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Everything posted by [SEN]Baraban
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No worries man! I actually only discovered it myself a few nights ago by accident while helping one of my colleagues with his own config. So it was obviously meant to be! Hehehe. ;)
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Hi Haleks, Not sure if someone's already mentioned this, but in the Ravage.pbo config if you add += after muzzles [] in the Throw: GrenadeLauncher class, it will 'add to' rather than 'overwrite' the base class and will let you use all the RHS grenades (or grenades from any other mod) along with Ravage's red flares perfectly. i.e. class CfgWeapons { class Default; class GrenadeLauncher: Default { }; class Throw: GrenadeLauncher { muzzles[]+= { "HandGrenade_Stone", "HandGrenadeMuzzle", "MiniGrenadeMuzzle", "SmokeShellMuzzle", "SmokeShellYellowMuzzle", "SmokeShellGreenMuzzle", "SmokeShellRedMuzzle", "SmokeShellPurpleMuzzle", "SmokeShellOrangeMuzzle", "SmokeShellBlueMuzzle", "ChemlightGreenMuzzle", "ChemlightRedMuzzle", "ChemlightYellowMuzzle", "ChemlightBlueMuzzle", "rvg_throw_Muzzle" }; class ThrowMuzzle: GrenadeLauncher { }; class rvg_throw_Muzzle: ThrowMuzzle { magazines[]= { "rvg_flare" }; }; }; Just finished testing it out after adding those changes and it works fine now, I can finally use those russian RGN impact grenades from RHS 'etc'. All the best, Baraban.
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Sentinel - Outbreak - Part II Description: This is a sandbox style mission where the player must escape from an island where there's been an outbreak of a highly contagious rage-inducing virus, which turns those who have been infected into blood-thirsty, violent psychotics. The mission begins shortly after the Altis edition left off. Our protagonist (the player) was sold out by the AAF officer shortly after making it to the Altis safe zone and instead of being sent back home, he and several others were handed over to a mysterious group of scientists dressed in white coveralls with red insignias on their shoulders. After being taken captive, the player and everyone else who'd come into contact with the infected were then transported to Tanoa. Shortly after arriving at their research facility, the protagonist managed to escape; and thanks to a friendly local Tanoan named Akamu, was able to hide in a small underground bunker deep in the jungle. Unfortunately Akamu is long overdue to return and supplies are running low, so once again the player must venture forth from their temporary abode and will need to make use of whatever weapons and equipment they find scattered around in buildings, vehicles and dead bodies in order to survive long enough to find a means of escaping the island of Tanoa. Trying to stay alive is made even more challenging as the player will have to either evade or kill the infected which have now made an appearance on Tanoa; as well as the scattered groups of bandits that are taking advantage of the lack of law and order. Thankfully the player isn't completely alone however, as there are still a handful of survivors out there, including some that may be more than happy to join you in their fight for survival. There are also reports that a private military company has established a base of operations in the region and are evacuating survivors. What are the intentions of this new force, are they really here to help, or will they turn out to be just as treacherous as the AAF? This is the continuation of the previous Sentinel - Outbreak storyline, which ties in some of the characters and events from the previous Outbreak scenarios (Esseker, Altis and Chernarus) and brings it all to a conclusion. Features: 15 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play. 5 Different ways to escape the island, including an optional mission at the safe zone that will have the player leading a small team on an important assignment that can change the overall outcome of the story. Random Bandits and even armed civilians that are friendly to the player that spawn at certain locations and with random gear. Simple text based narration courtesy of IndeedPete's conversation system. The option to ask some of the random survivors you encounter to join your team, helping you fight against bandits and the infected. Be warned, not all of them will accept. There is also an option to skip some of the lengthy story related dialogue with certain characters at the safe zone, all you need to do is select the (Quickstart) dialogue option using the action menu when speaking to the respective characters. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. Created to be vanilla Arma 3 (APEX) friendly, no 3rd party mods or addons required. Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. Requirements: None - created to be vanilla Arma 3 (APEX) friendly, no 3rd party mods or addons required. Credits & thanks: B. Robertson (aka Capt.Robertson / Baraban) and the Sentinel Team - Mission design and testing. Special Thanks To BobTom aka Craig and Corvobrok - Original Infected Scripts. IndeedPete - Conversation System. ZZEZ - Loadout Script. BangaBob aka H8ermaker - Loot Script. [sTELS]Zealot - Random Vehicles Script. Giallustio - BTC Quick Revive Script. Haleks - Ravage Mod (Ravage Edition) Known Issues & Future Plans: There's a few buildings in the map that the infected still struggle to navigate properly, although this is more of an issue with Arma 3's poor AI than mission design. In very rare instances one or two of the infected sometimes spawn without ambient sound effects, making them particularly dangerous if you're not paying attention. On some occasions when reverting to a previous save, or continuing an older game, the scripts and conversation system may take a few minutes to catch up again. This is due to the large size of the map and sheer amount of scripts in use and can't be helped. When building a campfire they will appear at the same altitude above ground level as the player's feet; which means that even though you can build them inside a house or on the top floor of an office building, if you're standing too close to the edge of a building or rock formation the campfire may end up floating in mid-air over the side. There have been reports that the MCC and NSS Admin Console mods used to see units on the map and teleport in single player will break the infected spawning and random loot scripts. Be advised that Mods which aren't listed in the requirements section are not supported and you use them at your own risk. This mission is set on Tanoa and uses the same scripting as the Altis edition, so you'll need a fairly decent PC to run this at an acceptable frame rate. I have a beast of a machine and all my missions on Tanoa seem to average about 20-30 FPS when I put my settings to the max (I get double those FPS playing on Altis). DO NOT play this mission if you've got less than 3-6GB of system ram and a GPU with less than 2GB, otherwise your FPS will drop through the floor and you'll get graphical glitches and artifacts. Stick with the Altis edition or wait until you've upgraded your computer before attempting this one - OR - Download the 'Lite' version via the link at the end of this description. ** This is the final Outbreak Mission type I plan on releasing and was created as my way of saying thanks to everyone that played and enjoyed all 3 of the original scenarios, I hope you all enjoy playing this one as much as I did creating it! ** Download: Sentinel - Outbreak - Part II v1.00 (7Zip) http://www.mediafire.com/download/szdqytlb2yw49ss/sentinel-outbreak-part2-v1-0-0.7z Sentinel - Outbreak - Part II - Lite - (7Zip) - for people with older/slower computers that have FPS issues or trouble rendering the starting bunker. http://www.mediafire.com/download/ladbob2784nk3bs/Sentinel_Outbreak_Part_2_%28Lite%29.pbo.7z Sentinel - Outbreak - Part II - Ravage Edition - (7Zip) - The version I've created especially for people using the Ravage mod by Haleks. (This is the best one IMHO): http://www.mediafire.com/download/ui9g21f4wx3a22j/Sentinel_Outbreak_Ravage_Edition.7z Gallery: YouTube Videos:
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[SP] Sentinel - Outbreak - Part II
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 3 - USER MISSIONS
Done - added a trigger that detects whenever a unit that belongs to SideEnemy (Negative rating essentially) is within about 80m of the player. I've just replaced the file on Mediafire. In the meantime I'll have to start thinking up some good ideas and a half-decent backstory for the co-op mission. ;) Best,- 12 replies
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[SP] Sentinel - Outbreak - Part II
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 3 - USER MISSIONS
Here you go, you'll appreciated this one Evil Organ - the first post has been updated with a link to the version of this mission that I've made specifically to work with the Ravage Mod, this enhances the mission significantly and removes the need for the hefty amount of scripting in the original. This also makes the mission more challenging, as finding an initial weapon and map is much more harder, plus there's roaming bandits to content with too now. Features with this version include:- * The Ravage mod survival module - you'll now need to stay fed and hydrated if you hope to last long enough to escape. * Ravage mod Friendly AI and traders that have a small chance of spawning during the game. * Firefights between the randomly spawning Ravage mod bandit patrols. * A more complicated repair system (and fewer vehicles that spawn intact). * Ravage mod Zombies that track using sight and sound instead of the hunter-killer style infected, I've included both walking and running types and the bolters can run faster than the player if he's out of stamina, so you need to be careful. * Ravage mod time acceleration and random weather. Overall, even though it's not vanilla anymore, it runs a lot better and is much more fun! Enjoy!! P.S. If there's enough interest I could probably convert this into a Ravage mod Co-op mission, the only thing that was preventing me from doing so with the previous outbreak missions was the crazy amount of scripting and glitches it caused in MP.- 12 replies
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[SP] Sentinel - Outbreak - Part II
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 3 - USER MISSIONS
That's perfect! Many thanks for the feedback, and it tends to mirror what all 5 of my testers were saying, so that's very much appreciated. Yeah, I occasionally get the stuttering sound with the infected chasing me too, doesn't happen all the time though and I'm not sure what's causing it either, the sound files haven't been changed since the previous Outbreak missions, and I also noticed it doing that with some voice overs on another guys scenario I was playing a few nights ago, might be a sound performance issue that's crept in with one of the updates? P.S. That gunshot near the end of your video almost made me spill my coffee! Hehehehe. Best,- 12 replies
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[SP] Sentinel - Outbreak - Part II
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 3 - USER MISSIONS
You're welcome Evil! Have a go and let me know how you get on, there's a lot of people playing on older spec machines (Mostly with older GPU's) that have been having some serious slowdown issues and the starting bunker hasn't been rendering properly for them. There's a light version of the scenario available for download where I've cut out a lot of the extra static objects and removed the bandit patrols and random starts for a lot of the armed guards and scientists for the second part of the scenario, and it seems to help in most cases. Best,- 12 replies
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Hi Matt, No idea, sorry. There's no scripts in place that change how repairing works in any of the Outbreak Scenarios, for the vehicles that need a repair kit (i.e. the Helicopters and Fuel Trucks in Essker, Chernarus and Altis), all I've done is setvehiclelock to "Locked" until the damage is repaired after which it sets it to "Unlocked" allowing you to get inside. Esseker and Chernarus both use the Red Hammer Studios Russian and US units, but I don't think they would cause any problems with the Ravage mod. I've never used Ravage before, so I might download it and see what happens. :) Best,
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Sentinel - 'Outbreak' Altis, Esseker & Chernarus Editions Description: This is a sandbox style mission where the player must escape from an island where there's been an outbreak of a highly contagious rage-inducing virus, which turns those who have been infected into blood-thirsty, violent psychotics. The mission begins in a different way depending on which edition you're playing. On Altis you're an innocent holidaymaker that's stuck on the island when the outbreak hits, in Esseker you're the lone survivor of a plane crash, while on the Chernarus version you've been kidnapped after the refugee camp you were working at was attacked by soldiers and are currently being held captive in an underground facility. Deciding that just waiting to die isn't exactly how they'd like to spend their last few hours on earth, the player must venture forth and will need to make use of whatever weapons and equipment they find scattered around in buildings, vehicles and dead bodies in order to survive long enough to find a means of escaping the island. Trying to stay alive is made even more challenging as the player will have to either evade or kill the crazed remnants of those that have been infected by the virus; as well as scattered groups of bandits - and in the case of the Altis and Chernarus editions there's even hostile soldiers who would rather shoot first than risk being infected themselves. Thankfully in the Altis and Chernaurs editions the player isn't completely alone however, as there are still a handful of survivors scattered around who are desperately trying to hold back the never ending hordes of the infected. The Esseker edition is a much darker and lonelier experience as it's set later in the Outbreak timeline and takes place in a location that's suffered the ravages of time and neglect after the initial outbreak. Features: -=Altis Edition=- 8 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play. 4 Different ways to complete the mission, including 2 obvious and 2 relatively hidden methods of escape that only a few sharp eyed or resourceful players will find. Random Bandits and even armed civilians that are friendly to the player that spawn at certain locations and with random gear. Simple text based narration courtesy of IndeedPete's conversation system. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The ability to sit down and rest to heal minor injuries (those that are less than 33%) slowly over time. While resting, the player can build a campfire which will automatically save their progress - be advised that even though this feature can be used multiple times, it comes with a 10 minute cool down timer. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. Created to be vanilla Arma 3 friendly, no 3rd party mods or addons required. -=Esseker Edition=- 6 Random starting locations and random loot spawns in almost all the buildings mean that you'll have a different experience each time you play. 3 Different ways to complete the mission, including 2 different methods of escaping from Esseker and a highly optional 'King of the Wasteland' ending for the murdering sociopaths among you. Random Bandits/Marauders spawning at certain locations and with random gear. An underground bunker area that is created through the clever use of scripts and existing structures, it's not pretty, but it is functional. Simple text based narration courtesy of IndeedPete's conversation system. The ability to sit down and rest to heal minor injuries (those that are less than 33%) slowly over time. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. -=Chernarus Edition=- 4 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play. 3 Different ways to escape from Chernarus and complete the mission, and a highly optional 'Ruler of South Zagoria' ending for the murdering sociopaths among you. Added the ability for the player to sit down and rest, which will slowly heal minor injuries (damage to the player must be less than 33%). First Aid kits must still be used to treat any serious injuries first, otherwise the player will not be able to heal when they try to rest. You know you are healing when you see the word 'resting' in the top right corner of the screen, this fades away when back at full health. You can rest near the campfire in the tower at the Survivor Stronghold in order to save your progress, but this comes with a 10 minute cool down period before it can be used again. Random Bandits that spawn at certain locations and with random gear. Simple text based narration courtesy of IndeedPete's conversation system. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. Credits & thanks: -=Altis Edition=- B. Robertson (aka Capt.Robertson / Baraban) and the Sentinel Team - Mission design and testing. Special Thanks To BobTom aka Craig and Corvobrok - Original Infected Scripts. IndeedPete - Conversation System. ZZEZ - Loadout Script. BangaBob aka H8ermaker - Loot Script. [sTELS]Zealot - Random Vehicles Script. -=Chernarus Edition=- Red Hammer Studios - Russian & US Equipment. -=Esseker Edition=- RonhillUltra and ThcMonkee - Esseker Map. Change Log: -=New in version 1.05=- Edited the Game Logics and Triggers to make the mission compatible with Eden/Apex, the mission should now appear in the scenario list again. (All Editions) Added the new 8 point military cap to the USMC officer on board the USS Khe Sahn. (Chernarus Edition) Left some of the portable lights on in the Underground Bunker after the power is cut, as it appears as though BIS have drastically reducing the distance that the ambient light travels in a recent update. Most portable lights like those have got their own independent power source anyway so it doesn't really break the immersion too much. (Chernarus Edition) Added a new Bandit camp at the junk yard, South of Petlov Grad. (Esseker Edition) Added a few more spawns to account for the new locations in the most recent version of Esseker. (Esseker Edition) Tweaked the waypoint for the UN Helo to make it more likely to land on the roof of the hospital. (Esseker Edition) -=New in version 1.03=- Changed the base units and added new textures to the infected to make them look like they're more suitably well clothed for a temperate environment. (Chernarus & Esseker Editions) Made some changes to the Infected scripts to fix a bug that crept in with the recent Arma 3 patch, this only broke the Chernarus version as the infected spawned as side GUER instead of CIV, now all editions have the infected spawn on side CIV. (Chernarus Edition) Added another 2 spawning locations for the Fuel Trucks. (Chernarus Edition) Added a trigger to fully repair the escape helicopter after it's manually repaired and refuelled by the player, this will disable that annoying master warning alarm. (Esseker Edition) -=New in version 1.02 (All Editions)=- Added more bandanas and sunglasses for the Bandits, and made some of them spawn with just balaclavas to add a little more variety. Added a few more entries into the init.sqf file to trip a lot of the trigger conditions on mission start to false, this is the default trigger condition state and I normally don't need to define it in the init file but people running the game with the -ShowScriptError start parameter were constantly being spammed with undefined condition error messages. This doesn't have any effect on gameplay and was more of an annoyance for the people that have this start parameter as default - usually modders or mission makers and their testers. Fixed a small bug that was present in the original random vehicle spawning script, so now the random vehicles should spawn even in the small villages and continue appearing until the end of the mission for the Altis and Chernarus editions. Requirements: * Please note that you can use any 3rd party mod/addon that's not listed in the requirements below, but you do so at your own risk as it may change the overall mission experience and in some cases, possibly even break it. -=Altis Edition=- None - No mods/addons required for the Altis edition. This was created with vanilla Arma 3 in mind. -=Chernarus Edition=- Community Upgrade Project - Terrains Complete - CUP Team. *This is required for the Chernarus terrain* - http://www.armaholic.com/page.php?id=30045 RHS: Armed Forces of the Russian Federation & RHS: United States Armed Forces - Red Hammer Studios - http://www.rhsmods.org/ -=Esseker Edition=- Esseker by RonHillUltra and ThcMonkee - http://a3esseker.info/ RHS: Armed Forces of the Russian Federation & RHS: United States Armed Forces - Red Hammer Studios - http://www.rhsmods.org/ Community Upgrade Project - Terrains Complete - CUP Team. *This is required for the Esseker terrain* - http://www.armaholic.com/page.php?id=30045 Known Issues & Future Plans: (Esseker Edition) There's still issues with the underground bunker section of the map, particularly with regards to it making the player go into the skydiving animation whenever he steps off a ladder or falls down. This is due to the altitude this area is set at (2500M), and while for the most part it isn't too much of a problem and has been fixed with some scripting, occasionally the player will stay in the skydiving animation and float a few feet above the ground. The best fix for this is to drop your weapon or put it in your backpack (or if you're using ACE3 - just put your weapon on your back), this will change the player's animation and he'll land as normal. In very rare instances one or two of the infected sometimes spawn without ambient sound effects, making them particularly dangerous if you're not paying attention. (Esseker Edition) On some occasions the pilot of the rescue helicopter will land nearby again briefly even after picking up the player, this is just another glitch in the AI, but it's not game breaking. There's a few buildings in the map that the infected still struggle to navigate properly, although this is more of an issue with Arma 3's poor AI pathfinding. (Altis Edition) On some occasions when reverting to a previous save, or continuing an older game, the scripts and conversation system may take a few minutes to catch up again. This is due to the large size of the map and sheer amount of scripts in use and can't be helped. (Altis Edition) When building a campfire they will appear at the same altitude above ground level as the player's feet; which means that even though you can build them inside a house or on the top floor of an office building, if you're standing too close to the edge of a building or rock formation the campfire may end up floating in mid-air over the side. Download: Sentinel - Outbreak - Altis Edition (v1.05) http://www.mediafire.com/download/h2tr4rti3xk2wte/sentinel-outbreak-altis-edition-v1-0-5.rar (Rar file) http://www.mediafire.com/download/dlofad6l8u1vd80/sentinel-outbreak-altis-edition-v1-0-5.7z (7Zip file) Sentinel - Outbreak - Esseker Edition (v1.05) http://www.mediafire.com/download/1izk97f1bgjr323/sentinel-outbreak-esseker-edition-v1-0-5.rar (Rar file) http://www.mediafire.com/download/r78yjl1ymcuc4wr/sentinel-outbreak-esseker-edition-v1-0-5.7z (7Zip file) Sentinel - Outbreak - Chernarus Edition (v1.05) http://www.mediafire.com/download/d9a8g0uiv9ovf4x/sentinel-outbreak-chernarus-edition-v1-0-5.rar (Rar file) http://www.mediafire.com/download/t29wxtcvyjt8gbm/sentinel-outbreak-chernarus-edition-v1-0-5.7z (7Zip file) Gallery: YouTube Videos:
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Hi Neofit, Here...Let me help you *Spoiler Alert* Best,
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Sorry for the delay folks - been working on other projects recently and only just came back to Arma III and realised that these missions were in dire need of being updated so that they work with Apex/Eden, plus the All in Arma Terrain pack has been superseded by the CUP Terrains Complete pack, so I've made the necessary changes to the missions themselves to get them to work again, and even made a few changes to bring them in line with the most recent versions of the respective mods. First post updated with the new links and details. Best,
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There we go, that's the newest version released for both Chernarus and Esseker, Altis doesn't need any changes as everything work fine as it is. As long as there aren't any more serious bugs I think it's safe to give these ones a break for now, as there's some new projects that are eagerly awaiting my attention. Have fun and whatever you do, don't let 'em bite you!!! ;) Best,
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Not in the immediate future as I'm actually happy with the Altis version as it is right now. Altis is a different setting from Chernarus and Esseker so it fits the theme better to have mostly pistols, with occasional submachine guns and the odd AAF/FIA assault rifles rather than American M4's and Russian AK's strewn about the place, but it's something I might consider for a future update further down the line if enough people are interested in it... At the moment the Esseker and Chernarus versions seem to be the most popular, so any major updates will most likely be for those, including a cosmetic one for the infected which should be out soon. I've had reports that apparently the latest patch for Arma 3 has caused issues with the AI and that many of the infected are just standing around yelling instead of chasing the player, so that'll be the main thing I'll need to look into in my spare time. :rolleyes: *Edit* Fixed - will update it tonight after work with both the AI fix and the temperate weather clothing for Chernarus and Esseker infected. Best,
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Here's something I've knocked together quickly using mostly existing textures that were sitting unused in the characters_f.pbo file, all I needed to do was copy and paste a few of them together and add a few more jackets and cargo pants to give them a little more variety. I'll add these to a later version for both the Esseker and Chernarus versions using a script, no mods required. ;) Best,
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Nahh, that's deliberate - you see these guys are from Chernarus. They've lived and grown up in a Baltic state; and the fact that there's no snow around suggests that it's obviously above 0'C and that means it's a heat wave for them and they've dressed appropriately.... [sEN]EvilBubba even put forward the suggestion that I add a mod that makes the infected completely stark naked, like in 'The Forest' with their tadgers flapping around as they run, just to add an extra element of shock and horror to it all, but I dismissed that instantly as I knew it would have added an 18 age restriction to my YouTube video Lets Plays...... I jest. ;) ..... Seriously though, cosmetic stuff like adding temperate style clothing is something I'm looking at for a future update, I'd already made the survivors wear more sensible gear, so I decided to release the mission in a working condition using the base infected units first before I reviewed the various civilian mods available, really to save time and get this out sooner. Ideally I want to use as little mods as possible so I might just use the existing Guerrilla and Rangemaster uniform sets and a script that randomly selects custom textures for them, as that would work just as well. Best,
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Hahaha, thanks!! The backstory I've added to all three missions is entirely optional but well worth reading to give the player a sense that they're part of a bigger story.... In fact there's actually a reason why some people (including the three protagonists) are immune to the virus, but that will be explained in a later story. I actually deleted a conversation the player had with one of the survivor leaders in the Altis edition because it gave away a bit too much regarding the origin of the virus, but the smart ones among us will probably have already figured it out, or at least have their suspicions. ;) The best thing is, the fates of all the protagonists are interweaved and have relevance in the sequel I have planned, but that's for much later down the line as I'm hoping to release Outbreak Part 2 for Tanoa, or at least that's the plan. Ahhh, just watched that video with the dynamic helicopter crash. That does look like it could be good fun to add!! That reminds me - I've updated the first post with links to the newest versions of the mission and added Chernarus to the links, enjoy!!! Best,
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That's the Chernarus version up on Armaholic, tomorrow evening I'll publish it on steam and update the first post here as well. Once again, please report any errors and bugs and I'll see if I can fix them whenever I can. Enjoy and all the best,
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Just did a quick playtest and found a last minute bug that got through the closed beta for Chernarus, the player couldn't repair anything - it's now fixed. ;) Everything else seems to be working fine and I've even fixed the vehicle spawns for smaller villages and added a little more variation to the Bandits which I'll also be carrying over to the Altis and Esseker versions. Best,
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You're very welcome Corporal_Lib, I've sent you a link to the beta version - this is the only one available to non-Sentinel team members and providing there's no major bugs the official version will be released less than 24 hours later (On Armaholic first as always), along with updates for the other two versions. Let me know how you get on with it? P.S. This one actually has a more detailed back-story in the briefing, it's over a page long and reading it is optional though as it doesn't affect gameplay at all, it's just to provide atmosphere and set the scene. ;) Best,
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Don't worry G, neither are game breaking, they're both just cosmetic errors that are visible only to people that use the -ShowScriptErrors starting parameter (mission/mod makers and their testers usually); and have been fixed in the latest version that will be released at the same time as the Chernarus edition. The Rescue Pilot error comes up for the co-pilot that's assigned to the turret (co-pilot seat) of the UN Mi-8 because there's a bracket missing in the last line of his init field, but he's still inside and in the correct seat when it appears to extract you near the end of the mission, besides he's not the one actually flying it so it's no biggie.... The regenerate error is just the game complaining that sitting=false; wasn't added into the init.sqf before the mission started, it doesn't have any effect on the script or gameplay other than being annoying for people using -ShowScriptErrors and should go away when you sit down. Best,
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Thanks Corporal_Lib, The Chernarus one is actually taking a little longer than I'd initially planned, as I've re-visited the 'underground bunker' section of the map and given it a little more atmosphere, including emergency lighting and ambient noises, but it adds a lot more to the feel of the mission (see the video below to see what I mean). Hopefully should have something playable within the next week or two, work permitting. ;) Best,
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That's correct. Your character mentions needing to find one in the Esseker version shortly after encountering the infected; and in the Altis version during the briefing you mention that your hire car and map were stolen the day before. You can find maps either as loot from inside houses or from one of the vehicles scattered about... You quite literally start with nothing in this mission... Unless you're exceptionally lucky in the Altis version and a map and assault rifle spawns in your starter house - in which case I sometimes just restart as it makes it way too easy. There are no waypoints or objective markers in this mission, there are multiple ways of escaping the island/country and completing the mission, but you'll need to figure them out for yourself using your own initiative - although there are very strong hints as to how to do this mentioned during the course of the mission, especially as you encounter other survivors on Altis, or as you explore Esseker. If you're stuck then just read what Corporal_Lib has mentioned above for some hints, or for the Altis version just watch the Let's Play I've posted on my YouTube channel, I've actually hinted at several methods of escape in that one, but been very careful not to give too much away about the semi-secret one.... So far only one other person has found it, but as he's a member of the Sentinel Team it doesn't really count. ;) Best,
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Excellent!! I'll have to use you as my test subject for the Chernarus version, in that one you actually start inside an underground bunker. ;) Tip - for the King of the Wasteland ending, there's not only bandits in the marked locations, there's a few that have a 50% chance of spawning on the rooftops on some of the buildings in Esseker City (and lower Esseker) plus there's also a group with an offroad that saw your plane come down, so they'll be heading towards it after a few minutes - if you're well armed you can come back to the crash site and ambush them! Best,
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Yeah, Stormforge has mentioned that there's problems with MCC and the spawn and loot scripts, but I've only installed MCC briefly for testing purposes and not been able to replicate it reliably enough to pinpoint an exact problem, so there might be another mod on top of that one that's causing the issue some people are having. Unfortunately the only mods that are supported are the ones listed in the requirements (and ACE3 if you want a challenge).... There's a lot of 3rd party addons out there and some of them do seem to change the core game mechanics and/or add their own scripts; and it looks like the vanilla scripts in Outbreak do get mangled as a result of this. I've played through the Esseker mission twice last night to make sure the new changes worked as planned and didn't run into any issues - other than being one-shotted by the bandit at the top of the apartment buildings, but that was just carelessness and poor use of cover on my part. ;) The Infected still spawned all the way through to the end and the loot still appeared, even the RHS stuff. So it's very much a case of - you can use any 3rd party mod/addon that's not listed in the requirements, but you do so at your own risk as it may change the overall mission experience, and possibly even break it.... Best,
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The Esseker version has now been updated to use the same method of spawning as the Altis one, and as a bonus I've included a few more items in the loot spawns and a message that comes up when the player is near the motorboat; explaining that Esseker is landlocked but the boat can still be used to travel downriver to the city... Just for those special people that tried to drive it over the land at the end of the river, hoping to escape. ;) Best,
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