possibility I will replace R3F units and JackFrench vehicles by OFrP mod when it will be available, I prefer to wait to avoid working for nothing.
Yes, "???" means that the civilian doesn't understand your language. I also already have the idea to add an interpreter speciality that could be learned on the training center but I didn't have time to implement it yet. It's in my to-do list.
I hope I have replied to all your questions, guys.
Thanks! Again, fantastic mission, and especially good because it's SP friendly (which seems to be rare nowadays). I didn't know about the support becoming available like that after doing the pilot task. Maybe something to note in the FAQ too?I'm playing on the Kunduz map and the insurgents having a squadron of 3 T-72's working together seems like a bit much.
Even 1 T-72 would've been destroyed pretty quickly, as the Dutch kept flying F-16's almost constantly, looking for something to target when I was there (interesting sidenote: The regional counter-IED expert/specialist was French! I remember him wandering around the German base at Kunduz looking for someone who spoke French because his English wasn't very good....). The armed pickup trucks are more realistic, especially because the Afghan army/police used the same ones and it might be harder to tell from the air and I agree they need something more than infantry.
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The interpreter is a good idea actually.
Just as another observation. Why do the insurgents have tanks? I started out on a patrol and 3 T-72's shot down the transport helicopter.....it's one thing if you're keeping them in for a challenge, but then the player should have on call artillery + air support to deal with them (which considering the already existing awesome levels of realism, they should have anyways!)
Is there a chance of adding in a third force (independent), friendly to the west? It would open up a lot of possibilities, including new ambient patrols/checkpoints around the map and new tasks (train them, go on missions with them, transfer weapons to them, etc).
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On 2017-06-12 at 2:57 AM, froggyluv said:Worst trend for me is the obvious official direction of the franchise going towards MP and leaving us SP'ers in the dust as a distant memory. OFP was a singleplayer game (masterpiece) that grew a notable MP community but not enough to forsake us. End Game, Combat Patrol, Argo and the Apex Campaign has been their sole mission focus and thats pretty one-sided -didnt they mention a revamped Apex for us??
Agree on missing females, the Alice module, Warfare and just the general feeling of advancing singleplayer immersion. Obviously the 3d editor/Arsenal loadouts was a tremendous gift so its not all bad, just disappointing. As far as Warfare I distinctly remember a very large and loud b*tchfest that escalated when it was included in the official mission for Arma2 that I cant say im surprised it was dropped. Alot of innovative cool sh*t was routinely ragged on at that time in this forums and the feeling that the developers were getting exasperated -palpable -so some of the blame here is on us.
Definitely agreed. I started out with OFP, skipped ArmA, played ArmA2 and now have only recently started ArmA3. The list of changes (for the better) is huge, but you can definitely tell the community has shifted towards MP, which as an SP player, is quite disappointing. I also just found out Armaholic has undergone some changes and modders are increasingly using Steam Workshop exclusively to share content. Not my year...
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I've been playing 1.14, it's a great mission, many thanks. Reminds me a lot of the 100 days campaign from ArmA2. I just had a few comments (realizing that this may or may not be fixed in 1.15):
If your soldiers get killed, there should be a penalty for leaving their bodies on the battlefield (either loading into patrol vehicle or calling a helicopter to take them away via script)
I'm also having trouble with the arms caches. I found one with a Kamaz beside it, but had no options to do anything with it. Are we supposed to move them, blow them up or what? (I'm assuming blow them up...)
As I drive around when on a task, I run into civilians and I want to talk to them, no matter what interaction I select, they just say: ????
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It works for me now too. However, it did not work a week ago when I first posted.
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It seems to be down, which is a shame since 500+ missions were uploaded.....anyone know anything about this? The error message is in German, but from what I understand, the URL doesn't exist anymore.
Quote[/b] ]ERROR 404: Nicht gefundenEs ist ein Fehler aufgetreten:
Die von Ihnen aufgerufenene URL konnte nicht auf dem Server gefunden werden!
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Hi there, I recently downloaded the FFUR SLX 2.5 mod that does a pretty good upgrade of the game. Now I'm looking to play a few fun MP missions with a friend doing the same, but many of the MP missions require a ton of addons. Is there anything good (especially a dynamic mission) that is also very light on addons?
Thanks,
Victor
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I'm glad to hear that it's in the works. I think if the ArmA --> ArmA2 exporting of addons and such can be ensured to work, most of the "it'll kill/split the modding community" fears will be gone.
I just hope it's computer-friendly, I've said it before, but I know alot of people on here upgraded their stuff to run ArmA, and it'd be a real shame if they have to go out and get all new stuff to run ArmA 2.....
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I'm glad to hear that it's in the works. I think if the ArmA --> ArmA2 exporting of addons and such can be ensured to work, most of the "it'll kill/split the modding community" fears will be gone.
I just hope it's computer-friendly, I've said it before, but I know alot of people on here upgraded their stuff to run ArmA, and it'd be a real shame if they have to go out and get all new stuff to run ArmA 2.....
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So, the tools are out. Who's for starting the mod and getting the website going again?

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I just hope they do something to cut down on the specs. Lots of people who went out and bought new stuff to play ArmA might be mad if they have to upgrade again just to play ArmA 2.
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I just hope they do something to cut down on the specs. Lots of people who went out and bought new stuff to play ArmA might be mad if they have to upgrade again just to play ArmA 2.
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I agree with the food and water thing, but for that to work effectively, you'd need some sort of time compression happening (ie, a soldier will not need to eat and drink every twenty minutes). Therefore, in the interests of time compression, I think you should have some sort of option to time compress about 6 hours, maybe near a bed or home base or something.
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One thing I'd like to see in terms of AI is the ability to release and obtain command of units if your rank permits. Any soldier in your group can be released (using the radio commands menu) and if you are near any group where your rank is higher than that of the group's leader, you can take command of that group and put them into yours. This would permit massive possibilites later on (especially for the "cut-off from unit" type missions)
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I would like to see the current system expanded. Players should bleed to death eventually if their wounds remain unhealed, stunned for a while when they are shot (in OFP Lib mod, sometimes the shot AI unit will roll around on the ground clutching their wound for a bit of time). I would also suggest some sort of incapacitation state which would require the AI to come and carry you off to a medic, but that seems too complex. A helpless state would be useful though, after being shot, maybe allowing the enemy AI to run up and capture you.
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In the gear or inventory section, there could be a really easy way to have different kinds of looks for soldiers and changing clothes during a mission. Simply have 4 slots from bottom to top (representing footwear, pants, shirt, headgear), and then you can add the clothes, boots, kevlar vests, whatever in the mission, and the player can put them on in place of their existing stuff. Then all you have to do is have one pre-existing mechanism by which it is determined how the item would look on a soldier, and that's it (since the helmet would look the same on every soldier, no matter who wore it).
Would make spy missions or things of that sort, much better. If it was possible, making the AI recognize certain items being worn by the unit would be nice too (ie, wearing clothing class:civilian, no side will fire on the unit).
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A mod to restore the OFP interface. Specifically, putting the gear section in the notebook, going back to the old map, getting rid of the black screen that appears for two or three seconds when switching from 1st/3rd person views and back, getting rid of all the useless controls and getting some more important old ones back and the action menu, including the interaction with vehicles and objects.
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It would've still been worthwhile to have a huge mod like this for ArmA even if it isn't that much different from OFP. Since it's unlikely such a huge mod could've worked for OFP, and since OFP was pretty good to begin with. Ah well, here's hoping for the future.
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Does this mod still exist? I read about it in the ArmA section of the BI wiki, and the description sounded pretty good, but all the links in the article were dead, and a search of the ArmA forum revealed nothing. Has the cooperative effort been dissolved (which would be a shame), or are the various mods which are taking part mentioning this in their own threads? Thanks.
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Finally had time to test it out, works fine for me. Thanks for making the mod and the fix, that extra firepower helps in the campaign.
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Also, it seems that in the campaign missions, there are some missions where your squad won't fire at all at the enemy soldiers. I picked up one of my guy's muskets, who died because he wouldn't shoot, and I discovered the musket had the melee attack, but no shooting attack or option to fire at all. This sounds like some sort of bug, but the same musket works if it's not my squad (those extra squads that you control by radio always work for me) and the same musket works perfectly in single missions.
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Well, I tried the install again from the beginning and it all works now. Great campaign btw

OPEX
in ARMA 3 - USER MISSIONS
Posted
I always try to do the pilot mission at night, because the downed pilot has a beacon that flashes when you're using NVGs or using the NV mode on your binoculars and it's super easy to find him. I always take the Littlebird equivalent with 2 pilots, 3 guys on the benches (myself as the 4th guy) and the medic in one of the back seats, then we get dropped off near the crash site, find the pilot (again, look for the guy that is flashing) and he goes in the 2nd back seat, and we all go home. I often even find him before we've landed, since you can use the binos while you're sitting on the bench like a weapon and see him easier from the air.