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EBass

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Everything posted by EBass

  1. EBass

    Bis weapon pack.

    My addon directory recently grew so large it crashed my OFP on startup so I decided to have a cleanout. Unfortunatly I seem to have got rid of the BIS_Weapon pack which seems somewhat essential. Could anyone tell me where to aquire this file and if possilbe an MP_M1_garrand and MAD_SA80
  2. Confirm Stavrou table animation bug. Also confirm starting Attention Deficit with no squad, despite Miller telling me before I hit the shore "You're in charge of your own squad now" or some such. Either confusing line of dialogue needs changing, squad needs to be added OR if the player is not given a squad due to casualties in previous missions, this mechanic needs to be explained to the player. ---------- Post added at 00:31 ---------- Previous post was at 00:30 ---------- Confirm Stavrou table animation bug. Also confirm starting Attention Deficit with no squad, despite Miller telling me before I hit the shore "You're in charge of your own squad now" or some such. Either confusing line of dialogue needs changing, squad needs to be added OR if the player is not given a squad due to casualties in previous missions, this mechanic needs to be explained to the player.
  3. Ok full feedback with bits copied from earlier. Main feedback: Armory and Equipment selection: Currently I feel as in first episode, too much of a ballache. Searching through crates to find things, with your loadout often being reset at mission start. I feel a far more elegant solution would be some sort of gear select screen on mission start, much like you could customise your's and your squad's loadout in OFP:Resistance at mission start. To eliminate player error on select(i.e take no charges when mission calls for them, could have a default loadout, with hints STRONGLY suggesting player takes equipment X or Y.) Also the "Saving weapons and stuff" mechanic feels weird and doesn't really work properly. If it doesn't allow you to select or save a backpack its almost useless picking up stuff. Infact I'd say the really useful stuff never saves, that being NVGs, GPS, and Backpacks. Helicopter Ambush: *****SMALL SPOILER****** Helicopter seems to fly into turbine blades more often than not, did repeated saves to check this wasn't a one off occurance. **** END SPOILER **** Sneak to the Beach: Miller tells me "They might not be here if we took the opportunity to cut off their head when we had the chance." This SEEMS to me to be a reference to letting him use the fuel truck to assassinate the enemy commander. But I let him use the fuel truck to do that? Possible bug. Patrol and Associated Side Objectives: More needs to be done to communicate to the player that one needs to go "scouting" to fulfil the side objectives marked in orange on the map. I was running round the camp trying to find ways to "start" these missions. Additionally, seems odd that the player can only go scouting "solo" as far as I know, especially when one is going to attempt to take on objectives. Would feel more coherent to me if one had the option to take a small team (maybe a 4 man fireteam) with you. Side mission "elite soldiers" was a borefest. Hiding a 6 soldiers in 2 buildings in a town doesn't make for much fun as far as I'm concerned. Clearing every single building in a single town is a very slow and boring process. Moreover the game misleads the player somewhat, which is bad design? How? Well if you're told that a town has some soldiers billeted in it, the player is naturally going to assume that they are billeted in the one large military structure in the town (the big tower). When the player finds a mine on the stairs of this structure, he's naturally going to be led into assuming yes, they are indeed in there, and the mine is to cover their backs. I spent about 10 minutes trying to get past that mine, but it seems impossible. Game doesn't give much feedback as to how doing these side missions effects anything? Indeed they actively seem NOT to. I didn't notice any FAKs or medkits available for selection after I raided the clinic, same with weapons for the gun smugglers. Ambiance: The lack of ambient civilian modules is really telling and a bit disconcerting. I know we're in a country torn by civil war, but people presumably still live there. When they make their government presumably they won't all be governing disarmed soldiers? I don't think I saw a single civilian in the whole campaign. This has a big hit on the immersion. Mission start design: Going up to different characters to start the main mission seems odd when you have a strategic map, a map that's used to "select" exactly one mission. (so you don't really select it), why not let all main missions available be accesable through this map? Enjoyed the campaign though, the last mission was really excellent.
  4. Thanks for the release guys, enjoying it so far. Main feedback: Armory and Equipment selection: Currently I feel as in first episode, too much of a ballache. Searching through crates to find things, with your loadout often being reset at mission start. I feel a far more elegant solution would be some sort of gear select screen on mission start, much like you could customise your's and your squad's loadout in OFP:Resistance at mission start. To eliminate player error on select(i.e take no charges when mission calls for them, could have a default loadout, with hints STRONGLY suggesting player takes equipment X or Y.) Helicopter Ambush: *****SMALL SPOILER****** Helicopter seems to fly into turbine blades more often than not, did repeated saves to check this wasn't a one off occurance. **** END SPOILER **** Patrol and Associated Side Objectives: More needs to be done to communicate to the player that one needs to go "scouting" to fulfil the side objectives marked in orange on the map. I was running round the camp trying to find ways to "start" these missions. Additionally, seems odd that the player can only go scouting "solo" as far as I know, especially when one is going to attempt to take on objectives. Would feel more coherent to me if one had the option to take a small team (maybe a 4 man fireteam) with you.
  5. Hey guys I was searching for some guided missile script and I found this one that seems to be a doozy, http://www.kylania.com/ex/?p=21 Only problem is it's for Arma 2, I see I need to place a "functions" module down, which as far as I'm aware A3 no longer has. I know its got a lot of FNC_Callwhatever though, so I wondered if this or similar could be applied to A3? Also, while we're here, I wondered if there is a way to set empty vehicles to be BLUFOR or alternatively put an invisible man as cargo so choppers fire on them. The enemy chopper really tearing up the base would work really well for my mission ambience. Anyway thanks guys.
  6. Pretty simple really, got a mission where I want an OPFOR chopper blowing up everything in a base just to look cool. Either to set empty vehicles to be recognised as side blufor, or maybe somehow put an invisible man in as driver so its gets targetted. Best solution I've got so far is to put a Blufor man in the back seat, not that conspicuous, but a bit immersion breaking if you realise.
  7. Oh ok, so is there any reason it won't work? I tried it and no script errors came up, but maybe I was using the wrong classname for the missile ---------- Post added at 23:09 ---------- Previous post was at 21:51 ---------- Woo! If anyone's interested it does work!
  8. I very much apprechiate the work all you guys have done for getting this all together, but it has always struck me as odd that something so vital to mission making has always been so piecemeal? Isn't there a page or text document somewhere that lists ALL classnames (weapons, vehicles, units) etc etc in one place rather than having to dig through 5 pages of forum threads? Thanks.
  9. I got it, AHeli1 setpos [(getMarkerPos "mpos") select 0,(getMarkerPos "mpos") select 1,75]
  10. Hey guys, I was screwing around with spawning units, but in all honesty I figure its just easier to have some units miles away and have them teleport to their desired positions because then I can use editor waypoints with them rather than create them through scripting. Anyway, I know how to teleport them to a marker position, but the problem is these are helicopters with troops in and teleporting them to a marker in the sea seems to have the undesired effect of also teleporting them 20 feet under the sea. So I was wondering how to also set the height of the teleported vehicle. Thanks much.
  11. EBass

    [SP] Woods Sweep

    Hey thanks, couple of quick things if you've got the time, firstly, whats the initialisation trigger on the base conversation? There doesn't appear to be a trigger or a waypoint that can be activated (in the editor at least) near your CO. Also player kbAddTopic ["gear", "conversations\conversations.bikb", ""]; u3 kbAddTopic ["gear", "conversations\conversations.bikb", ""]; u3 kbTell [player, "gear", "Rookie01"]; waitUntil {u3 kbWasSaid [player, "gear", "Rookie01", 3]}; What purpose does "gear" have in this. I get the rest, but "gear" doesn't appear to come up in the .bikb and seems to have no utility other than to be there? I should really get around to actually understanding this scripting language one day rather than just cobbling together ctrl-ced bits :)
  12. EBass

    [SP] Woods Sweep

    Hey Flash, would you mind if I Depboed this and used it to learn a bit about animations and conversations?
  13. Its not really about the patrol route, you basically have to kill 3 guys with a 1 hit kill sniper rifle. If you're struggling with that then you got other problems than the mission. That said I know the way the script works, as soon as they are all dead he joins your side, so if there were more people in town he'd get immediatly shredded. It might also be nice adding some ambient civilians to the target area.
  14. EBass

    [SP] Woods Sweep

    Nice mission, this mission definatly has the "feel" of a campaign mission rather than a single one. Something not too hard, but builds tension and world. That long jeep drive is just made for a conversation between your fireteam, feels a lot like "Camping" (think that was the name) from the original OFP. That said, for a single mission I thought the drive was a bit much from home base, when you have a perfectly functional "base like" area in can't remember Airbase 128 or something? Look forward to more.
  15. Gotta agree mate, its a good idea but its a little too easy, maybe you have to infiltrate the area first rather than just being placed there, or have a second objective after the lighthouse? Good first release though
  16. Great stuff, just a couple of questions. Medics don't seem to work. It also keeps telling me to install OA Cba, is this a redundant message?
  17. Hey all, so I need to make two vehicles spawn, B_Lifeboats when a script detects that smoke has been thrown in a trigger area. So the smoke is thrown by a Blufor unit, it waits about two minutes and then two boats are spawned facing West, stationary and unlocked. Thanks for the help!
  18. The vehicles link just seems to link to an infantry classname page as far as I can tell?
  19. I think this has to be regarded as the single biggest issue at the moment. We (Almost) all play Arma to a large degree because of the massive epic battles it can support accross large ground. At current build A3 just can't do even really medium size battles. When Arma 2 was released a decent PC (not even top of the line) could play a battle with 1500 AI, hopefully this will be possible or almost possible when A3 comes out!
  20. EBass

    COOP 12 Operation Bump in the Night

    This is a really cool mission mate but if I may, I'd like to offer a few suggestions. Seeing as the infil point is prearranged theres really no need to start everyone on an island and load up in a boat. Why not already start everyone at the intro point and save the screwing around time? Maybe park a boat in the water with gear in for ambience. The same goes with the respawns, why not respawn at the intro point rather than miles away? Its a bit frustrating having to take a boat back in if you die. Also the instructions aren't exactly vague but they can be easy to miss, especially if theres radio chatter blocking your chat screen. I'd make all the vital stuff into tasks, so for example when you find willis note, make a new task that can be checked in the briefing to go meet him at a house about a click north of the infil point. Other than those small points really cool mission.
  21. Hi there, I'm doing an I44 mission where you take an objective which triggers a counter attack, the counter attack spawns multiple groups with this script. Esec1= Creategroup EAST; _Unit1= Esec1 createUnit ["I44_Man_G_WH_Camo_NCO_MP43",[(getMarkerPos "Es1") select 0,(getMarkerPos "Es1") select 1,0],[],0,"FORM"]; for [{_i = 0}, {_i <= 4}, {_i = _i + 1}] do { _Unit2= Esec1 createUnit ["I44_Man_G_WH_Camo_K98k",[(getMarkerPos "Es1") select 0,(getMarkerPos "Es1") select 1,0],[],0,"FORM"]; }; _Unit3= Esec1 createUnit ["I44_Man_G_WH_Camo_K98k_GGrGer",[(getMarkerPos "Es1") select 0,(getMarkerPos "Es1") select 1,0],[],0,"FORM"]; _Unit4= Esec1 createUnit ["I44_Man_G_WH_Camo_K98k_PzF60",[(getMarkerPos "Es1") select 0,(getMarkerPos "Es1") select 1,0],[],0,"FORM"]; _Unit5= Esec1 createUnit ["I44_Man_G_WH_Camo_MP40",[(getMarkerPos "Es1") select 0,(getMarkerPos "Es1") select 1,0],[],0,"FORM"]; _unit3 setunitrank "CORPORAL"; _unit1 setunitrank "SERGEANT"; _unit1=leader Esec1; Esec2= Creategroup EAST; etc and two tanks with this script. tank1 = "I44_Tank_G_PzKpfwIV_G_WH" createVehicle (getMarkerPos "as1"); _tank2 = "I44_Tank_G_PzKpfwIV_G_WH" createVehicle (getMarkerPos "as2"); sleep 1; Acrew1= Creategroup EAST; _Unit1= Acrew1 createUnit ["I44_Man_G_WH_Crew_MP40",[(getMarkerPos "AsC1") select 0,(getMarkerPos "AsC1") select 1,0],[],0,"FORM"]; _Unit2= Acrew1 createUnit ["I44_Man_G_WH_Crew_P38",[(getMarkerPos "AsC1") select 0,(getMarkerPos "AsC1") select 1,0],[],0,"FORM"]; _Unit3= Acrew1 createUnit ["I44_Man_G_WH_Crew_P38",[(getMarkerPos "AsC1") select 0,(getMarkerPos "AsC1") select 1,0],[],0,"FORM"]; Acrew2= Creategroup EAST; _Unit4= Acrew2 createUnit ["I44_Man_G_WH_Crew_MP40",[(getMarkerPos "AsC2") select 0,(getMarkerPos "AsC2") select 1,0],[],0,"FORM"]; _Unit5= Acrew2 createUnit ["I44_Man_G_WH_Crew_P38",[(getMarkerPos "AsC2") select 0,(getMarkerPos "AsC2") select 1,0],[],0,"FORM"]; _Unit6= Acrew2 createUnit ["I44_Man_G_WH_Crew_P38",[(getMarkerPos "AsC2") select 0,(getMarkerPos "AsC2") select 1,0],[],0,"FORM"]; sleep 1; _Unit1 assignAsCommander _tank1; [_Unit1] orderGetIn true; _Unit2 assignAsGunner _tank1; [_Unit2] orderGetIn true; _Unit3 assignAsDriver _tank1; [_Unit3] orderGetIn true; Basically I want the counter-attack to "fail" when this force takes about say 70% casualties and both tanks are decrewed/destroyed. Any way I can do this? Thanks.
  22. Thanks mate, that seems to work like a charm, although the tank damage script seems to fire a little early. It seems to fire if they take a significant hit even if they are still active. But it works. Any idea how I can make them all retreat and then delete any unit after it retreats? I'm guessing I'd have to delete each groups waypoint and set a new one "running away"
  23. So its the first in a script and the second as a condition in a trigger? I'll try it out, thanks!
  24. EBass

    Mission Editor

    I'd really really like a few things added to the editor just to simplify some things. Don't whine at me, I know the Arma editor is way way simpler to use than most other editors but there are some things that really should be doable without scripting. Just for a couple of examples. A) Spawning: Would love some functionality to add this as a trigger function. I.e make is so you can group a group to a trigger and have them spawn in (with waypoints and all) on the trigger firing. B) Adjusting heights of things, should be able to just do it by maybe clicking the entity and pressing shift+up incrementally or something rather than doing it with numbers in the init. Things like that
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