Wingsbaron
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10 GoodAbout Wingsbaron
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Great campaign!! Question/observation regarding Premtive Strike Thanks!!
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What a great Mod!!!, Nice work. I have some suggestions regarding very small "logistic" details but I really think that it could kick it up a notch. 1) I don't know if it's just me, but when I successfully end a single player mission, the dot next to it stays empty. It could be nice to just make it green, it's pretty simple to do: http://forums.bistudio.com/showthread.php?t=111341 (see tread 4). 2) While giving a try at many Arma 2 mods out there, I found an interesting trick in the BWmod which you could try to implement, even contact them to learn how to do it. Their 3 SP missions which come with the mod are actually not displayed if the Mod is not activated. It's really nice, bulletbroof and clean for the scenarios folder because anyway, clicking a mission without having the proper mod activated will result in error messages. Even better with it, is if all your SP missions come under a folder named Invasion 1944 or something in the scenarios screen, just like BAF and PMC. These 2 small details could be really nice. 3) Since most of the submitted missions are historically accurate, it could be awesome to name them in a way that will place them in correct order, maybe with the real battle name, date, location or something. I think your exceptionnal efforts in bringing accurate aspects to your mod will be even more complimented.
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FFAA MOD Spanish army
Wingsbaron replied to peloton's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great job, Simple question: Concerning some of your previous individual releases (BRILAT, ET, ARMAS...), are they included, and will they be updated in this package in the future? Want to know if I can clean my individual FFAA addons now...:-) Thanks -
@ SAS Task Force Black Campaign
Wingsbaron replied to Stagler's topic in ARMA 2 & OA - USER MISSIONS
Hi, Great campaign Here are two observations/questions 1) Can anyone manage to board and extract in the CH47 or do we have to do endmission? 2) Last mission, seems like the extraction US chopper is locked cause nobody can board it... Thanks -
Sick1, Campaign 4+ACE+RH... Worked perfect, with all mods (optionals included) until Op Death Run where it freezes, even before the briefing appears. Any idea of what speciality in this op could make it freezes there? Thanks
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I completed your 3 first campaigns and I'm on the 4th one (op k-bar). You made some really great work in there!!! I really like the fact that some missions take more time to complete that what we're used to in other campaigns. I guess it makes a simulation closer to reality. I also really appreciate the progress towards more "non-linear" missions that appears to me in your work. I worked a bit on some missions on my own, with the idea of making a campaign too, and I admit that some custom missions in the community are quite linear (obj A, then obj B, then obj C appears...). It's quite harder to build a mission while considering many scenarios and possibilities, and it appears to me that you're making a lot of efforts towards this. Ideas/suggestions for the best missions/campaign maker :-): 1) What I consider a very non-linear of my own missions on which I worked on, I first briefed the player on a set of objectives. When the mission starts, a mortar attack screws everything, no radio contact, no new orders are given except a bunch of suggestions from your team. The player has to focus on decision making, semi-random enemy spawning, the player could voluntarily cancel objectives or complete others. Each of the 6 endings have different consequences on the campaign, failing to help a Recon squad under fire will reduce the number of Recon units in further missions. Cancelling an attack on an airport will require another mission in the campaign to take it (specops)... 2) I seen in a documentary that SEALS, more than any other US forces, are training very hard on, and are performing tactical retreats extremely well. Actually, SEALS operatives explained that it's one of their most crucial and distinctive operational facet. Stealth being their primary strategy, the operatives explained that after meeting their objectives, if they make substantial enemy contact, they will perform a tactical retreat (unleash all they have) instead of making a stand. In dynamic retreats they typically empty all ammo in less than 5 mins. It will be great one day to see a custom mission focused on tactical retreat at some time in the mission. 3) What could be great too, one day, will be to experience a campaign with extremely consistent and complex missions, one efter the other. Example, at the beginning we could be operating at the west of ... and the first mission could be to secure a given town (a big one). But we're talking about really securing it, a 6-7 hours mission with evolving secondary objectives, civilians, automobile traffic (including insurgents) coming in the town and the need to operate a blockade, rearming, patrolling, search of caches and gardens, back alley ambushes, random enemy spawning, random IED locations, request engineers action for: clearing blockades, removing destroyed vehicles, when IED hit new objective to attend the wounded, call evac... The second mission could be during the first night in the "secured" city, specop required to takeout sniper positions around allied troups...again with other evolving complex objectives....and it could continue like that with missions and orders in the morning to move out and advance at another location, meet with armor...at the south of...observation...sometimes silly orders...
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Rotating an object around all axes
Wingsbaron replied to -=Firewall=-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Might help and might sound stupid, but we'll make an example in order that you catch it easily :-) First, vectorUp and vectorDir commands info in BIS command index is a little bit confusing with banking and tilting so look closely to this. In order to do ANYTHING POSSIBLE with vector positioning, you need to work with setVectorDir and setVectorUp commands. 1) Arma 2 axes system: x is east-west (east being positive), y is north-south (north being positive), z is height (up being positive). 2) Let's open your editor and place an empty object of your choice, let's say a humvee named car and facing north (0 degrees). In BIS position coordinates, this corresponds to an initial direction vector of...[0,1,0] in a [x,y,z] you agree? P.S. Whatever they say, use [x,y,z] in this demo to understand not [x,z,y]. or else... 3) You can even try to set the direction yourself without looking at the little easy user compass in the object properties. Let's say we want the vehicle facing 45 degrees, then we need...setVectorDir [1,1,0]. 4) Ok with the humvee back at 0 degress, add another object, a fuel can and attach it to the humvee. You have to write this in the fuel can init: this attachTo [car,[0,0,0]]; The can will be attached over the vehicle but stable like flying in the air. We're doing this just to stabilize the fuel can in this example, if not, tilting the can will result in it droping due to gravity. But we want to see something fixed right? 5) If you kept everything facing north, it must be [0,1,0] again. Now let's say we want to tilt the fuel can back by 45 degrees. Remember that the vectorDir is [0,1,0] and note that the vectorUp is a vector starting at the center of the fuel can pointing to the sky. By default then, vectorUp is [0,0,1]. For tilting back 45 degrees, we need...this setVectorUp [0,-1,1] which will result in a vector tilted backward at a 45 degrees angle from the z axis right? ...Look at the result in the editor. Cheers -
Even with my strange message, I can still manage to play and... Wow, first experience with ACE and it's amazing!!! Even for the pre-mission inventory it's more classy than bringing tons of add-ons since a lot of great stuff is in there. And we don't have duplicates and so on... I've been starting editing some missions on my own (newbie) and I'm trully considering using ACE in it!!! By the way Sick1, like I said I learned how to edit some simple missions with the triggers etc., building a briefing.sqf for it with objectives, note well the basic things to make a mission and finish it. From this point, is it really complicated to bring a suite of missions together to script a campaign?
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It's for the first mission, when I start with the pre-mission briefing etc... I have: No entry "bin/config.bin/CfgMagazines.7Rnd_50_AE" Wait a second, could it be a missing ACE file for the tac 50 rifle...or something like this
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I think I have a mod missing or something since I have a error message about a particular type of ammo...and I have the mods up to date as said on Armaholic I saw in this forum that you are talking about the RH packs...does it apply to option 1? because de required files on Armaholic are only: ACE, ACEX, Black ops, Panthera and CBA.
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Campaign 2 Seal Team Six release!! (SP)
Wingsbaron replied to sick1's topic in ARMA 2 & OA - USER MISSIONS
Great campaign. And you are building them so fast, at one point I guess there will be a special sick1 campaigns section here :-) -
Seal Team Six Campaign release (SP)
Wingsbaron replied to sick1's topic in ARMA 2 & OA - USER MISSIONS
Great job Sick1!!! Very fun campaigns. I don't understand why some people give you negative feedback about authenticity and stuff like that, but as for me I consider that you did way lot better than the original Bohemia's campaign scripters!!! and it's free. I also think that you truly enhanced the SP game in Arma2 (which in my mind has extremely high potential but is one of the worst game I've seen concerning overall stability) with the quality of your campaigns and I really wish that you'll have many other campaign projects. Some time ago, I draft some campaign ideas and "scriptplay" including: UN, canadian forces... but I never had enough time to bring it together, which I hoped would have looked little bit like yours (movie soundtracks...). So continue your good job!!! And for those who want an extremely, and I say extremely authentic simulation, well join the forces for christ sake we are talking about video games here!!! lol --------------------------------- By the way, Mission operation kill switch, I almost finished it 2 times but I have always one of the hostages not responding, all objectives met. Only need to bring him to the chopper and he's stuck at his original position. Any idea??