silent_op.pxs
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Posts posted by silent_op.pxs
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sry for the noobishness, but was wondering how one directs your squadmates. in the original gr, you could set positions/routes/waypoints for your squadmates as well as their posture (recon, assault,suppress).is this possible in this mod? i read somewhere about the 'high command' mode but am unsure about how to access it.
I've never played around with the High Command module, but I think you need to add the module to the missions, via the editor. I'm also not sure if it works in MP COOP or on dedicated servers.
silent_op
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I'm downloading now. :bounce3:
silent_op
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Yes, I did like the credits. It felt like the original mission end, in GR1. All of the missions have a very nice GR1 feel to them.
By the way, I've finished the Phoenix Soldiers' version. I'd like to release it. I'll send it to you first. I think you and the Sparta guys will enjoy it.
silent_op
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i wont be editing these missions again - not in the near future anyway - only bug fixing.but anyone can edit them and play them as they wish.
i believe mission 8 had an issue in coop at least which i need to examine.
I was able to recreate the bug again. Priego was secured as soon as I walked up to the wall of his compound.
Again, we approached from the east, past the helicopter, up the hill to the eastern wall. Then the Ghost Recon credits / music start to play, and the mission eventually ends.
silent_op
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This version is taking a little longer than I expected, almost done. Just found some issues while testing on our server. The finished product should be Lightspeed's missions, with the following changes.
2)Phoenix Soldiers ACE2 version
-No revive script running
-No respawn
-No JIP 5 second death penalty
-ACE2 wounding system
-ACE2 markers off
-No additional kits in the insert vehicles
-ACE2 backpack system with PXS packed kits
-Modified Sniper kit (has a backup M4)
-**-Adjusting the teams grouping for helicopter inserts. Allowing late joiners to join after the helicopter leaves.
silent_op
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The ACE2 version that was released has the following:
-revive
-respawn
-ACE2 wounding system
-ACE2 markers off
-ACE2 weapons added to the helicopters
-ACE2 backpack system with PXS packed kits
The second version mentioned earlier will be done shortly.
silent_op
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Styxx42,
It is my understanding, the ACE2 modded missions will be released by Lightspeed. Of course Lightspeed has the last say.
There will be two ACE2 versions.
1)For Lightspeed
-revive
-respawn
-ACE2 wounding system
-ACE2 markers off
-ACE2 weapons added to the helicopters
-ACE2 backpack system with PXS packed kits
2)Phoenix Soldiers ACE2 version
-No revive script running
-No respawn
-ACE2 wounding system
-ACE2 markers off
-No additional kits in the insert vehicles
-ACE2 backpack system with PXS packed kits
silent_op
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It will be an honor to send you our ACE2 version. Thank you again for making these GR1 missions. As you said on GR.net, ArmA is the sequel all GR1 fans wanted GR to evolve into. At least that's how I found the ArmA series.
I'm looking forward to the Georgia set missions. I'm assuming these will be the GR1 "out of the box" missions.
silent_op
thanx silent_op for that info.i will be releasing good updates for the missions shortly and would love it if you would convert them to ACE2 for me.
i actually have found a suitable map and will be commencing work on the first campaign in Georgia.
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Lightspeed, all 8 of the missions worked on our dedicated server. There were only a few missions where the helicopter extractions didn't work.
The extractions didn't work in:
Mission 2- Angel Rage- The helicopter didn't show up.
Mission 3- Jaguar Maze- The helicopter flew over.
Mission 7- Ocean Forge- The helicopter didn't show up.
Wrong name in briefing:
Mission 8- The briefing is named Liberty Storm. It should be Righteous Archer.
We played Missions 8 Righteous Archer today. Great fun. :bounce3:
Please, if you can, make the Ghost Recon Desert Siege Missions:
Mission 01 - Burning Sands
Mission 02 - Flame Pillar
Mission 03 - Cold Steam
Mission 04 - Quiet Angel
Mission 05 - Gamma Dawn
Mission 06 - Spectre Wind
Mission 07 - Subtle Keep
Mission 08 - Torn Banner
silent_op
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Nice video work again Lightspeed. Keep the videos coming. :bounce3:
The version 1.1 you mentioned, is that for all 8 missions?
On the Angel Rage mission, the helicopter never showed for us. We were all standing on the extraction. We played it on our dedicated server. Is that what happened for you guys, on the Sparta dedicated server?
In the versions I'm running on our server, I toned down the fog a lot. I did this mainly because it seems like the tangos can see right through the fog, but we can't. If the tangos were also visually impaired by the fog, It would be very cool. In your next GR missions I'll leave the fog (if any) and give it another shot.
silent_op
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Nice camera work in that video.
Lightspeed, do you have any updates on upcoming GR missions? :)
Perhaps I'm getting way ahead of myself here, but when you say you're going to be working on GR Tournament missions, are you by any chance considering a remake of Alpha Squad's legendary "Stealth Recon" COOP Tournament missions?
silent_op
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[KH]Jman or anyone else running ACE2 1.6 Stable...
Our ACE2 1.6 Stable was just fine until the new 1.55 patch. I know ACE2 is a mod and will have to update to meet the new 1.55 patch, but is anyone else having the following problems with their ACE2, ever since patch 1.55?
- ACE backpacks are empty, after they are first packed with kit.
- FPS looks kind of choppy. I'm getting a high frame count, but the actual look is a little choppy, as opposed to prior patch 1.55 smoothness.
- Epinephrine is appearing in character gear lists, even though I did not equip the character with epinephrine.
silent_op
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Box Version or Steam?The box version of ArmA2 Operation Arrowhead Combined Operations is the way to go.
I uninstalled my Steam ArmA2 and Operation Arrowhead, ever since I started to have problems with having two directories instead of one combined directory.
silent_op
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I'm having a similar problem. The following is what I used in a "regular" ArmA2 mission. This was a load out for a zodiac, done via the initialization field, in the editor. Now in Arrowhead v1.54, this no longer works, the Zodiac does not show my gear, in mission. How can I have the following show in my zodiac gear menu, while in mission?
clearWeaponCargo this; clearMagazineCargo this; this addMagazineCargo ["30Rnd_556x45_Stanag", 10]; this addMagazineCargo ["PipeBomb", 2]; this addMagazineCargo ["200RND_556X45_M249", 6]; this addMagazineCargo ["ACE_20Rnd_762x51_S_M110", 8]; this addMagazineCargo ["ACE_Battery_Rangefinder",1]; this addMagazineCargo ["1Rnd_HE_M203",4]; this addMagazineCargo ["ACE_Bandage",8]; this addMagazineCargo ["ACE_Epinephrine",2]; this addMagazineCargo ["ACE_Morphine",8]; this addWeaponCargo ["ACE_M136_CSRS", 1]; this addMagazineCargo ["ACE_HuntIR_M203", 4];
silent_op
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Ok fair enough Dwarden. BIS is hard at work looking for the correct full fix, perfect. I hope BIS really can fix this correctly.
silent_op
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I just want to know, when will Steam and or BIS give me one directory for my OA and ArmA2 (both were purchased from Steam)? Quick-fix batch files do not make my ArmA2 and OA work, look and operate like the directory from a box version of Combined Operations or a retail ArmA2 + Sprocket version of OA. Yes the batch file solution works, but why should I launch my game through Steam? I never had to do that before with ArmA2. Why should I want to use long dragged out mod lines in the parameter field of my OA executable? I use Yoma for my ArmA2 and mods.
Of all the members in my group, those who purchased the Steam version of OA, ended up with a separate OA directory. Those who purchased the Sprocket version have one directory, with ArmA2 and OA, plus an executable that launches as Combined Operations. This is what I personally expected from Steam, but instead I have a two directory mess.
The one directory approach works best and easiest with Yoma. It would allow me to run Combined Operations, launch from Yoma, and play either new OA COOP missions or ArmA2 ACE2 + mods COOP missions.
What went wrong here? Did Steam screw up or did BIS drop the ball on Steam, in favor of Sprocket? I have nothing against BIS. I just want my ArmA2 and OA to work with one directory correctly. I'm getting to the point where I'm thinking of buying the box version of ArmA2 OA Combined Operations, just to have a properly working ArmA2 + OA Expansion. All so I can once again enjoy playing COOP missions with the mods my group uses.
Please fix this Steam OA situation correctly.
silent_op
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I just downloaded the mod. I'm sure all members of Phoenix Soldiers are doing the same, or have already done so.
We have waited and hoped for this day to come! Thank you ACE2 Team!
:dancehead:
silent_op
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Bug?v1.35, specop light. I get no briefing before insertion. < v1.35 i do get briefing before insertion.
Same in v1.36, no briefing before insertion.
I only play coop on a dedicated server. ArmA2 in general seems to have a problem with briefing notes appearing immediately. I haven't noticed in cipher v1.36 yet, but sometimes the briefing notes take about 30 seconds to show in coop missions, at least on dedicated servers. Sometimes the briefing notes show right away. This is just something to keep in mind.
silent_op
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Wiper,
The mission works great. We played the mission earlier today on our dedicated server. Not only did the insert work as it was planned, but the extract worked just as well. Very cool mission, thank you. I look forward to more inserts.
silent_op
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Wiper,
The mission seems to work just fine now. Thank you for even considering my suggestions. The helicopter lifts off as soon as the team member (or members) exit the helicopter.
For our server only, I think I will replace the insertion urals with civilian versions, and place the kit in the crates as cargo in the trucks. One thing I did do was add some M4s with ACOGs and GLs, M9s M9SDs, M1911s, and M136s to the briefing kit screen.
I look forward to your next mission design. :bounce3:
I meant to ask this before...
What is the "SpecOps version - only for usage with a server template"? What do you mean by server template?
silent_op
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I finally was able to nail that "disabled AI" issue down, hopefully once and forever.silent_op, I hope you dont mind I put you in the credits for finding that bug out. Many thanks for that once again :)
New version 1.34 is up on the first page.
Have fun !
That is great news, I can't wait to try it out.
silent_op
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Wiper,
I tested the MP COOP mission a bit, on our dedicated server. The helicopter insert works perfectly now, as long as all AI are enabled. With the AI all enabled, the player and the AI were no longer invulnerable to evrything on the battle field.
The medpack option on the setup screen works as well (thank you :)). I actually set the medpack to only show the option "no", from the description file. I then added the First Aid Simulation module from the editor.
My question now is, would it be possible to set the MP COOP version to work with disableAI=1 (in the description file)? This would mean if less then 10 players started the mission, then the helicopter insert would work properly and the players would not be invulnerable. This may mess with the JIP you have. Perhaps you can set one constant place on the map for JIP players to insert. How the JIP players link up with the rest of the team is up to them and the mission leader.
Just so you understand, any changes I make to your mission is only meant for use on the Phoenix Soldiers COOP server. All credits are as you set them, previous to my alterations.
silent_op
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Thanks Wiper. I'm downloading now. I'll test it in a few minutes.
silent_op
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Thanks for the reply Wiper. I'll try your new v1.33a on our dedicated server later after work. If it doesn't work properly, I'll PM you and try to set a time for us to meet online, on our team speak.
From the fun we had with v1.30 on our server, it would be a shame to just let this mission fade away into the background.
silent_op
Ghost Recon - Island Thunder campaign
in ARMA 2 & OA - USER MISSIONS
Posted
Thanks Lightspeed, I'll send the link to Armaholic later. One change I forgot to mention, the helicopter in the missions 1, 3, and 8 have been changed to setcaptive=false. The inserts are sometimes hot, sometimes. The "sometimes" all depends on what ArmA has the tangos do at different times. The insertion helicopter flight height was also lowered to tree top level, making the flight in more realistic and hair raising.
silent_op