-)rStrangelove
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Everything posted by -)rStrangelove
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Really looking forward to this mod. One big issue i see is to let those Littlebirds land in narrow streets and on rooftops to insert the D-Boys. Good luck !
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Securite Civile Modification
-)rStrangelove replied to Blue_Flight's topic in ARMA - ADDONS & MODS: DISCUSSION
There's a HUEY ! A HUEY ! -
In case you're into Movie Soundtracks (like me, i'm playing my games while listening to them) i'd recommend these: Ocean's 13 Pirates of the Caribbean The Negotiator JamesBond - The World is not enough ALIENS Deluxe Edition Predator 2 The Scorpion King Matrix Reloaded
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Can anyone recommend any good MMOG's
-)rStrangelove replied to chris330's topic in OFFTOPIC - Games & Gaming
I saw a trailer for a MMORG called 'The Agency'. Basically good and bad secret agents are pitted against each other. Looked like an online version of "No One lives forever", pretty stylish. <<this link will delete itself within 5mins>> -
Ok, wrong term but same meaning for me. I'm playing through GRAW2 right now and the cutscenes are alright, they either start before or after an actionpart and they have enough 'distance' to actionparts before i actually feel 'distracted' by them. That's what i was trying to describe. GRAW2 MP coop is awesome tbh, only problem is you can learn the maps pretty quickly since everything is static (enemy positions) or event-scripted (if 1st tank is gone a heli arrives and several new enemy rappel down). A randomized version of that gameplay is exactly what we'd need for ArmA MP COOP. I'll add some fun things into my random concept, like enemies going into the position right before the players reach the next objective. That's a great feature in GRAW2 i think. Â
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1st Special Forces Operational Detachment - Delta
-)rStrangelove replied to stuck101's topic in ARMA - ADDONS & MODS: DISCUSSION
The Deltas are ingame already, or are you thinking off some other timeperiod ? (like 1993 in Somalia?) -
Awesome cars really! ...and could somebody comment on as to where that grass is coming from? Looks great too
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ThinkTank - Persistant Servers
-)rStrangelove replied to VictorFarbau's topic in ARMA - MISSION EDITING & SCRIPTING
I didn't read all of former posts, but want to add my 2 cents: Conquering the whole island is something that needs to have an end and that's not the point of having a persistent server imo. When i think of my fav persistent server coop mission i see a neverending campaign that takes players to random places and missions all over the island and let them return to the homebase afterwards. Maybe there should be cities in the middle between north and south that can be conquered by a side, but some of the cities to the North and South should be so heavily defended (and constantly get reinforcements by air) so they can never be conquered. So basically the whole island is just 1 big battlefield where reinforcements are brought in from both sides out of nowhere. You can't 'win' the whole war, all the players do are single missions. Events like getting shot down in a heli can lead to interesting side missions, like Search&Rescue missions. -
Hey Club-on, nice mission. Only thing i didn't like are those cut-scenes that the player needs to watch while he's already in the mission. It's distracting and destroys concentration. Also, the cutscenes don't pay attention to what the player did beforehand - one time i saw a cutscene with the dead guys i already shot. I understand your intention to create a 'movie-like' atmosphere, but i wouldn't do many cutscenes in the mission, just before and afterwards. Just my opinion of course. Another thing: all mission goals are static. Ever thought about making them random ? You know, random things to do at random areas, that would boost replayability. I'm working on such a concept right now, i'll send you a PM when i got a prototype ready. Keep on working mate, your mission has great atmosphere
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www.ofpec.com tuts I'd start with these basic tuts, they may be old, but mostly work for ArmA too. (there are hardly any real basic scripting tuts for ArmA) However, remember this: IT'S NOT THE TOOL THAT MAKES YOU CREATIVE or in other words: if you can't do anything 'useful' in the mission editor, you won't have much better chances with scripting. Good ideas are good ideas. 90% of your ideas can be done in the editor directly in one way or another. Just try it and if it doesnt work, make a thread where you tell us your idea, how you tried to make it work and where the problem is. You'll get helpful comments, i'm pretty sure of that. Scripting for OpF/ArmA was never a real programming language, it was opened/added later for the core fans. The situation was far worse at the beginning, nowadays we got lots of old tuts and the Wiki which should be enough to get something going. For my part i can say that when i got problems to script something, the real problem is that i have no idea what i'm trying to accomplish and just scripting around a bit. That doesn't work. You need a good idea and a concept. Pen & paper is all you need. Afterwards i'd ask around if something like that has been done in a mission before and dePBO that mission to look into the scripts. It's best to learn from examples. Amen.
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These old tuts of OpF scripting give you the basics that still stand today. Try these together with looking into the ArmA wiki and you shouldn't have problems at all: http://www.ofpec.com/ed_depot/resource_list.php?type=tu&cat=xyz
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Help spawning enemy group
-)rStrangelove replied to swoop's topic in ARMA - MISSION EDITING & SCRIPTING
To let them getin with animation, this could work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {_x assignascargo truck_1} foreach units <groupX>; units <groupX> ordergetin true; -
Nice ideas GIJoe, sounds like GTA a bit. However, i would use Sahrani or maybe a desert version of it so there's more space to roam and i'd PM a moderator so they can move this to 'User missions'. Still, very interesting project. MP coop planned? That would rock.
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@F16: you mean, it's too hard for you to double-click onto the map to place objects and then to select from a normal drop-down box what kind of object you want? And then pressing 'Preview' ? Lol, wake up the 80s are long gone.
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StarWars mod demo release
-)rStrangelove replied to danelectro_dc's topic in ARMA - ADDONS & MODS: DISCUSSION
/me still hopes to see a ArmA Starwars mod getting started (and finished some day) -
6thSense.eu Presents: ArmA Coop Nights!
-)rStrangelove replied to sickboy's topic in ARMA - MULTIPLAYER
Just wanted to say yesterdays coop session was awesome - over 35 ppl i believe! MORE OF THAT -
Changing supersonic snap to a whizzzz...
-)rStrangelove replied to tophe's topic in ARMA - ADDONS & MODS: DISCUSSION
How about mixing both a whizz and the ArmA crack into 1 sound and then replace the crack? You'd only need to choose how loud each part would need to be. Maybe make 3 versions for the different tastes of ppl. Btw: what the name of the crack sound ? Would like to test a bit meself. -
To get realistic gameplay ppl should focus on planning & scripting missions rather than fiddling around with the ai values in a custom config. Obviously a game which offers great freedom like OpF/ArmA can never feature an AI which will behave like a human in all memorizable situations & circumstances. BIS tuned the AI to get the best balance between long distances+open view and short distances+blocked view situations. So: we need better designed missions, not configs. (nor addons) My 2 cents. And i could be wrong.
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Unit Replacement Pack Tutorial
-)rStrangelove replied to ColonelSandersLite's topic in ARMA - ADDONS & MODS: DISCUSSION
Tut would come in handy really. Even if you know the basics of (Opf) config editing, it can't hurt to learn new tricks (of ArmA editing). -
Wonder if we can get ATATs to 'walk' in ArmA. Now that would be awesome. And about Starwars copyrights: You're not allowed to use the main characters (Luke, DarthVader, HanSolo, ...) for your mod, nor must you use the word 'Starwars' in the title of your mod. You may use common troops (soldiers), vehicles and locations for a mod. So a mod named like 'In a galaxy far away' or 'SpaceWars' with Stormtroopers and Rebel Soldiers fighting in places like Tatooine, Hoth or Endor would be tolerated by Lucasarts.
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World War 2 or Modern mods?
-)rStrangelove replied to JdB's topic in ARMA - ADDONS & MODS: DISCUSSION
Vietnam all the way. DesertStorm 2nd on my fav list. And any sort of SpecForces ops. -
Trainer script for Combattraining
-)rStrangelove posted a topic in ARMA - MISSION EDITING & SCRIPTING
trainer_test.zip - go to Bus and aquire Trainer status by selecting 'Trainer Menu'. - move to a pos where you want an enemy to stand and select 'AI: move here'. Do as often as you have AI units available (you get a counter message). - turn all AI to enemies by selecting 'AI: switch combatmode'. (they won't shoot the trainer though) - wait and see the struggle of your students clearing the area - turn all AI to friendlies by selecting 'AI: switch combatmode' again. (those still alive will return to their start position) - do it all again Might come in handy at the next MOUT session. If someone knows how to set AI to look into a specified direction, plz PM me - i can't make them look where i want! :P -
Evolution V1.0 Large scale respawn coop
-)rStrangelove replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
@Heatseeker: come to the 6thsense.eu servers, it's being played there a lot and with a strong coop teamwork all the time. @KilJoy: Any plans for porting this onto the sahrani light/desert island? It's surely a smaller scale with only half of the usual cities, but it might run very well on a desert island. Pllllzzz! -
Yeah, looks cool. I love those palmtrees, we need more of those!
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Evolution V1.0 Large scale respawn coop
-)rStrangelove replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
I really like the idea of 'forcing' ppl to clear just ONE city at a time. You should def do that, hopefully for the next update. The 'vehicle retrieval' part is something that let to some really interesting 'side-missions' on the 6th sense servers lately, we had large groups of players going after valuable things like crashed choppers or stranded armored vehicles. Usually you need a repair truck, a fuel truck and a AAir vehicle for an effective 'retrieval convoy' and the journey lead us deep into enemy territory. Really cool experience and it wasn't forced or planned, it just happened because those choppers were needed. There were discussions about what could've happened if those crashed UH60 FFAR would've exploded and therefore lost forever. How about offering a special mission in the mission HQ building to get a new one? Maybe just some 'fly UH60 through enemy lines back home' or soemthing more complicated like 'seize remote airfield and retrieve stolen UH60 chopper'. Would be cool if ppl need to work to get vehicles back that were wrecked during the battle. Another thing (dunno if it was mentioned yet): I made several attack runs in an AH6, but the landing pad in the western part of the airbase stoppped rearming me after some time. Can you enhance that time period, or better - have that landing pad offering unlimited supplies? Â