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lightspeed_aust

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Everything posted by lightspeed_aust

  1. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    Another update - - things are crusing along nicely - i have just finished all the work on mission 3 (again just need to place AI when they become available)
  2. lightspeed_aust

    Taviana Island for ArmA 2!

    on a side note Martin - you said with hotel you would create the outer and inner shell right. so that being the case, there is no reason why caves cant be built for Arma2? ---------- Post added at 04:20 PM ---------- Previous post was at 04:19 PM ---------- im thinking this will be my Ghost Recon campaign to follow on from the Island Thunder campaign im working on. will there be an embassy? :)
  3. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    update - currently working on High Sierra pilot rescue - let me tell you now this is truly high sierra feel - you will feel like you are trekking through high peaks to find the pilots and complete other objectives before you drop down into the tranquil riverlands with frogs croaking in the lush growth.
  4. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    @mrcash2009 your wishes will come true - as Ice says its all there and its all good.
  5. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    i will try to make this a Ghost Recon experience - respawns can be set to nil, 1, 3 or 5. im not sure if you can switch players in Arma2 although technically there is a join in progress so you could jump in as one of the AI. (anyone know if you can switch bodies in arma?) still toying with the number of Ghosts - currently set at 7 including a Medic but this could go as high as 14 (this would be another version of the missions with more opfor to deal with and possibly live insertions as opposed to scripted insertions). note: sp campaign you could take a maximum of 6 men in per mission, so i was making the medic the 7th position and using norrins script. ---------- Post added at 12:49 AM ---------- Previous post was at 12:35 AM ---------- quick update - mission 2 is working as expected - just need to add the opfor and then testing. for old school GR fans, this is a fantastic military camp and set in a foggy atmosphere with rain pissing down. :)
  6. lightspeed_aust

    Jungle Wars: Island of Lingor

    Ice, I think it won't hurt to release this now - ppl will still come to a MP event but the ppl are ready to enjoy this now and again at the MP event. And I really need those enemy troops too - or can I d/load those somewhere else? Lighty.
  7. lightspeed_aust

    Jungle Wars: Island of Lingor

    im also working heavily on a SP/COOP campaign for this - 8 missions a co7 and co14 version (for Icebreakr) which is built to run on dedicated server too. and im so lucky to get early version - i look forward to coming home from work each night just to get back to Lingor.
  8. lightspeed_aust

    Jungle Wars: Island of Lingor

    @ guyfakestom if you can run Arma2 then i guarantee you can run this - the only thing i have tweaked in testing is object detail from very high back to high. i see no loss in visuals but my fps never drop below 33 and run as high as 60. incredibly smooth and stunningly beautiful landscape.
  9. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    quick update - - mission 1 objectives and layout are all looking good and working as intended- it's a nice introduction to Lingor Island. all that is left to do is add the AI which are due to be released shortly - and then i will fit them into upsmon.
  10. lightspeed_aust

    Jungle Wars: Island of Lingor

    id say it wont be too long b4 they are back on topic ;)
  11. sweet kylania...works like a charm!!
  12. great timing for this thread bcoz i need the same question answered - i have "box1" that had 3 random spawns around the map and i want a trigger to fire that objective is complete when you walk up to the box. how to do it though? thanx Lighty
  13. lightspeed_aust

    Jungle Wars: Island of Lingor

    yep no excuse - if you play Arma2 and enjoy it then you must get the expansion.
  14. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    update - - i have finished writing all the briefs (updating them a little so they fit with Lingor place names and locations). - i have tweaked a few of the mission objectives so they are a little more interesting in places. - i have started placing objects on the map for the missions (the beauty of one large map is that you only have to add things once instead of 8 times for each new map a la GR). - i had a chat with Icebreakr and he said i can start mission creation on the version i have as the release version will still allow me to pick up the missions where i left off. - swamp airfield is continually being enhanced and GR players will feel like they are returning to fairly familiar territory even though the airfield has slightly different objects. one of the things that used to slow me down so much in GR campaign creation was trying to come up with a decent and plausible campaign which could literally bring me to a halt if the concepts sounded to cheesy. Recreating a fantastic GR campaign has removed this roadblock completely and is allowing me to get straight into construction. finally for now, Icebreakrs map is just incredible and fortunately given the locations for these missions you will really get to see just how brilliant this veteran Arma map maker is - one of the masters for sure. Lighty.
  15. agreed - if this works properly this should be pinned. i think one of the biggest gripes about Arma2 is ai accuracy.
  16. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    ---------- Post added at 11:14 AM ---------- Previous post was at 11:11 AM ---------- work so far - i have begun writing the briefs into Arma2 format and tweaking them as necessary so the place names and characters will fit. for those of you who know GR, i have recreated the swamp airfield (Icebreakr) had the perfect spot for it and it looks wicked. i have also planned out where all 8 missions will take place on the map. so once Ice releases the map i will be good to go.
  17. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    hey Gnome - ya know what i may just take you up on that offer - having Alpha Squad involved in a GR mod sounds as GR as "cold, cold....too cold for me". :) ill be in touch on your forums.
  18. lightspeed_aust

    Jungle Wars: Island of Lingor

    sadly there is no cure... :( if you do not see/play on this map for real you will die....and there's not a damn thing any of the medical experts can do about it.
  19. lightspeed_aust

    Taviana Island for ArmA 2!

    hi martin i would be happy to motivate you :) i dont often look in addons mods discussion but have been trolling through over the last couple of days and this is fantastic work - i am an old Ghost Recon mission maker and this map excites me - return to Georgia and fight some Russians. love the map!
  20. lightspeed_aust

    co07 mission pack for dedicated servers

    have a look at this - http://forums.bistudio.com/showthread.php?t=100135 and then this - http://forums.bistudio.com/showthread.php?t=109123 you read my mind lol and just a side note - my missions in this current pace were built for coop so will be harder to complete in sp - i haven't tried myself in sp so let me know.
  21. lightspeed_aust

    co07 mission pack for dedicated servers

    these are all playable in SP - just play them through MP Lan ;)
  22. lightspeed_aust

    Jungle Wars: Island of Lingor

    not everyone thinks like this though - of course ppl want to see your work but most of us know that you put in huge effort and its all free. it sounds like you want to get a career in game dev so good luck with that - you def have the qualifications to succeed. we will wait patiently - we are just excited :) and the modding bug is addictive too - you say this will be your last 'big project' - i would almost bet that you will do another one when the mod itch starts again ;)
  23. lightspeed_aust

    Jungle Wars: Island of Lingor

    i d/loaded the beta version of the map last nite to have a look at it and was getting some serious plant lod issues - http://img576.imageshack.us/img576/8249/lodissue.jpg was this same for everyone else, or issue at my end? (i know that all the lods weren't done for the beta but the fluorescent green lods are surprising me) i just did a test and noticed if i set object detail to high from very high the fluro green disappeared.
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