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weaponsfree

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Everything posted by weaponsfree

  1. weaponsfree

    Ideal setting for an Arma game.

    Far future (2080) would be cool if you can integrate some new tech into the Arma world. - Possible Futuristic environments (Hawken style). - Orbital Drops/artillery/support - VTOL vehicles - Mechs Ideally you would have low-tech companion factions for BLUFOR and OPFOR, to keep the classic straight infantry type combat for mission makers. I think many would consider this blasphemy for the Arma brand, but every other relevant period has been explored (except WWII I guess, but so many mods have done it). Adding a new layer of tech on the franchise would be really interesting.
  2. Special-Infection-Zone-Operators team (aka Zombie Killers) Specialized in operations inside uncontrolled infection zones. Intel collection, VIP extractions, etc.
  3. weaponsfree

    Arma 3 2DEditor and you! Please leave feedback!

    Yeah, I'm already making new brain maps for Eden, I switch between the map and 3D using M a lot already. I find each mode has its advantages depending on the action. The shift-click rotation function is the action I've had the most trouble getting right, but it's fine. Most other issues I've been able to resolve with the tutorials. My desire for a last 2D mission is purely for symbolic reasons. I've been using it since 2001, so it will be nice to have one last go at it before it's removed. Actually curious about this myself. Do we need a special respawn script to keep the custom kit? Or does it revert to the units base kit like arma vanilla from before? I always felt that respawn system was unfortunate, the vanilla Instant respawn system should just keep the kit the player had when killed.
  4. weaponsfree

    Arma 3 2DEditor and you! Please leave feedback!

    Ah, right. Well BIS should organize a 2D editor wake. Maybe a forum post where people can leave some experiences from the last 10 years of 2D editing. Or maybe I'm being overly emotional over an in-game editor :P
  5. weaponsfree

    Arma 3 2DEditor and you! Please leave feedback!

    I'm slowly getting familiar with the 3D editor. To date I see it save me time for precise placement of units and especially items in urban settings. However I find it to be a bit clunky in some respects, specifically in orienting units using the shift key. Was a piece of cake in the 2D editor, but it seems to take some kind of precision in 3den. But I expect to be fluent soon enough. I'm a bit sad in losing the 2D editor, but I understand that it's not efficient to keep. I just hope we get a clear warning when an update will officially cut it. I want to make a last 2D mission for old times sake.
  6. So every once and a while I get some COD/Battlefield friends to agree to try some Arma coop. Most often, they get shot from 100 meters out, never saw the bad guy, shoot wildly at friendlies, complain, quit, and I have to wait a year before they're willing to try again. I have some custom made missions that I can use where I reduce the enemy AI accuracy (let's face it, vanilla accuracy is a little insane) and remove their chest plates, which helps, but I'm wondering if the community has any recommendations for introducing new players that's not too hard, but also showcases some of Arma's strengths (combined arms, support modules, sandbox type action, open areas, large scale operations, etc). I've never tried Alive for example. Some custom setups ideal for new players maybe? Or some great coop missions? I like Into the Fog myself, but it kicks my ass, so I doubt it's good for newcomers. Any ideas welcome!
  7. Hahaha, yep, the true successor to the Rainbow 6 games.
  8. Welp, I already had the test session, and went pretty badly. Mostly because of a broken respawn system. I think an old BTC revive version became wonky after the last few Arma updates. So we were all eventually killed, and couldn't respawn. This is after spending at least an hour going over gear selection, key remapping, stance tutorials, etc. I had another mission as a backup, but I seems it was using the same BTC revive version, so we suffered the same fate twice. As you say bad_benson (no offense to BTC, It's a great system, just seems I didn't have updated versions) I've noted all your suggestions for missions next time I try. Navarre's missions were a great discovery (I played them solo afterwards). But my own two cents from having converted a few modern FPS fans over the years is : - Cool cinematic insertion (counteracts the otherwise bland Arma presentation) - Lots of bad guys (like modern shooters) - Enemy accuracy reduced (forgives noob tactics) - Remove AI chest plates/helmets (quick kill satisfaction when they FINALLY spot a bad guy) - 30 second instant respawn (less finicky) The idea is not so much pushing them to "get" arma all at once, but more to give them what they expect from high action shooters. Then they start to get a feel for the range, the pacing, the tension, the on-the-fly planning. You can move on to more mil-sim type experiences from there. I didn't use my own missions this time because I wanted a fresh experience, and my buddies were understandably upset at the idea that I would know where the bad guys were. Hopefully they'll give it another shot. But for now it's back to Rainbow 6 Siege (which is pretty awesome PvP I'll admit).
  9. These look great! Thanks It's too bad Harpoon Delta is only single player. It's a fun accessible little mission.
  10. weaponsfree

    Kill an animation Loop

    Heya Does this happen when the unit is fired on/goes into combat behavior? Does the unit have a waypoint triggered upon falling into combat? In my mission the character attempts to run away, so I give him a careless / fast move waypoint triggered when he falls in combat behavior. I think that might force the unit to move instead of getting into a mess of animations.
  11. weaponsfree

    GF Post Process Effect Editor

    Oh I wouldn't test, I seriously doubt your presets have any real impact. I was just curious if these presets can lead to some of the same effects as Real Light. I'll be trying out your update once it's out!
  12. weaponsfree

    GF Post Process Effect Editor

    Very interesting Greenfist. Got a question or two regarding this. I am not sure if you've tried out some of the Real Light post process "injectors". https://forums.bistudio.com/topic/183128-real-light-reshade-preset-by-solano/#entry2890743 But wondering if this is a fair statement to make : Real Light reshade applies itself over the vanilla game. Has a light performance hit (depending on which settings you use) Your Post Process Editor uses the existing vanilla game settings to create similar effects as Real Light. Without performance hit. Or am I getting this wrong? Are the resulting effects completely different? Can your Post Process Editor cause similar performance hits depending on the settings you use? The term "Performance hit" is a sensitive subject. I am not saying Real Light has any significant impacts, most people seem to say it is negligible. But I'm on a bit of a borderline hardware setup, so I like to keep an eye on performance.
  13. weaponsfree

    Arma 3 closed in unusual manner!!

    No, my mods were : CBA Blastcore Phoenix DragonFyre Bad Benson's Midrange Texture ardvarkdb's MK18 Mod1 Old version of Zombies and Demons In addition, the mission I was editing and playing (and crashing) used BTC revive scripts. I haven't tried isolating the mod yet. Been enjoying vanilla Eden editing for the time being. When I start re-introducing mods, I'll update the thread.
  14. weaponsfree

    Arma 3 closed in unusual manner!!

    FYI : I had the same issue as you all, but on vanilla, the crash doesn't occur. I have not been able to isolate the mod that was causing this after the eden update, but I'll try them one by one to see.
  15. weaponsfree

    Trouble looping AI animations

    Hey mister goat I am not sure about how to set up your animations exactly, but check out the discussion I had when trying to get my animation to loop until a trigger changes it. I'm pretty sure you can use some of the tools shown here : https://forums.bistudio.com/topic/185822-kill-an-animation-loop/ Cheers
  16. weaponsfree

    Eden update: STATUS_DLL_INIT_FAILED

    Oh right, I just re-read the OP's message. I misread at first. not the same issue at all. Thanks for the heads up.
  17. weaponsfree

    Eden update: STATUS_DLL_INIT_FAILED

    You are getting these crashes only with imported missions in the eden editor? That seems to be where I am crashing the most.
  18. weaponsfree

    Eden update: STATUS_DLL_INIT_FAILED

    Win8.1 x64 Might be the impetus to upgrade to win10.
  19. weaponsfree

    Eden update: STATUS_DLL_INIT_FAILED

    Heya Just a little extra info here. I've been getting a series of Status errors since the eden update. I've gotten these over the course of a few hours of editing and playing : STATUS_ACCESS_VIOLATION STATUS_DLL_INIT_FAILED APPLICATION_HUNG Tried most if not all the steps recommended here with no change. Still getting regular STATUS_ crashes. Many people getting these? Problem with 1.56 stable? Or more an issue with my (our) particular build?
  20. I haven't played around with Eden enough to know if there is a non-script way to do what you want, but here are some pointers from the traditional editor scripting. I've tried all the things you're attempting at some point. The only element I'm not sure about is your use of enemy uniforms on your BLUFOR units. It may not be possible or how it behaves. I am sure there are MUCH more elegant ways of doing it all, but I'm crap at scripting, and this is how I got it to work for me : - For making sure bad guys don't shoot at you, in the unit init or another trigger, use setcaptive : unitname setcaptive true - For the enemy units you want to be become hostile when being shot at, you can use the firednear eventhandler in their init fields this addeventHandler ["firednear",{unitname setcaptive false}] The unitname is the name of your BLUFOR soldier. - To activate a waypoint when specific units are dead, you can try putting this in the condition field for a waypoint : (!alive unit1) && (!alive unit2) && (!alive unit3) && (!alive unit4) The waypoint shouldn't fire until all those units are dead. Keep in mind, they need to be blown up. Disabled units won't count. References : https://community.bistudio.com/wiki/alive https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#FiredNear https://community.bistudio.com/wiki/setCaptive
  21. weaponsfree

    ArmA 3 : RESIST

    Really excellent campaign kydoimos. First mission was a bit too tough IMHO, but otherwise great fun. I wanted it to keep going. I do a bit of editing myself, and your mix of setpiece action and open ended gameplay is really something I'd like to learn from. So 3 quick questions if you have a minute to answer a peasant mission editor :P - The sniper/thunder sequence. Are there actual consequences to shooting out of sync with the thunder? Or is it purely for effect? Either way the result is excellent, but just curious if you have more aggressive responses or otherwise if the player doesn't sync the shot. - In mission 1, the Mestori spec ops team insertion and interception. I played the mission a few times, and noticed the team essentially appears very much in your way. Do you teleport the team at predefined positions depending on what route the player takes? Or they just move organically based on your last known position? On my second playthrough they appeared among the cliffs on the northern side. Was quite a dramatic moment and made for a good CQ firefight. - I noticed at least one instance that you fail the mission when the player leaves the mission area. Is this generally to keep players from getting lost or misguided? Or because they could actually break the mission? For example, in "Options None" I was out of rockets, and wanted to loot some from that hilltop AT soldier I had shot, but was not able due to perimeter restrictions.
  22. weaponsfree

    ArmA 3 : RESIST

    Thanks for the advice! But I have already finished it. In the end it took the right combination of shoot and sprint. I do think it required too much save load/learning the position of enemies before it could be completed, but I understand the mission maker's challenge. If you don't throw enough bad guys at the player, the mission can be just a boring walk. Since then I've gotten to mission 4 or 5. And I found the difficulty a lot more streamlined. I was of course killed a few times, but all in all it felt fair and exciting. Really a great campaign. The Make Arma Not War prize was well deserved. Will finish it soon.
  23. weaponsfree

    ArmA 3 : RESIST

    Trying to get through first mission. Gotta say, pretty brutal. I can stay alive long enough to shoot, retreat, shoot. But then the evac leaves without you. When I push, the AI accuracy makes heavy save/load a must. Most of my deaths have ended in a hail of enemy grenades. Still haven't been able to finish it. Gonna take a break and try it a bit later. Sorry for the complaint. I'm still very eager to get through it since there is an obvious high level of work and detail in this. I'm sure I'll get it done with some rest
  24. weaponsfree

    Kill an animation Loop

    Thanks Larrow for the more elegant solution. I'll clean it up (the all in one code was what I was hoping for in the first place). In case anyone's curious to see the script in action :) https://steamcommunity.com/sharedfiles/filedetails/?id=550636689
  25. weaponsfree

    Kill an animation Loop

    After pounding away at it and taking ideas from a few different threads, I found a decent solution. So if anyone searching for a way to create an animation loop that is canceled via trigger, here is my solution Note, I did not use BIS_fnc_ambientAnim because the animations available in that function are not very good. The animation I absolutely wanted was Acts_B_out2_briefing. Which means I had to use switchmove : Add this to a trigger or init : animone = [] spawn {yourunit switchmove "Acts_B_out2_briefing"; animLoop = yourunit addEventHandler ["AnimDone", { yourunit switchMove "Acts_B_out2_briefing" }]; }; This will create an animation loop of the desired animation. To cancel it, in a trigger, use : yourunit removeEventHandler ["AnimDone", 0] Some additional info if you like. In my mission I have a sniper watching over his target with this animation looping. I wanted the animation to stop when the target was shot at (sniper near misses) or when he's killed (since the loop would take over a dead body if you didn't cancel it) So I had 2 triggers to cover the two cases : behaviour yourunit == "COMBAT" and !alive yourunit I have no doubt there is a much more elegant way to do this. But with my limited skills, this is what I found that works. Cheers!
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