Posts posted by AnimalMother92
Thanks for these! Very helpful.
Cool, always nice to see audio improvements.
Have you tried setCaptive on the helo?
Just wanted to chime in and say we played "Hind in Sight" on our server the other day, and it was honestly one of the most immersive missions I can recall playing. Great work!
Thanks!Going to play Operation Reaper again this Tuesday, but this time we will open it up to the community. I expect rave reviews. I must ask though, are you done with mission making for arma 2?
Cool, hope it goes well. I'm definitely not done with mission making, but I think my focus is going to be more on A3 for awhile.
Nice! Thank you
Done, hope my Intel Xeon E5462 handles A3 alright :j:
Thanks dude. Can you post up that mission that you made with them again so I can edit the front page and link it for people to download?
Hind in Sight - Bink Force Recon Editionâ„¢ [sP/COOP-7]
Force Recon/MARSOC operators raid a helicopter supply base.
Reqs: Combined Ops, ACE components, these units
Hey did not get a chance to play this last night me son had an accidnet at school so took him to hospitle.
He is ok apart from cut lip and swollen nose may have broken it but cant tell till swelling goes down
Oh sorry to hear, hope it's not broken!Played "Operation Reaper" somewhat impromptu lets see what happens run last night. Our planned run will be this weekend with a "full" team.
Loved the mission. Loved the mission. Had no errors except a strange pop up about sound doesnt exist. (presume that was an arma / my config problem rather than your mission though)
When in the map screen after selecting your position, are you supposed to be able to switch weapon loadouts? I ask because I seem to be able to switch to some weapons and they allocate ammunition but others dont. Let me hop in right now so I can tell you exactly. Will update when six decides to load. **edit I just have to load the ammo individually**
Also anyway to disable 3rd person, whilst keeping the difficulty down? As a group we arent ready for elite, but the third person I believe harms our ability to do something.
[YOUTUBE]wgx0VnUEF2s[YOUTUBE] P.S as soon as he gets home I will have him edit his descriptions to Link to this thread and add tags amongst other things.
Thanks for playing, glad you enjoyed it. The sound not found is an ACE bug I believe that is fixed for a future update. Yeah with the gear selection it won't auto add the ammo if it's non-standard, like tracers and Mk262 I believe. You should be able to toggle off 3rd person by editing whatever difficulty you want in [Options > Game Options > Difficulty]
Congrats on the public release bink, great units.
There are some pics of the PS4 UI here: http://www.thesixthaxis.com/2013/02/28/sony-releases-clear-screens-of-the-ps4-user-interface/
One of the PSN usernames is "DayZ100".
I'll be playing ArmA2 for quite a long time after ArmA3 is released.. even though I don't play DayZ an upgrade like this would be fantastic. For both DayZ and regular ArmA players.
Cherna with open buildings would be quite fun.
Thanks for the update AnimalMother!
When we played your missions we noticed the lack of medical equipment. Did you add some medical stuff in this version?
Yup, that was one thing I noticed needed fixing. One of the recent ACE updates changed how medical loadouts were handled. All units should now have appropriate gear on them, and there are also some medical crates, vehicles and field hospitals here and there for resupply.Nice to see Animal mother back in the Saddle! Hope he pumps out a mission or two before he gives up....Your's were some of my first Arma experience in Arma gaming.....
Cool haha, there will definitely be some future stuff for A3. I might upload unfinished stuff just for fun at some point perhaps..Good to see the consolidation and final update. Thanks again.
Thanks binko :)By the way, is the recent ACE update include this version?
Yes, basically the versions in this pack are more recent than the ones bundled in ACE. It also includes some Combined Ops versions of A2 missions that were only in ACE MP but never got posted here.Thanks will give this a try tonight :)
Sounds good, let me know how it goes.
I've given all my missions a final touch up before A3 descends. They are now in 1 pack which includes the most recent versions of all for Singleplayer or Coop.
- A2CO v1.62
- ACE, ACEX components
- Crash & Grab
// Changelog v2.1 Disabled music in MP Many gameplay improvements & bug fixes v2.0 (ACE MP & DevHeaven) Combined Ops support Added gear selection New loadouts Added custom loading screen Reworked intro cutscene Updated patrol scripts New overview Fixed Lose trigger SF units are trained medics Added foggy breath script Added taskHint Added various sound fx Briefing works after teamSwitch Various tweaks and enhancements
- Guerrilla Radio
// Changelog v2.1 Disabled music in MP Many gameplay improvements & bug fixes v2.0 (ACE MP & DevHeaven) Combined Ops support Added custom loading screen Added intro for SP only New weapon loadouts Added mission complete key Replaced hints with chatter Added some group IDs Enemy locations are more varied Added class descriptions for MP lobby Replaced BIS Injury System with ACE Wounding System Added ACE AI chatter/vehicle radio modules ACE stamina system disabled Added new task: Clear Supply Site Added ACE spectator system for MP Briefing works after respawn/teamSwitch New overview Earplugs work after respawn/teamSwitch Updated patrol scripts Added taskHint Added various sound fx Various tweaks and enhancements
- Hearts & Minds
// Changelog v2.1 Disabled music in MP Many gameplay improvements & bug fixes v2.0 (ACE MP & DevHeaven) Combined Ops support Added gear selection Added custom loading screen New loadouts Added defense squad at the AA site Updated patrol scripts Updated air support scripts Mission fails if US SF team dies SF units are trained medics Added taskHint Added various sound fx Briefing works after teamSwitch Various tweaks and enhancements
- Hind in Sight
// Changelog v1.2 Disabled music in MP Many gameplay improvements & bug fixes v1.1 (ACE MP & DevHeaven) Improved intro New loadouts Changed starting locations SF units are trained medics Added foggy breath script Added taskHint Added various sound fx Briefing works after teamSwitch Various tweaks and enhancements
---------- Post added at 09:41 PM ---------- Previous post was at 09:40 PM ----------
- Pest Control
// Changelog v2.2 Replaced old Little Birds with new DAGR/FLIR models Disabled music in MP Many gameplay improvements & bug fixes v2.1 (ACE MP & DevHeaven) Added taskHint Added various sound fx Mission fails if ground team dies Filled backpacks with gear Briefing works after teamSwitch Various tweaks and enhancements
// Changelog v1.2 Added two new playable slots (sniper, spotter) co@10 Disabled music in MP Many gameplay improvements & bug fixes v1.1 (ACE MP & DevHeaven) No longer needs Tier One operators Added UAV radio communications Improved loadouts Improved gear selection Fixed several UAV bugs SF units are trained medics Added taskHint Added various sound fx Filled backpacks with gear Briefing works after teamSwitch Updated UPSMON Various tweaks and enhancements
// Changelog v1.2 Disabled music in MP Added some new sound FX Changed time of day Many gameplay improvements & bug fixes
// Changelog v2.1 Disabled music in MP Changed time of day Many gameplay improvements & bug fixes v2.0 (ACE MP & DevHeaven) Combined Ops support Added custom loading screen ACE stamina system disabled No longer needs Up-armored Humvees Added ACE spectator system for MP Briefing works after respawn/teamSwitch Earplugs work after respawn/teamSwitch Improved performance Changed default time of day Improved AI squad's behavior New overview Added taskHint Added various sound fx Various tweaks and enhancements
Enjoy! Feedback appreciated.
- A2CO v1.62
Good news, nice to see things moving along.
Thanks for the update, looking forward to trying it out.
In conjunction with kylania's script that was linked to above you can use attachTo to attach the game logic (where the hellfire is spawned from) to a flying UAV. It works quite well.
I think it's good to see BIS going this direction for A3, Steam really has a lot of benefits. If it makes things easier for them and it gets the game out the door in a more timely fashion, then it's a good move :)
Not sure if I should use all MICH2000s or a mix of 2000 and 2001.
I'd vote for mixing it up.
Looks good so far buddy.
Looks promising, and the new name sounds good :)
Great that they're finally released :)
Nice, thanks MadDog
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So in Steamroller, the goggles effect is a .paa file (preferred image format for Arma). It was kindly made for me by MadDogX (who I believe is now a moderator on these forums). It works as a resource that you call up as an overlay in game. You could make something similar in Photoshop; have it mostly transparent (of course) and add the vignette bordering.
Basically you have to define it in your description.ext (http://community.bistudio.com/wiki/Description.ext#rscTitles)
and then call it in your init.sqf with cutRsc or titleRsc (http://community.bistudio.com/wiki/cutRsc | http://community.bistudio.com/wiki/titleRsc)
Feel free to poke around the mission files for reference.
Hope that helps.