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lightspeed_aust

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Everything posted by lightspeed_aust

  1. lightspeed_aust

    Jungle Wars: Island of Lingor

    I will be looking for beta testers for Ghost Recon: Island Thunder campaign within the next week - let me know if you're interested. Thanx Ice - nice island addon in the ne.
  2. lightspeed_aust

    Sounds for the gates?

    just to add re: my sound, it was a sound that fit perfectly with the wire fence i was opening - im sure there are better gate sounds. would be good to have a sounds library somewhere in these forums actually.
  3. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    my focus at this stage is SP and 7 man coop - and I am removing respawns altogether - they just don't fit with GR. instead, limited revives with Medic carrying most revive packs and the rest of the team 1 or 2 for backup. i havent played much SP before and only just realised i can send my medic to each injured soldier to fix them up. as far as coop goes, medic should know his primary role and stay safe. in terms of 15 man coop i just dont like the idea of spawning in a few extra troops to add AI - I prefer to make it more challenging bcoz 15 man team can/should be able to deal with more scenarios not just randomly place AI. happy to say, second mission is running well with AI and im now on the 3rd mission. all objectives are firing as required and missions ending as they should. all looking good so far.
  4. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    As you would know by now Gal - I do provide limited revives but no or only 1 respawn. And missions will always be less then 1 hour to complete.
  5. lightspeed_aust

    Sounds for the gates?

    yes i have one for ya - http://www.filefront.com/17783017/fence.ogg sound is a metal fence being pushed open
  6. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    have you got such a script? and can i control where the units spawn? if so, that would be ideal.
  7. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    gr8 news - i just played first mission using the upsmon script with a mix of fortify, nowait and nowp and also tweaked the radio distance low enough so that AI would not all abandon original zones at the first sign of conflict. as such, it plays out very similar to a Ghost Recon mission where objective zones will have units patrolling or guarding and will then move to fight/flank. please remember though that we are playing on a new map - and i have selected similar landscapes to the original IT but obviously the places aren't exactly the same. i will continue to tweak until it feels like GR and every test seems like its getting closer to what i want. i will release 2 to 3 different versions of this - SP, 7 player coop, and possibly a 12-15 man coop for the larger groups with more AI but essentially same mission. the 7 man coop and sp consists of the following units - Squad Leader Grenadier AT Specialist Demolitions Specialist Heavy Gunner Sniper Medic (these may be adjusted depending on the demands of each mission)
  8. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    i would def be interested in using your skins although the Force Recon units which are stock in Arma2 make pretty good modern day Ghosts. i guess the main difference would be the camo pattern which was woodland not marpat in IT. ---------- Post added at 09:01 PM ---------- Previous post was at 09:00 PM ----------
  9. lightspeed_aust

    Jungle Wars: Island of Lingor

    is it poss to use another sound wav? i know of a good one that you could use - ill talk to you about it on msn.
  10. lightspeed_aust

    Ghost Recon - Island Thunder campaign

    it's a bit of everything from the original but with Arma2 blended in
  11. lightspeed_aust

    Jungle Wars: Island of Lingor

    You got my vote. Love the new island - looks gr8 mate. And definitely leave the water brown - it suits the island - turquoise/blue is wrong for this place. If possible but just a small thing - would love to see some ploughed fields near the farms.
  12. lightspeed_aust

    Free DLC: Lingor Units for Arma 2/OA

    thanx Ice - can't wait til im back from holidays to do some more mission-work. your hard work is most appreciated - hope you had gr8 xmas and a gr8 new year to come. Lighty
  13. lightspeed_aust

    [WIP] Northern Takistan map (1670 sq km)

    i am sure our clan will upload this to our dedi for Domination once this monster is rdy - gr8 effort
  14. lightspeed_aust

    Project Reality - WIP Discussion

    it seems i may have kicked off a bit of a flame/backlash - apologies for that. i just don't believe in voting for a mod personally - and there are so many outstanding modders in this community that i am not going to single out one or even a group of modders and say they are the best - that's just ridiculous and the vote for your mod is about getting something for your mod team not about promoting Arma2 - and thats a fact.
  15. beautiful piece of work - just looks so real not overdone
  16. lightspeed_aust

    Jungle Wars: Island of Lingor

    I tried these Modules in Maruka (capital city) is that the name, can't be bothered opening Arma2 to check right now - but I didnt see many civilians and only a few cars - wonder why you see a lot more. Will civilians actually drive the vehicles out of interest?
  17. lightspeed_aust

    Project Reality - WIP Discussion

    i find this a little humorous - suggesting that a vote for your mod is a vote for Arma2 - i'd suggest a vote for your mod is a vote for your ego. there are so many gr8 mods going on in Arma2 community which are as yet unreleased - is PR:Arma2 the best of those - not so sure sorry - certainly the concept is old just doing it on a new engine. i would have voted for BF:PR where it was first created - it was an outstanding mod and turned a shitty game into a great tactical game so kudos for that. i wonder if you voted for any other gr8 Arma2 mods at this 'Best Mod' site?
  18. lightspeed_aust

    MBG Creationism

    very clever mate
  19. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    quick update - was struggling with an enemy beach landing - getting AI to dismount and then commence a upsmon patrol - sounds easy but geez it involved a lot of tweaking and testing. but now it works like a charm - high speed insertion and enemy forces unload and move up the beach like clockwork. still waiting on the Lingor units though then i can see about getting this campaing to completion - wont be b4 2011 at this stage though...too close to Chrissy and holidays.
  20. lightspeed_aust

    Jungle Wars: Island of Lingor

    they look gr8 as is Ice - ppl get too nitpicky - they are ready to release imho.
  21. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    quick update - been testing some more AI patrols within the missions but still waiting on release of the official units for LIngor. also testing some AI boat landings which finally I have working right and they look gr8 - the opfor immediately unload and switch to a upsmon script which works well. also testing some hostage release stuff - working well. and have just about finished constructing an enemy HQ for one of the missions and how it works with the random house patrol script - very solid - except for the frikkin AI who like walking through fences - bloody annoying but known Arma2 and predecessors bug.
  22. lightspeed_aust

    Jungle Wars: Island of Lingor

    those Migs are damn sexy and i can't believe that pilot is prepared to risk one of those machines with such an irresponsible manouever!! gr8 skins buddy.
  23. I think I've tried just about every configuration to get an AI controlled PBX to drive to shore quickly using waypoints but the boat would be luck to reach 5kph - do I need a script for this or am I just setting up the waypoint specs incorrectly? cheers Lighty
  24. lightspeed_aust

    Slow boats....why is it so?

    none of those things seem to have any effect - can't believe it has to be so complicated to make a boat travel at a decent speed instead of 2 miles per hour or something ridiculous like that. ---------- Post added at 11:54 PM ---------- Previous post was at 11:23 PM ---------- ok i have found the fix - put this code in the init line of the boat in this case "boat2" boat2 forcespeed 20; make sure the waypoint move to the beach stops just short of the land - if that waypoint is even 1 meter onto what the boat (game engine really) thinks is land then the boat seems to abort its speed and moves cautiously towards the land, like it's concerned about crashing. so just test the waypoint positioning and the boat should haul ass to shore and pull up just short - at this point in my mission I unload my crew and trigger a upsmon reinforce so the men immediately move up the hill to a designated zone.
  25. lightspeed_aust

    Slow boats....why is it so?

    no i have wp in the water but that boat aint travellin real fast game has been patched to 1.56
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