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Everything posted by IndeedPete
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Spin-Off Release: Simple Conversation System
IndeedPete replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For reference: http://alivemod.com/wiki/index.php/Script_Snippets#Adding_Custom_Inits_to_Spawned_Units In that case it should be relatively simple. Untested code that would go into your description.ext: class Extended_Init_EventHandlers { class Man { init = "if !(isPlayer _this) then {_this call BIS_fnc_objectVar; [_this, """MyTopic"""] call IP_fnc_addConversation;}"; }; }; -
Spin-Off Release: Simple Conversation System
IndeedPete replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not sure. Does AliVE provide you with a way to access the spawned units and/or their init lines at start up? If not, you'd be stuck with constant or periodic looping over allUnits. -
Spin-Off Release: Simple Conversation System
IndeedPete replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You probably mean this hold action they introduced in Apex. You could adapt this: https://forums.bohemia.net/forums/topic/192346-woah-woah-woah-bi-trying-to-sneak-one-in/#entry3058266 -
Pete's Re-Textures (EUROFORCE, CSAT Snow Tigers)
IndeedPete posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
- DEVELOPMENT DISCONTINUED - EUROFORCE CSAT Snow Tigers General Information Contact You can reach me on the BI-Forums: http://forums.bistudio.com/member.php?53386-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. Scripts & Variables There are some init functions, especially regarding the custom insignias that can be manipulated using a few simple commands. Commands for single units must be run from a unit's init line and generic commands should be run from the init.sqf. Credits & Thanks black-light-studio for their / his great Hexatal Camo Concept – Seamless! Catchina-Q2 for her/his Buzzard graphic! cobra4v320 for his HALO/parachuting scripts! drdraze for the space wolves chapter badge! Kydoimos for creating the Snow Tiger insignia and custom faces! norrin for his great convoy defend script! Shuko for his SHKPos script! Surfer for his splendid Wipeout texture! tpw for his ambient civilian script package! And all the great people on the BI-Forums who helped out with answers and feedback to so many questions! -
- DEVELOPMENT DISCONTINUED - Singleplayer Campaign Ice Version: 0.50 ALPHA Good evening, I would like to use this thread to officially announce my recent project in the Armaverse's splendid singleplayer content. A few of you might have stumbled upon my other projects, namely M.E.R.C.S. or Contention Zone, or my various re-texturing efforts and scripting frameworks. This work here, simply called Ice, is my newest and probably biggest baby since I started its development in the beginning of this year. I have reached a state in which I can share some of the details with you and do a fair shair of shameless marketing. Veterans of M.E.R.C.S. will hopefully find Ice to be a worthy successor, both in terms of gameplay and story. Contrary to my approach in M.E.R.C.S., I will not run a public Alpha as the complexity of Ice outruns the complexity all of my other projects, and I am not able to provide easily upgradable releases where I can iteratively add more missions without having you lose your saved progress. Instead, my plan is to finish a rough version of the playable content and release it in Beta state, hopefully in the first quarter of 2016, for you to evaluate and to attract some of you talented voice actors out there. Thanks for your attention. Let's jump right to the shameless marketing, shall we? Overview Ice introduces a new and snow-swept setting to the Armaverses’s Singleplayer content. Through the course of over thirty missions – featuring story-driven, combined arms action – the player will alternate between three characters, each representing one of the campaign’s major factions; EUROFORCE, CSAT, and Black Star Movement. From this shared perspective, the devastating conflict in the Barents Sea region will be experienced, through the unique lens of its combatants. From infantry encounters, stealth missions, and armoured engagements to strategic planning, base expansion, and casino capitalism, the gameplay boasts an imaginative, diverse and dynamic style where your decisions really matter. Moreover, veterans of Ice’s predecessor, M.E.R.C.S, will find friends and enemies, old and new, in the sprawling tundras and Alpine forests of Helvantis. A BETA release, aiming to attract the attention of talented community voice actors, is targeted for the first quarter of 2016. Story More than a year has passed since the events of M.E.R.C.S and European Armed Forces are back in control of the Mediterranean islands, Altis and Stratis. The British ultra-nationalistic paramilitary group, commonly referred to as the ‘British Knights’, is still at large and intelligence services around the world have lost track of the prototypic fusion power generator they acquired on Altis. As European Armed Forces seek to extend their influence over the Mediterranean and Middle East, an association agreement between the Russian Federation and Canton-Protocol Strategic Alliance Treaty is signed, leading to joint military exercises close to European territories. Already, the fragile peace between the Independent Republic of Helvantis and the Russian Federation is beginning to crumble and now threatens to fall apart completely after the discovery of a valuable chemical element in Helvantian soil, Astatine, in its stable isotope 222. Both Canton-Protocol forces and European reconnaissance teams are converging on the region, eager to confirm the findings and to establish a strategic foothold in Helvantis. But there are others too, who are willing to stake their claims in this geo-political gambit, operating in the upmost secrecy, between the faultlines of warring global powers... Features Story-driven singleplayer campaign, revolving around three playable characters. Strong focus on character development, with a rich and dynamic narrative. Introducing a new and wintry landscape to Arma 3 Fully voice-acted Strategic decisions that affect the path of your characters First and third-person cutscenes Infantry, light vehicle, and armoured gameplay Custom weather effects Custom conversation system Custom shop system, supporting a vast amount of third party content Three custom, re-textured factions Customised HUD enhancements (optional) More than thirty missions (including cutscenes) on four different islands (Altis, Stratis, Chernarus, and Helvantis) Multiple endings Media Gallery on Abload.de. Requirements All official Arma 3 DLCs available on release of this campaign and the Mods listed below. Required Mods This work builds on both community Addons and my work. It therefore requires the installation of the following Mods. EUROFORCE by IndeedPete CSAT Snow Tigers by IndeedPete Black Star Movement by IndeedPete (Already part of this release.) All in Arma Terrain Pack OR Cup Terrains (Base + Chernarus) Helvantis by Animander Supported but Optional Mods Community Base Addons (Must be used with EUROFORCE CBA Extended Eventhandler Support Addon, CSAT Snow Tiger CBA Extended Eventhandler Support Addon, and Black Star Movement CBA Extended Eventhandler Support Addon. All part of their original releases.) Toadie's Weapon Packs (Can be run together with Black Star Movement HLC Replacement Config Addon in order to exchange weapons for the INDEP faction throughout the campaign.) Weapon Packs, Item Packs, and Uniform Packs are supported by the shop system. No guarantees given for not explicitly listed content. Unlisted third party content might affect the balancing. Development Roadmap - Scopes & Features Beta - Voice Actor's Preview (INCOMING) Release Q1/2016 Campaign Completed Test Options Still Active Text-To-Speech Samples as Place-holders Gold Voice Acting Replacing TTS Place-holders Contact You can reach me on the BI-Forums. Or feel free to locate me on social media: Steam Twitter Share your thoughts!
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A2C - Arma 2 Cutscene Animations in Arma 3
IndeedPete replied to IndeedPete's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update thanks to Undeceived! Version: 1.03 Changelog 1.03 - 17.08.2018 FIXED: Reload bug thanks to Undeceived. License Animations sources are taken from Bohemia Interactive Studios' official licensed data packages. 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 BIS for their tutorials and licensed data packages. Undeceived for contributing to the project by adding new animations. Download Dropbox v1.03 Steam Workshop v1.03 (Addon Only, No Sources) -
Thank you. No, I don't think I will update EUROFORCE anymore. My capacity is rather limited and I'm not inclined to work on mods I'm not using (anymore) in my own content or my clan's missions.
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Update! I know it's been like one and a half year but there we go. Most notable changes are probably the KSK Arid faction suited mainly to Altis and Malden environments, and the KSK Showcase taking you out to a public exhibition on Tanoa. Version v1.40 Changelog 1.40 22.04.2018 CHANGED: Texture improvements to personal gear and uniforms. CHANGED: Provided all weapons used with their real names. ADDED: KSK Loading Screen Icon ADDED: KSK Prowler Unarmed (Tropic) ADDED: KSK Prowler MMG (Tropic) ADDED: KSK UH-80 Ghost Hawk (Tropic) ADDED: KSK AW101 Merlin (Tropic) ADDED: KSK Sig 556 DMR 7.62mm (Tropic) ADDED: KSK Stealth Balaclava (Tropic) ADDED: Marksman (Sig) ADDED: Recon Marksman (Sig) ADDED: KSK Showcase ADDED: KSK 2035 (Arid) 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 v1.40 Steam Workshop v1.40 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!
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Soon™.
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Tanks - SP Mini-campaign and Showcase
IndeedPete replied to zozo's topic in ARMA 3 - DEVELOPMENT BRANCH
Could be. Though I'm using the vanilla layout. I would rather think this was just a bug. It never occured in the stable versions of the game. -
Tanks - SP Mini-campaign and Showcase
IndeedPete replied to zozo's topic in ARMA 3 - DEVELOPMENT BRANCH
@People saying one should just stay in the gunner seat: I can see where you are coming from (and maybe I'll try it again that way) but I tend to say in the driver seat because again, commanding the driver is so wobbly and unreliable. Not sure if it was because of DevBranch, but often times when I had the AI driver stop the vehicle, he randomly started moving it again. I feel in order to play vehicles effectively (particularly with all the AT infantry around) one needs to be able to navigate precisely from cover to cover, like when playing infantry. I just cannot do that remote controlling the AI driver, it's not precise enough. Also, the constant radio babbling (forward-forward-back-left-stop-forward-forward-forward...) is so damn annoying. Another plus when dirving myself is that I don't just get run over by the driver when I disembark the vehicle because he suddenly feels the urge to get back into formation - even if I issued a stop command before. -
Tanks - SP Mini-campaign and Showcase
IndeedPete replied to zozo's topic in ARMA 3 - DEVELOPMENT BRANCH
I've played through both the showcase and the mini-campaign. Disclaimer: take this with a pinch of salt as at some point I started cheating and made myself invincible because I just couldn't be bothered with AI vehicle commanding. It's infuriatingly frustrating. This is really the biggest gripe I had with both the Tanks and also the TacOps DLC. With that out of the way... Showcase: Campaign: All in all, the tanks are pretty cool but the AI commanding killed the playable content for me. -
Thank you, I've actually created sort of my own Multicam derivate somewhat tailored to the Altian colour scheme as I couldn't find a decent sample for Multitarn. However, time flies and I wasn't able to push the update yet. And I'm too anxious to announce anything as I really don't know when the next time slot is where I can actually work on anything.
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One thing I thought about earlier when playing Lexx's CSAT campaign (good stuff by the way, you guys should try it) is that friendly AI can be a significant factor in perceived diffculty. I want to scream in terror at my screen every time I'm in a vehicle with an AI crew. I don't know if AI behaviour and skill are affected by a player being in command but I've had multiple instances where I was in a tank's commander seat, an enemy in plain view, but the gunner AI didn't detect him yet and I wasn't able to report the enemy or set him as target. In a real life situation or co-op game, I would just talk to the gunner but with Arma's terrible commanding UI, it's often impossible to react in time. All I can do is sit there, watching the enemy getting out its rocket launcher, hoping that the AI gunner detects and fights him in time. Same problem with telling the AI to prioritise targets, such as AT-carriers or machine gunners. And let'st not talk about AI driving. Trying to keep your own vehicle behind good cover during a fight is next to impossible if you're not driving yourself. Similar goes for stealth missions with AI teammates. I tend to just leave them at the start and do everything myself as they tend to get detected quite fast. They just don't know when to crawl, when to fully stop, or when to sprint into hiding.
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Let them suffer, I'd say. The most tense experiences I've had in really difficult situations. Just leave the player some room to manoeuvre so he can try different approaches when he fails. Be sure to set up fair save points so it doesn't become too frustrating. Difficulty in Arma is a complicated thing. Sometimes in a mission your squad gets wiped out by single enemy who happens to be in a good position, and other times the same mission feels like a cakewalk. It's pretty hard to come up with good and reliable troop sizes and AI skill settings. To be honest, I rarely notice a difference between different AI skill levels. In my opinion, a lot of the complaints about the AI being super accurate come down to players either not understanding the detection system or blatantly standing upright in an open field. It's a bit of a learning curve. Because I could never be bothered to fiddle around with individual skill levels in the editor, I tend to use a script to set some basic levels. (Just in case it actually affects the gameplay. :D) I found these numbers on the forums years ago.
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Laws of War DLC Playable Content (Campaign / Showcases / Time Trials)
IndeedPete replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
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Laws of War DLC Playable Content (Campaign / Showcases / Time Trials)
IndeedPete replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
So, after having put aside Arma for a while, I jumped the DevBranch the second I heard about the new campaign - and it was worth it. :) I thoroughly enjoyed my first playthrough and totally digged the story and the way it was presented. Overall, the campaign feels very slick and professional. (And both the amount and quality of the voice acting is outstanding.) It let's you forget the clunkyness Arma's still plagued with at times. The mistakes Apex Protocol did, regarding the low difficulty and the weak storytelling, Remnants of War mostly avoided. It's great to see our feedback being taken into account that way. Also, the epmhasis on non-combat missions was something I thought about myself a few times and I'm glad to see it executed so well. From a technical perspective, it ran fine - mostly. Sometimes frames went down for a second when shifting between past and present, and during cutscenes (cool to see the old camera script stuff is still usable by the way) objects would often take a second to fade in. Standard Arma problems mostly, nothing to worry about too much. Finally, I just loved how I constantly felt reminded of either earlier Arma / OFP campaigns or popular user-made content of our time. Intentional or not, all these little details hidden all over the (pretty well designed) place are a great tribute to the series. In short, the best piece of official SP content for a long time. Some minor remarks: -
Pete's Texture Templates
IndeedPete replied to IndeedPete's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ah, no time, sorry. :/ -
Spin-Off Release: Simple Conversation System
IndeedPete replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can run any code from the expression parameter in your missionConversations.hpp. There is some example on the first page. Apparently, the conversation is not added correctly or does not exist. What's the exact code you use to add the convo to the character? -
Issues With Re-Texing The Splendid New Office Displays
IndeedPete posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
'Nabend! I'm currently messing around with re-texturing the new office stuff, namely the displays of the flatscreen TV and desktop PC introduced with the Helicopters DLC. Since there are hidden selections on exactly these parts I assume they're meant to be re-texted. It looks good up to a certain angle. While putting together a small office scenery I've noticed the objects below the displays shine through when applying a custom texture (I hope you can see it on the screenshots below): My best guess is there's something wrong with my textures. I'm currently using 1024x512 textures (DTX1 & DTX5, not sure how TexView decides what to use), also tried a 16:9 version in 1920x1080 because those are technically widescreens. Latter didn't work at all. Any other people experiencing this glitch? Might it be a bug? -
I know, it's been ages. Almost - HALF A YEAR, JESUS F****** CHRIST! Well, I have some good excuses. Finished Master's degree, moved halfway across the country, and took on a full-time job in the German industry. Which unfortuanely means that I don't have much time left for my Arma projects. But since I'm slowly settling in at my new HQ, I got around to do the LSVs over the weekend. I can vaguely remember I also had some uniform improvements and helicopters queued. There's a bit of a need to review what I actually did since the last update. I'm not entirely sure how fast I can (or want) to progress - so, no promises on releases anytime soon. :)
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Spin-Off Release: Simple Conversation System
IndeedPete replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's not the name of the character or anything; it's its variable name. I.e., what you coud set manually if you placed these units in the editor. Maybe you don't need to rework the script itself. How do you add topics to these units? -
Spin-Off Release: Simple Conversation System
IndeedPete replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it's that old problem that I basically serialise and later deserialise an array containing speaker one, speaker two, and the selected topic. Can't remember why I did that back then but this results in these problems when one of the speakers doesn't have a variable name assigned. -
Hi, since it hasn't been answered in the top search results yet I would like to ask the same. How can I / is it possible to automatically add a ScrollBar to a RscStructuredText once the structured text exceeds the given window size? I assume this is possible since e.g. briefings are usually structured text and the game automatically adds scrollbars to briefings if the text / pictures are long / big enough. Maybe even a Dev could throw in some words? Any help is appreciated!
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release [Release] Incon Undercover: A comprehensive undercover / incognito simulation
IndeedPete replied to Incontinentia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In technical terms, will it set undercover units as captive?- 138 replies
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