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IndeedPete

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About IndeedPete

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    Chief Warrant Officer

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    Student Information Systems / Research Assistant

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    Southwestern Germany

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  1. IndeedPete

    [SP-Campaign] Codename Phalanx

    I'm doing another playthrough on M.E.R.C.S. at the minute and might consider a barebones bugfix update. But it's like an endless list of issues just going through my own notes. Hence, no promises.
  2. IndeedPete

    [SP-Campaign] Codename Phalanx

    Might be. But the maps are also bigger, more complex, and contain more objects than they used to be in previous titles. It's still a shame the AI is comically bad at simple tasks as getting from A to B without crashing and exploding.
  3. IndeedPete

    [SP-Campaign] Codename Phalanx

    Small update for players not owning Tanks or Laws of War DLC experiencing gamebreakers. These two DLC are now seen as recommended. If you do not own them and yet cannot progress at some point, let me know. Version: 1.01 Basic Requirements Arma 3 Marksmen Arma 3 Apex Arma 3 Tanks (Recommended) Arma 3 Laws of War (Recommended) KSK 2035 (https://forums.bohemia.net/forums/topic/191797-ksk-2035/) How to Install Standard mod procedure. Just subscribe on steam or manually download and unpack the @KSK_Codename_Phalanx folder to your Arma 3 directory. Then launch it with BI's or a custom launcher. Changelog 1.01 - 08.02.2020 ADDED: Close Call, bypass for players who do not own the Tanks DLC. ADDED: Asymmetric Warfare, hints for players who do not own the Laws of War DLC. Download Dropbox v1.01 Steam Workshop v1.01 License Content created by IndeedPete is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give me a mention in the credits. Credits & Thanks Bohemia for the splendid game that is Arma 3!
  4. IndeedPete

    [SP-Campaign] Codename Phalanx

    I'd trade my entire existing codebase for a decent C# (or similarly powerful language) API in Arma. Doing a lot with Unity at work, mostly for light-weight process simulation and visualisation, and while you can't really compare a game to a game engine and Unity has its own host of issues, workflows and integration into IDEs and such is just soooo much faster and more comfortable. Though this interview gave me some hope for future instalments of the Arma series: https://www.bohemia.net/blog/meet-martin-melicharek I feel you. Remember doing that in OFP back then, just placing a gazillon vehicles with move waypoints onto the map and watching them going around. It actually worked for the most part. Not sure where they took a wrong turn but it feels AI driving becomes worse with every new Arma title. Certainly ran into a few problems developing this campaign. Hence AI driving parts are usually short and I ensured there's not other traffic or anything else distracting the AI. They're still doing funny manoeuvres driving down a straight road.
  5. IndeedPete

    [SP-Campaign] Codename Phalanx

    Also added Laws of War to the list since someone on Steam pointed out using the Demining Drone might be impossible for non-DLC-owners as well. It was a lot easier before the DLCs. 😄
  6. IndeedPete

    [SP-Campaign] Codename Phalanx

    It's also not wanting too. If I look at code all day at work, I'm often not in the mood to look at code again after work. 😄 Yes, at the moment Tanks DLC is required because at one point the player has to get into the gunner seat of a static Nyx - which non-DLC owners unfortunately can't do. I look into providing some alternative. I just hadn't considered it earlier. Though AI driving tanks isn't a big thing in this project. I deploy tanks a few times but it's not game breaking if the AI drivers fuck up.
  7. IndeedPete

    [SP-Campaign] Codename Phalanx

    Thank you, I've never fully been gone though. It's just my output rate has gone down severely. Went from college student to full-time researcher in recent years and it's taxing me greatly in terms of hobby projects. At some point, I opted for this kind of more managable project sizes. If any, expect more smaller releases. But, no promises, as usual!
  8. Codename Phalanx Version: 1.01 Overview Singleplayer Mini-Campaign revolving around a group of KSK survivors around Oberleutnant Wolff. Events are taking place in parallel to the official "East Wind" campaign. Story CONTAINS SPOILERS - It is strongly advised to play through "The East Wind" prior to this campaign! After almost two years into a difficult and yet unfruitful counter-insurgency training campaign, long growing tensions with the AAF result in a team of KSK instructors forced to drawdown prematurely with their job half done. But on the morning of their withdrawal, one last opportunity arises. Follow Oberleutnant Wolff on his covert mission directly tied to the events of "The East Wind". Features Story-Driven Singleplayer Mini-Campaign Special Forces & Guerilla Style Gameplay Three Missions Player Decisions Affecting Mission Flow Available in English & German Basic Requirements Arma 3 Marksmen Arma 3 Apex Arma 3 Tanks (Recommended) Arma 3 Laws of War (Recommended) KSK 2035 (https://forums.bohemia.net/forums/topic/191797-ksk-2035/) How to Install Standard mod procedure. Just subscribe on steam or manually download and unpack the @KSK_Codename_Phalanx folder to your Arma 3 directory. Then launch it with BI's or a custom launcher. Changelog 1.01 - 08.02.2020 ADDED: Close Call, bypass for players who do not own the Tanks DLC. ADDED: Asymmetric Warfare, hints for players who do not own the Laws of War DLC. Known Issues Download Dropbox v1.01 Steam Workshop v1.01 Contact You can reach me on the BI-Forums: http://forums.bistudio.com/member.php?53386-IndeedPete Or on twitter: https://twitter.com/IndeedPete Or feel free to add me on steam: http://steamcommunity.com/id/IndeedPete/ License Content created by IndeedPete is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give me a mention in the credits. Credits & Thanks Bohemia for the splendid game that is Arma 3!
  9. Ah, okay. That's a different thing if you run it in the expression. That way, you need to format the text yourself: https://community.bistudio.com/wiki/format class exit { exit = 1; expression = "nul = [civ_1, (format ['Good bye, %1!', (name player)]), 'DIRECT', 3] spawn IP_fnc_simpleSentence;"; sentences[] = {"Good bye!"}; };
  10. Ah, almost. 😄 When checking boolean variables, the correct syntax is just the variable: class details { condition = "intel"; responses = {"exit"}; sentences[] = {"..."}; }; Although, with global variables, I'd advise null-checks to prevent script errors when the value hasn't been set yet: class details { condition = "!(isNil 'intel') && {intel}"; responses = {"exit"}; sentences[] = {"..."}; }; As for arguments, check the original post again: class MyFirstConversation // Name of the conversation. { arguments[] = {"(name player)"}; // Arguments passed to each sentence. Can be used via %1, %2, etc. responses[] = {"MyFirstResponse", "exit"}; // Possible responses to this conversation. Must be classname(s) of another conversation(s) in this config. sentences[] = {"Hello, I'm %1!", "Cool, I'm Mike, nice to meet you!"}; // Sentences of this conversation. Every even sentence will be said by the first person, every odd by the second. The first sentence of the conversation marks the response / action name in other conversations. };
  11. I believe that does work already, albeit different than you think. Check this part from the original post: class MyFirstConversation // Name of the conversation. { ... condition = ""; // Condition (Boolean) which causes the conversation to show up as action or response in MC. Empty string means conversation will always show up. ... }; Meaning you put your condition in the response's class and it will be evaluated for every class that has it set as response. That said, I haven't tested it in quite some time.
  12. IndeedPete

    KSK 2035

    Greetings, just a quick update in preparation for an upcoming piece of content. In this version, the 6094 vests have been added for the European scheme. Also, I found myself in need of a bigger troop carrier so I made some KSK Sprinter (Van) versions. Enjoy! Version v1.60 Media Changelog 1.60 - 16.01.2020 FIXED: Minor Stringtable Errors CHANGED: Generalised Description Texts CHANGED: Framework Changes for KSK Missions ADDED: KSK 6094 [01 - 10] (Green) ADDED: KSK 6094 [01 - 10] (Crystallised Flecktarn) ADDED: KSK Sprinter Known Issues The thermal-imaging-proof facewear clips through soft headgear such as booniehats and caps. Both Pandur II and Leopard 2 show AAF-coloured elements due to missing hidden selections (https://feedback.bistudio.com/T119594). Licence Content created by IndeedPete is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give me a mention in the credits. Download Dropbox v1.60 Steam Workshop v1.60 Credits Road Runner for allowing me to re-texture his awesome 6094 vests! Igor Nikolaev for his Russian translation! Bohemia for the splendid game that is Arma 3!
  13. IndeedPete

    Arma 3 Apex: Old Man Feedback

    I've now finished it, I think. Pros: Nice idea. Tanoa lacked good SP content. I finally got to explore the map and discovered some cool new places for myself. Scenes are nicely curated. Lots of details. I like that. Finally, a map with some ambient life on it. I spent most of the time driving around and dodging checkpoints which was actually the most fun aspect for me. The sort of humanitarian questline was the most interesting to me, unfortunately it was also the shortest. I haven't had a look at the implementation yet but I'm sure there's a lot of good stuff for other creators there in terms of assets, functions, frameworks etc. Cons: The performance is fairly bad as one would expect in an Arma 3 open world mission. FPS were frequently jumping around between 22 and 45. Sometimes for no apparent reason, i.e. low frame rate in the middle of nowhere. The voice acting is a mixed bag, ranging from alright to awful. Miller's speaker is doing a sterling job as usual. The rest of the cast not so much with the locals being hillariously bad at times. No free savegames are just bad practice. Kingdom Come tried to push that and I cheated around it. Same here. If you want to make the player consider his decisions more carefully, find another way to do so. Phone calls always seem to come in at the wrong time. I.e. I found a piece of intel in an enemy base and then got into a big firefight while like two people are calling to tell me something and I just don't have the time to listen to them. I've missed like half the important convos that way. Would be better if we had a system like in GTA where the player can deny calls until later. Unfortuantely, the mission shows what's still wrong Arma: The action menu that just needs to die so badly (placing explosives while trying to open doors). Wonky AI behaviour, getting spotted through walls. Not being able to unfuck situations like being stuck in rocks, flipping cars, boats stuck on the shore etc. The inventory system which still doesn't allow you to change gear when sitting in a vehicle (most of the time at least) and is generally clunky to use. Even more so when there's a shop system attached to it. The accelerated fuel consumption is unnecessary. I had other missions before where I naturally went bingo fuel just because they took so long. Fast travel does not come at any risk or cost. Also, it doesn't seem to work from the Old Man's home. Not sure if intended becasue one can fast travel to it. The Syndikat calls for attacks are a bit annoying. I didn't even take part in any of them.
  14. IndeedPete

    Arma 3 Apex: Old Man Feedback

    Edit: to make it even worse, I'm now getting annoying calls from Miller that I should finally adress that task. Edit2:
  15. IndeedPete

    Arma 3 Apex: Old Man Feedback

    Edit: destroying the second one also doesn't succeed the associated task.
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