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silent_op.pxs

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Everything posted by silent_op.pxs

  1. silent_op.pxs

    COOP 8 / SP =RTY= Devgru

    Shark-attack, I want to say, first, I'm a big fan of your missions. Whenever I see your name on a mission, I know it's going to be good. I look forward to your future ArmA3 missions. I made some adjustments to the DEVGRU Hostage Rescue mission for future use on the Phoenix Soldiers dedicated server. - The tangos run around in their underwear, ever since the development build. I corrected this by adjusting your uniform script. - Thanks to your kit work on the SEALs, I was able to adjust the kits and backpack contents. Thank you Shark-attack. silent_op
  2. Iron Front - Liberation 1944 - COOP Mission Event July 1st - 19:00 GMT *SERVER: [PXS] PHOENIX SOLDIERS IRON FRONT SERVER *TEAMSPEAK3 SERVER: ts3.phoenixsoldiers.org *ARRIVE 15 MINUTES PRIOR TO MISSION START TIME FOR THE BRIEFING *15 PLAYERS NEEDED. IF THE SLOTS ARE FULL WAIT FOR THE NEXT ROUND *THIS IS A NO RESPAWN COOP MISSION *www.phoenixsoldiers.com /////////////////////////////////////////////////////////// This is a combined arms mission including playable slots as infantry, tank and air support. A Company Warning Order: Op Ravenous A Coy 3 Plt (Staszow) FOB Lightening [1st July 2012] /////////////////////////////////////////////////////////// silent_op
  3. Iron Front - Liberation 1944 - COOP Mission Event June 24 - 19:00 GMT *SERVER: [PXS] PHOENIX SOLDIERS IRON FRONT SERVER *TEAMSPEAK3 SERVER: ts3.phoenixsoldiers.org *ARRIVE 15 MINUTES PRIOR TO MISSION START TIME FOR THE BRIEFING *15 PLAYERS NEEDED. IF THE SLOTS ARE FULL WAIT FOR THE NEXT ROUND *THIS IS A NO RESPAWN COOP MISSION *www.phoenixsoldiers.com /////////////////////////////////////////////////////////// This is a combined arms mission including playable slots as infantry, tank and air support. A Company Warning Order: Op Ravenous A Coy 3 Plt (Staszow) FOB Lightening Situation: [24th June 2012] The Stascow area until recently was under the control of the the German forces. However the Soviets have recently made huge advances in the area and pushed the Germans back to FOB lightening. With the occupation of the area by Soviet forces all local civpop have left. To this end German High Command has tasked support and 3 Pl A Coy PXS have been tasked to the area. Your overall mission tasking is to push back the Soviets, establish security within the region and encourage civpop to repopulate the area. Once established at FOB lightening all further tasking is to be decided by Pl A Coy PXS cmd with guidance from higher command. Friendly forces consist of 3 pl A Coy PXS itself. 3 Pl has been given vehicles and equipment: Various components to make additional FOBs or Pbs Plus additional weapons and ammo. Resupply of ammo will be frequent, but until area is secure for land based resupply vehicles cannot be replaced. Friendly CAS or art is unavailable until the town of Stascow is cleared to reduce damage to civillian property. Enemy forces in the area are currently estimated to be at company + strength. They are mainly focused in the town of Stascow and have control up to within 3 meters of FOB lightening. Exact numbers and concentrations are hard to pinpoint due to constant movement of the enemy. /////////////////////////////////////////////////////////// silent_op
  4. Celery, Thank you for your Zombie missions. We're enjoying the missions on our dedicated server. I haven't tried Dawn of the Apocalypse yet, so here goes! silent_op
  5. silent_op.pxs

    Escape Chernarus (Mission Release)

    Engima, Thank you for this mission, we are having a lot of fun with it. This has become a true escape and evade exercise. :) **I'm currently in the process of updating your new v1.5 for our dedicated server. For our dedicated server, I made some alterations to fit our COOP standards, for v1.1: -Removed Revive -No respawn -ACE wounding system added -ACE force markers off -The captive units were changed to unarmed USMC Force Recon -The Corpsman is the regular USMC Force Recon, but fully stripped of all gear -The guard in the holding cell, has 2 Morphine, 2 Bandages, and 1 Epinephrine (Other insurgents will only have a bandage at most. You'll have to find a field hospital and steal some supplies.) (The guard standing on your side of the walls, is there to tend to any minor wounds. Your worth more alive than dead, at this point anyway.) -The Communication Centers are sometimes known to have rudimentary medical facilities, to treat insurgent fighters in the field -Briefing updated to reflect changes made above -ACRE running on the server and client side for any radios we may find -ASR AI running on the server I have to admit, we usually consider escaping during night or just before sunset. None of us have escaped yet, but we're having fun trying. silent_op
  6. silent_op.pxs

    Coop Tournament

    Would you consider removing all revives and just using the ACE2 wounding system? I think it would make everyone move with extreme care. However a 2 minute into the mission restart should be allowed, in the event of a lost connection or some other form of gremlin. silent_op
  7. silent_op.pxs

    Ghost Recon: Podagorsk

    The fast rope works. Let me know when you drop the updated fast rope addon in. I'll put it in the missions on our server. silent_op
  8. silent_op.pxs

    Ghost Recon: Podagorsk

    Lightspeed, We're having some trouble with the Docks mission. We're playing it on our dedicated server with ACE2. The Power Grid can't seem to be destroyed, the mission doesn't give us the objective complete. We placed 4 satchels within the power grid area. Is there a specific place for the satchel placement? -The Cranes were destroyed after placing a satchel on each (next to the drums). -The bridge was destroyed after placing 6 satchels, 3 underneath each end of the bridge. By the way, all 8 missions are now running on our server. We're in the process of play testing. silent_op
  9. silent_op.pxs

    Team Sign-Ups - Coop Tournament

    Lightspeed, I'm pleased to inform you, we at Phoenix Soldiers are interested in participating in the COOP Tournament. :bounce3: silent_op
  10. silent_op.pxs

    Ghost Recon: Podagorsk

    mrcash, I had trouble with the norrn fastrope mod in the 1st mission, while testing it in the editor. The helicopter would arrive, but no one left the helicopter. After downloading the latest version of MP Compatible Fast Rope Addon, the Ghost team were able to fast rope down the ropes. It also worked on a dedicated server. Maybe try downloading the addon again. silent_op
  11. silent_op.pxs

    Coop Tournament

    Lightspeed, I'm late on this new thread, but we at PXS are very interested in a COOP tournament for ArmA2. I'll read the back posts now. In the old days of the real Ghost Recon, Alpha Squad hosted/held Ghost Recon COOP Tournaments called Stealth Recon. They were epic missions and adventures. It would be so refreshing for the COOP seen in ArmA2 to have a good solid COOP Tournament. silent_op
  12. silent_op.pxs

    Ghost Recon: Podagorsk

    Lightspeed, I'm sorry for the slow progress. I'm doing the alterations for to the MP COOP missions for the Phoenix Soldiers server. I'm up to the mission 4, Docks. As soon as I complete the the PXS version I'm going to work on the version for you, as per our last email/pm. I estimate to be completed with both version by this weekend. I'll email both to you. Lightspeed version will include the following: -ACE2 wounding system -Prepacked ACE2 kits and ACE2 backpack kits (based on PXS kit load outs) -Medics will carry 8 med-kits, up from the PXS 4 med-kits -Disabled revive script -**Do you want the ACE2 Forced Markers Module On or Off?** Phoenix Soldiers version will include the following: -ACE2 wounding system -Prepacked ACE2 kits and ACE2 backpack kits (PXS kit load outs) -Disabled revive script -ACE2 Forced Markers Module Off -Removed crates with gear at insert and insertion helicopters -Allow JIP without instant death penalty -No Respawn -Change tires on vehicles module (forgot the name of the module) Thank you once again for another installation of your Ghost Recon missions. :bounce3: silent_op
  13. silent_op.pxs

    Ghost Recon: Podagorsk

    Lightspeed, you're back!!! Are these new Ghost Recon missions MP COOP, if so I'm going to download the missions and start adding the Phoenix Soldiers ACE2 Kits for you. I'll start working on them this weekend. Thank you for more of what I'm sure will be more outstanding Ghost Recon missions. silent_op
  14. silent_op.pxs

    Ghost Recon: Podagorsk

    Nice video Lightspeed. I'm really looking forward to these new missions. :bounce3: Check your PM. silent_op
  15. silent_op.pxs

    Ghost Recon: Podagorsk

    This is all sounding so good. I can't wait to play the missions. :cool: silent_op
  16. silent_op.pxs

    Ghost Recon: Podagorsk

    One mission closer... silent_op
  17. silent_op.pxs

    Ghost Recon: Flame Pillar

    Interesting...I'm going to have to take a look at this. :) silent_op
  18. Hey Styxx42, did you find that kit load out in one of the ACE2 versions of the Lightspeed's Ghost Recon Island Thunder missions? PXS is short for Phoenix Soldiers. Please feel free to use the gear script as a template for equipping soldiers in your missions. Always use the following lines in the gear script to clear everything from the soldier, before equipping. removebackpack _this; removeAllWeapons _this; removeAllItems _this; _this setVariable ["ace_sys_wounds_no_medical_gear", true]; Just remember, the below portion of the gear script is specifically for use with ACE2 backpacks. ok = [_this, "ACE_Morphine", 4] call ACE_fnc_PackMagazine; ok = [_this, "ACE_Bandage", 4] call ACE_fnc_PackMagazine; ok = [_this, "30Rnd_556x45_Stanag", 7] call ACE_fnc_PackMagazine; ok = [_this, "ACE_Battery_Rangefinder", 1] call ACE_fnc_PackMagazine; ok = [_this, "ACE_Knicklicht_IR", 1] call ACE_fnc_PackMagazine; ok = [_this, "MAAWS_HEAT", 1] call ACE_fnc_PackMagazine; ok = [_this, "ACE_12Rnd_45ACP_USPSD", 4] call ACE_fnc_PackMagazine; ok = [_this, "ACE_KeyCuffs", 3] call ACE_fnc_PackWeapon; ok = [_this, "HandGrenade_West", 2] call ACE_fnc_PackMagazine; ok = [_this, "SmokeShell", 2] call ACE_fnc_PackMagazine; ok = [_this, "IR_Strobe_Marker", 1] call ACE_fnc_PackMagazine; silent_op
  19. silent_op.pxs

    co07 Sand Gambit (USEC)

    That is great news. Thanks Rocket silent_op
  20. silent_op.pxs

    co07 Sand Gambit (USEC)

    Again while in MP COOP on a dedicated server. Ok one more thing Rocket, the extraction CH47 does not land. It hovers about 10 feet above the ground. The team can board, but the HELO LEAVE NOW command does not work. The CH47 has to land, then the pilot gives clearance for the team to board. I was able to have the CH47 land while testing on client side, but on our dedicated server, it just won't land, unless you shoot/damage the helicopter. Of course when it lands, the pilot gives clearance to board. silent_op
  21. silent_op.pxs

    co07 Sand Gambit (USEC)

    Again while in MP COOP on a dedicated server, Glass Claw is not the civilian as shown in the intro. Glass Claw is an armed US soldier. *FIXED* I switched the character to Haris Press, in the editor. That is the guy shown in the intro as Glass Claw. silent_op
  22. silent_op.pxs

    co07 Sand Gambit (USEC)

    Rocket, I'm a huge fan of your Island Twilight mission. We still play that mission from to time. We removed the revives, respawns, added ACE2 wounding, and added our own ACE2 preset kits for each operator. With Sand Gambit, I can tell this is also a very special mission. I only want it to succeed as Island Twilight has. The following happened while playing on a our dedicated server, as multiplayer COOP. -The voice_briefing_01 and sound_c130x_01 files can not be found by the mission. -The command to give the CH47 to leave is not on the radio. -The extraction CH47 just lands and never takes off. (This I was able to fix, the HELOLEAVENOW was not set to foxtrot.) Have you experienced trouble with the voice_briefing_01 and sound_c130x_01 sound files, while on a dedicated server? silent_op
  23. silent_op.pxs

    Ghost Recon - c09 - Farm Night - beta

    LIghtspeed. I have been looking at "=TFS3= Op Killing House" by Shark Attack (MP COOP mission). If you ever get a chance this a very nice mission in general to play. This mission uses the MP Compatible Fast Rope Addon. The only problem I seem to have is with the fast roping. The characters are always getting injured upon impact with the ground. I tested only in my client side, not on the dedicated server. I think it won't be much better off on the server. The part with moving the helicopter to different parts of the map, for drop offs or pickups, seems to work well. Again, as for the ACE2 fast roping, unless you can find a way to trigger the AI pilot to drop the rope to the ground , a player pilot will do a better job. I personally like your simple helicopter inserts used in your GR:IT missions. silent_op
  24. silent_op.pxs

    Ghost Recon - c09 - Farm Night - beta

    In my opinion, playing COOP has a lot to do with atmosphere and a sense of immersion. Having missions with inserts that have believable inserts (and other small details) always added to the overall mission experience for me. However Lightspeed is recreating Ghost Recon missions. The inserts and extractions need to be slight, not heavy handed, because the original Ghost Recon missions did not have such details. They were pretty much left to your imagination. silent_op
  25. silent_op.pxs

    Ghost Recon - c09 - Farm Night - beta

    ACE2 does have fast rope features built in. I think it can only be used with ACE2 helicopters. I'll have to check it out in the editor. Oh as for the swimming, we swim on our dedicated server, but I think you have the time correct, it can only be done for about 2 minutes. We once used a small part of SLX to allow endless swimming, but we eventually removed the SLX swim feature. It didn't make much sense, the characters really aren't kitted for long distance swims. We did test the fast rope feature out on our server, back in the Arma2 days, before OA. From what I recall, the helicopter has to come to a hover at about 30 meters (could be less). Then one of the guys in the back has to release the rope. The rope is an item that needs to be given to one of the players. Once on the ground, I think it was the pilot that releases the rope, to drop to the ground. The rope can then be picked up and packed in a backpack. Now the real question is, can this be done with an AI pilot? We tested this with a player pilot. As an alternative, I recall an ArmA2 (before OA) mission by Shark Attack, that used a nice script to drop a zodiac out of the Black Hawk. The mission starts out with the team in a helicopter taking off from a carrier deck. Once the helicopter reached the insert position, it came to a hover and dropped the zodiac out. The team then jumped in the water and boarded the zodiac. I'll look for that mission for you Lightspeed. That insert technique may be what your looking for. silent_op ---------- Post added at 06:37 PM ---------- Previous post was at 06:35 PM ---------- =TFS= Operation Foothold by Shark Attack, that's the mission I was referring to. I'm going to open it in the editor and take another look at it. silent_op
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