Jump to content

jasonnoguchi

Member
  • Content Count

    1625
  • Joined

  • Last visited

  • Medals

Everything posted by jasonnoguchi

  1. jasonnoguchi

    USRanger709's Release Thread!

    @Kommiekat, were you running GL4 when you got the blocky smoke? ;)
  2. Had a ton of fun playing with the HC functions! Geez! These choices really made me very lazy as I almost always send in reinforcements first now...hahahha! Can't think of any ways to make this mod even better! The tactical possibilities are almost endless now!
  3. jasonnoguchi

    USRanger709's Release Thread!

    Played JH again with the new GL4 version and called in the apache at rescue pilot task...heheheheh... the apache rocks BUT killed everyone in there including the pilot... geeezzz... since when is the pilot not already dead? hahahah... ok, its gotten that little bit trickier now. :)
  4. @SNKMAN, just a suggestion to improve on the HC and reinforcement features... would it be possible to add a "RELEASE" feature like the recruitment so that we can release the reinforcements back to where they came from? This is because almost no missions place helos on a map for nothing. Its usually for the extraction in the end and so if you have already requested for that helo, the mission becomes impossible to complete. The way to solve it is to be able to release the helo and reinforcement back to where they came from so that they can resume their previously set triggers when their service is no longer needed. :)
  5. JESUS!!!! I LOVE THE NEW POSITION FORCE MOVE!!!! Now those guys really behave like soldiers!!!! Moving quickly and without hesitation!!!! The new friendly reinforcements features are AWESOME SAUCE too!!! I gotta replay Chesty Puller AGAIN to see how I can put all these new tactics into practise! :) THanks alot SNKMAN!
  6. OMFG!!!!! This release really rocks!!!
  7. Agreed. In fact, he made GL4 customisable enough to adapt to any mods so you only need to figure out which part to turn on or off to make it work together.
  8. @Kommiekat, I'll teach you everything you need to play with GL4 properly over msn. :) Anyone wants msn guidance on all these mods including ACE and GL4 can PM me for msn. :)
  9. jasonnoguchi

    USRanger709's Release Thread!

    Ok buddy, here's the changes you need made to GL4 in order to have it work with ACE2 properly AND make sure it doesn't break mission objectives: 1. Manually insert the ACE suppressed weapons classes into the enemy advancing for suppressed weapons. This makes sure you are getting the 15m suppressed weapon detection for all your suppressed weapons. 2. Disable explosion FX so that flashbangs you throw don't knock you to the ground with the blast effect. GL4 do not differentiate between flashbangs and HE grenades. 3. Disable bleeding FX as it causes player injury when using ACE scoped weapons in scope mode. 4. Disable Enemy Reinforcement (I haven't tested the effects of Friendly Reinforcement of the latest version yet but I reckon we should turn that off too... mission makers just don't put units on the map for nothing). Even reducing reinforcement distance to a few meters won't help as somehow enemies from afar would still come. I attribute it to the possibility that enemies relay the reinforcement request on somehow. 5. Set enemy advancing distance for non-suppressed weapons to 400m. The default setting of 600m tends to break missions because mission makers tend to place enemies about 600m apart. In fact, the distance between towns in most maps are within 600m as well. You don't want all of them drawn to your current battle and break the next mission objective. Have fun! :)
  10. The Force Move (HAUL ASS!) feature is the BEST feature in this version for me! hehehe! It really improved using friendly AI! I mean, I used to have to wait like 5 mins for a bunch of them to get to me under fire! Now, they are like shooooosh and here within a few seconds! GREAT!!!
  11. heheheh sorry, figured it out and edited my post before seeing your post. :)
  12. By the way, the HQ radio really adds some immersion. Great work. :)
  13. jasonnoguchi

    USRanger709's Release Thread!

    You're really raising the bar to never before seen standards buddy! AWAITING! :)
  14. JESUS! Snipers ARE scary now!!!! This is AWESOME SAUCE! @SNKMAN, oh, since you would be working on AI checking for friendlies in backblast zone, would you also be able to stop AI getting IN FRONT of a firing friendly too? friendly AI often walk deliberately into your line of fire. :) Thanks a lot for the AWESOME release!!!!!!!!!!!
  15. What is the command for the Force Move feature please? Its not covered in the features document nor can I find it under the command menu ingame. By the way, my friendly snipers act like snipers at last!!!!! The kind of decent accuracy expected of snipers while the rest of the riflemen remained average shooters... GREAT!!!
  16. THE BIG RELEASE IS HERE!!!! Thank you SNKMAN!!!!! :)
  17. jasonnoguchi

    SEAL Team Six

    @TonnyRat, nope, there is nothing you can tweak for Zeus AI. It doesn't come with a userconfig file. What you can do is probably reduce the enemy skill in your arma2 settings but I doubt its gonna make much diff. As long as the enemies look in your direction and you are not behind 100% cover (grass is NOT cover. AI look through grass), you will be spotted. Thats the only thing I hate about this game... thats why I run GL4 instead of zeus these days. GL4 enables REAL suppressed weapons effects and enemies won't always look in your direction after seeing their mates drop but will search in all different directions which makes it a lot more realistic.
  18. jasonnoguchi

    SEAL Team Six

    @TonnyRat, the ACE interactive menu fails a lot, especially after reloading a saved mission. What you can try is to use the action menu and choose "Load". Now, the trick is, that menu option doesn't happen all the time either and your positioning needs to be very specific. You need to stand somewhere near, looking at it and off to one side. You need to test and test to see how it works. Its so random I can't tell you specifically how it works too. Regarding "silenced" weapons read my post on page 13.
  19. Foreword: After learning from all the great missions out there, I am glad to announce the start of my very own series of anti-taliban themed missions called Operation Iron Fist. I am making them in series like what USRanger did for his "Bloodhound" series simply because producing an entire campaign with the scope and quality that I have in mind is nearly impossible for me at my stage due to my RL time committment. I hope you guys enjoy my missions. :) WARNING! : Please don't play my missions if you have a less than 3ghz computer. It WILL bring your computer to its knees due to the immense number of units on the map. There is no way I can create the realism I am after using dynamically spawned enemies or friendlies and I really hate to see another frustrated player (which will of course give me low ratings) because their machine is not good enough to play these missions with good enough FPS. I NEVER use my players as beta testers. All my releases are thoroughly beta tested and final. ============================================================== Operation Iron Fist - Part 1 : FOB Alamo ============================================================== TAGS: Grunt Combat, Large Scale Battle, Multiple Endings, Voice Overs DOWNLOAD FROM ARMAHOLIC :: DOWNLOAD FROM FILEFRONT Introduction: In the Operation Iron Fist series of missions, you will be playing a lowly, often forgotten, grunt (AT soldier) in a 50 men USMC platoon assigned to Aiktalik. In the first mission, "Operation Iron Fist - FOB Alamo", the FOB comes under heavy attack from the taliban insurgents seeking to rid US presence. It is a dawn assault that took everyone by surprise. As a mere grunt in this chaos, what will you do to make a difference? Or will you simply hide and let the conflict sort itself out OR even go AWOL? You choose... I am making my missions non-linear in style. This means that there would not be any series of "tasks" to follow through in order to complete the mission. You need to try to understand the situation and then do whatever you want to do or you deem fit to do for the situation. You literally decide your own task, your own mission, your own destiny within the bigger picture that is happening around you. In fact, the mission could play out very differently each time you replay it or everytime you use a new AI mod. In fact, you might run into different people and different "tasking" everytime you restart. Like in all wars, your only job as a soldier is to live to see another day... The purpose of my missions is to allow players to experience the cruelty and harsh realities of war and not to glorify war and make heroes. You will experience panic, helplessness and chaos.. the reality of war. Featuring 5 Possible Endings, including the possibility of going AWOL! Required addons for Operation Iron Fist - FOB Alamo: - Aiaktalik - BlackOps and desert mercs - Desert USMC Units - Extra Units and Vehicles - ACE, ACEX, CBA, ACEX_PLA (featuring PLA as part of coalition force... yeah, I know I know... screw RL. ) Featuring the voice acting talent of: USRanger709 (maker of Operation Jackal's Hunt) as Officer in Command (OC) Tonci as Razor Team Leader, Miles. Beagle23 as Fire Team Leader My Wife, Precious, as Captain Yang, liaison officer of the PLA Archamedes (in the SAS Black Ops campaign) and myself as various marines YOURSELF as the main character using "bardosy's Chesty Puller style" main character dialogues. :) Also featuring custom music remixed from some of Hans Zimmer's classics and battle sounds to create the most immersive environment possible. Recommended Settings: :: Effects & Voice Volume 100% & Music Volume 50% (Some sounds are extremely bassy, bewarned) :: Visual Distance 800m (yes, you don't need very long VD in this mission and you won't want to due to the huge number of AIs) :: Friendly Accuracy 1.0, Enemy Accuracy 0.5 (those jihadists are just not that well trained and this setting gives the best balance for this mission) The mission is extremely heavy even for my system, especially the beginning when a lot of animations need to be loaded, so I would advise a restart the moment the mission starts so that you can play with all animations already loaded into your ram without stuttering. With Expert Advise From: USRanger709, maker of Operation Jackal's Hunt | Bardosy, maker of Chesty Puller campaign Hints: ============================================================== Operation Iron Fist - Part 2 : Chaos In The City ============================================================== TAGS: Grunt Combat, Quesh-Kibrul, Urban Combat Coming Not-So-Soon In A Month Or Slightly More..... Introduction: After the defeat at the Alamo, US troops pulled back and garrisoned the nearby capital city. After your experience and survival at the Alamo, you have been field promoted to Fire Team Leader (after your fire team leader died). Life as garrison in the city was dry and boring with the daily dose of IED disposal and playing nanny to the delta force. One day, during a routine, boring, patrol, you received orders that taliban suicide bombers has threatened to bomb the city's market square as a retribution to the city for housing the Americans. You are ordered to capture or kill these infiltrated suicide bombers before they can pull their trick off... but there's one problem... there's like a hundred civilians around you everywhere and these people are so used to gun fire they don't even bother to run or take cover in a fire fight! Can you still do your job without the collateral damage that the suicide bomb would have caused anyways? Featuring: 1. The most immersive city scene ever seen in ArmA2 so far. 2. Intro 3. Multiple endings and Outro for each ending 4. Full voice over Required addons for Operation Iron Fist Part 2 - Chaos In The City: - Quesh-Kibrul - Desert USMC Units - Extra Units and Vehicles - NZX up-armored HMMWV - FFAA Arab Civil - FFAA Terrorists - Faux News Reporters - RH's Scars and Custom M4s - ACE, ACEX, CBA ==============================================================
  20. jasonnoguchi

    SP - Operation Iron Fist series

    More addons included so you guys can start to imagine how the mission is going to be like.
  21. jasonnoguchi

    FFAA MOD Spanish army

    Hi! I am using the FFAA terrorists and civilians in my upcoming mission but whenever I run the mods, I get an error saying that some wounding.paa in the FFAA folder is missing or something like that. However, that error does not break the mission, its just annoying... anyone get that too? How do we fix it? Where do we get the missing content?
  22. jasonnoguchi

    FFAA Units wont work

    I do get some error about some FFAA_et/something/us_wound.paa (or something like that) missing when running FFAA ter/civ and its definitely not from ACE. Anyone any solutions? Its not a game breaking error and once acknowledged, doesn't affect gameplay in any way... its just annoying.
  23. jasonnoguchi

    [CAMP] Chesty Puller

    You made us all hungry!!!!! hhehehehehe
  24. jasonnoguchi

    SP - Operation Iron Fist series

    @Njayjay, yes, this mission really pushes every system to its limit and the restart trick really works, try it. Anyways, you don't get the east wing breach everytime, so next time you try, you would probably trigger other scenarios...let us know which ending you get. :) ---------- Post added at 03:31 AM ---------- Previous post was at 02:42 AM ---------- Warning added to first post. ---------- Post added at 04:53 AM ---------- Previous post was at 03:31 AM ---------- Required addons for Chaos in the City added to first post.
  25. @SNKMAN, one suggestion though... Is it possible you make friendly AI check their rear BEFORE firing a backblast weapon like RPG? So if there is a friendly behind them, they will just switch back to primary weapon... hows that? too much friendly kill due to backblast.
×