The Outcast
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Hello RazorX, My compliments on one of the most ambitious projects I've come across in a BIS game. The first reaction is "WOW!" this could become something spectacular, the second reaction is "My God! making this mission/campaign will be bug hunting hell". I think the focus on SP is smart, since the MP compatibility issues would be tough to get right, with so many functions and variables active... Jesus. But if you get it right it would be even more spectacular in MP. Good luck and again my compliments, The Outcast
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Arma 2 Addon request thread
The Outcast replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
A real and working combat swimmer/diver unit has not existed since CoCs addon for OFP, at least not to my knowledge. Back then you couldn't even navigate under water, since it was opaque. I think this kind of unit would be fantastic to have in ArmAII, especially now when the water looks so great and is transparent. It is a very independent "stand alone" effective addon with a lot of potential usage. Come on all of you addon masters... this is a given choice... what are you waiting for :218: The Outcast -
You got it right for sure, fighting only if necessary is a good strategy. In real life if you wanted to get back home I doubt you would engage your enemies if you could avoid it. Thanks for the positive words MaXyM :) I'll tell Laggy. The Outcast
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Basic Briefing howto
The Outcast replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is an example of a briefing script, in ArmAII the briefings are no longer html, only debriefing is. Here is an working example, look at it and change the text to your own mission. To make the script work, paste the text in a notepad document that is named init and put .sqf as file type. The notepad document should thus be called: init.sqf Then place that document in your mission folder. /* * Unofficial Zeus Briefing Template v0.01 * * * Notes: * - Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and * aids you in preventing using duplicate varnames. * - To add a newline: <br/> * - To add a marker link: <marker name='mkrObj1'>attack this area!</marker> * - To add an image: <img image='somePic.jpg'/> * * Required briefing commands: * - Create Note: player createDiaryRecord ["Diary", ["*The Note Title*", "*The Note Message*"]]; * - Create Task: tskExample = player createSimpleTask ["*The Task Title*"]; * - Set Task Description: tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"]; * * Optional briefing commands: * - Set Task Destination: tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1"); // use existing "empty marker" * - Set the Current Task: player setCurrentTask tskExample; * * Commands to use in-game: * - Set Task State: tskExample setTaskState "SUCCEEDED"; // states: "SUCCEEDED" "FAILED" "CANCELED" * - Get Task State: taskState tskExample; * - Get Task Description: taskDescription tskExample; // returns the *task title* as a string * - Show Task Hint: [tskExample] call mk_fTaskHint; // make sure you've set the taskState before using this function * * * Authors: Jinef & mikey */ // since we're working with the player object here, make sure it exists waitUntil { !isNil {player} }; waitUntil { player == player }; switch (side player) do { case WEST: // BLUFOR briefing goes here { player createDiaryRecord["Diary", ["Info", "<br/>Author - Jinef<br/>Version 1.00<br/>"]]; player createDiaryRecord["Diary", ["Enemy forces", "<br/>Enemy forces are expected to consist of lightly armed locals mixed with trained regulars of the enemy. There are regular army aviation support and defence troops stationed at the airfield however after preliminary air strikes white flags have been seen, so we expect little resistance."]]; player createDiaryRecord["Diary", ["Friendly forces", "<br/>1st Platoon will be deployed on the north flank. 2nd Platoon will capture the high ground overlooking the airfield. 3rd platoon will conduct the assault on the airfield.<br/><br/>Due to a risk of mines the first phase of the operation will be conducted dismounted only, the AAVs will hold the beach."]]; player createDiaryRecord["Diary", ["Mission", "<br/>1st Platoon is to secure the northen flank of the island. This will be achieved by Alpha squad securing the town of Kamenyy, with Bravo and Charlie squads provding flank cover. Alpha squad will not proceed further than the limits of advance marked on your maps. 81mm mortar support is on call, however collateral damage is to be avoided at all costs."]]; player createDiaryRecord["Diary", ["Situation", "<br/><img image='pic.jpg'/><br/><br/>Prior to our landing on the main island of Chenarus, our marine task force will secure the airfield on the small island of Utes. Our company will be performing the assault with support from the MEU task force units. The island is expected to be defended only very lightly by enemy forces with support from an disgruntled population. The key to our success is to quickly assert control over the island while maintaining civilian infrastructure and dignity."]]; // Secondary Objective tskObj3 = player createSimpleTask["Secondary: Avoid Civilian Casualties"]; tskObj3 setSimpleTaskDescription["The civilians here are relying on us to restore order and let them return to a peaceful life, we can't just blast our way through.", "Avoid Civilian Casualties", "Avoid Civilian Casualties"]; //>---------------------------------------------------------< // Secondary Objective tskObj2 = player createSimpleTask["Secondary: Avoid Friendly Casualties"]; tskObj2 setSimpleTaskDescription["Let's not take any risks. It's not worth going home in a box for this. Stay frosty!", "Avoid Friendly Casualties", "Avoid Friendly Casualties"]; //>---------------------------------------------------------< // Primary Objective tskObj1 = player createSimpleTask["Primary: Secure The Town"]; tskObj1 setSimpleTaskDescription["Your squad has just landed on the beach <marker name='BAlpha'>here</marker>. Your task is to secure <marker name='BObj1'>this</marker> town ahead of the main landing force to ensure safe passage for further combat echelons. Meanwhile Bravo and Charlie squads will secure the enemy compounds on the flank and endeavour to prevent enemy reinforcments reaching the town.", "Secure The Town", "Secure The Town"]; player setCurrentTask tskObj1; }; case EAST: // REDFOR briefing goes here { }; case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here { }; case CIVILIAN: // CIVILIAN briefing goes here { }; }; // run this file again when respawning (only setup the killed EH once though) if ( isNil{player getVariable "mk_killedEHadded"} ) then { player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; // waitUntil player has respawned execVM "briefing.sqf"; }; }]; player setVariable ["mk_killedEHadded", true]; }; Good luck! The Outcast -
Thanks a lot for the serious feedback alpha-kilo. Laggy will really appreciate it. Regarding your "walk in the park" after the initial contact, it seems like you were extremely lucky (or skilled :)) since the enemy is active all the way down to Chernogorsk. The idea of a skiptime option sounds interesting and I'll recommend it. Not sure if it would make sense though since some patrols are tracking you and if you skiptime you'll probably have to setpos all the visible enemies to make it feel realistic. That could also be used for cheating... Hmmm this is a tough one. The chaos during the outro is NOT supposed to happen and never has during my sessions. However, it did for you and I'll tell Laggy about this bug which will make him fix it and release a most likely final version. It again has to do with the modules. Much obliged for this info. Again, thanks a lot for your input and great that you like the mission. The Outcast
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Anyone found any bugs or annoyances in 0.95 version ? Otherwise I'll tell Laggy that the mission seems to be done.
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Great! Hope it will keep you busy and entertained, just make sure it's the 0.95 version. You can post any feedback in this thread, since Laggy (who is banned from this forum) has asked me to keep an eye on this thread. The Outcast
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Hi, In ArmAII the use of bad weather has an effect that I find a little annoying. The map objects, houses, trees etc. pop up out of nowhere and only when you are very close to them. They don't merge out of the viewdistance mist like they did in OFP and Armed Assault. It seems like rain/overcast/fog overrides the players chosen viewdistance. This unfortunately makes the game look like a console game when you are using bad weather and it kills the immersion. I hope this is something that is easy to fix, since it would make the game look even better. Unless of course you only like sunshine :p The Outcast
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Latest version (most likely final) of this mission can be found here: http://www.ofpec.com/forum/index.php?topic=33587.msg231472#msg231472 During testing, this mission has sometimes turned out to be one of the most intense missions I have ever played. It now has an outro added as well as some surprises :)
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Multiplayer missions with a story feel?
The Outcast replied to The Outcast's topic in ARMA 2 & OA - USER MISSIONS
Not necessarily, I meant more like: instead of just "conquer the island" or "capture the flag" you have a mission with a developed story. An intro with dialogue, a mission with some events other than fighting and maybe some twists, outro etc. A mission that puts the players in a storyline with set characters and let them play their part. Kind of like the "Harvest Red" campaign. Something where you have to commit a couple of hours rather than 15 minutes of action and then leave the server. Or is most people out there just inerested in warfare/evolution, building bases and capturing enemy positions... paintball style? The Outcast -
Hi all, I saw the evolution thread and that made a question pop up in my head. I have always preferred MP missions with some kind of a story behind them. What I'm talking about is not necessarily a long slow mission with tons of cut scenes, but rather: "You are playing these people in this particular situation... What do you do?" This allows the mission designer to really push the atmosphere/immersion AND potential realism. These kind of missions would require more envolvement from the players as the "JIP" behaviour wouldn't really apply. How many out there would enjoy these kind of missions? What's your opinion? Evolution/Warfare = All fighting and no serious commitment needed from the players OR mp missions with a story feel = Focus on atmosphere/immersion and serious commitment needed from players. I'm curious, since I know some good mission designers in the latter category. The Outcast
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@ alpha-kilo Glad you enjoyed the mission, I did too. The officer at the end speaking "weirdly" is the standard built-in conversation system in ArmAII. It has nothing to do with the mission design. Try it out in the editor yourself by placing some friendlies (not in your group) and they will probably give the same "out of place" response. I guess Laggy didn't know how to turn that function off yet, ArmAII is after all pretty new for all of us. The Outcast