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lightspeed_aust

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Everything posted by lightspeed_aust

  1. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Here it is - the classic Aurora night mission where the Ghosts are tasked with destroying a downed stealth drone. Mission 4 - Gamma Dawn - https://steamcommunity.com/sharedfiles/filedetails/?id=1906182720
  2. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Thanks Dachs. Out of interest, how do you find level of difficulty for coop. What settings you using? I was planning to reduce slightly the armor protection to vanilla Arma so you can't take quite as much damage. I would then also reduce ai numbers slightly to account for this change. Thoughts?
  3. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Good news - I made a big push on Aurora this weekend and I'm into testing now. Maybe a week or so and it will be out!
  4. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Sorry for the delay, I've been studying and rock climbing during spare time. But will get to it soon.
  5. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    I plan to release Aurora shortly - working on it now - maybe 2 or 3 weeks away. I think you'll like it.
  6. lightspeed_aust

    Original Ghost Recon Campaign - Released!!

    just making some updates to some of the missions so the friendly AI work better, and also tweaking some AI difficulty. missions getting a makeover including Ivory Horn and Gold Mountain - because the AI move terribly through those areas. Gold Mountain is ready and will let you know when Ivory Horn and others are refreshed.
  7. lightspeed_aust

    [IceBreakr/IBIS] Chongo, Angola

    Not playing A3 much lately, but I saw this terrain and had to have a look. I reckon this could be the best yet! It's more subtle, but more realistic than all the others I think. If I make a few more missions, it will be on this map. Great work Ice!
  8. lightspeed_aust

    ANZINS Terrain

    Beautiful work mate, I remember bad Benson trying to address this issue years ago.
  9. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Thanks mate, really appreciate those words. 🙂
  10. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Well only 43 downloads of latest mission, so I've decided the mission I'm working on now, Aurora, will be the last one in Arma 3, unless I do something in OPTRE at some point.
  11. Are there many do/mp missions available for this mod?
  12. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Mission 3 - Cold Steam is released! - https://steamcommunity.com/sharedfiles/filedetails/?id=1683976899 And don't forget to respond to my Trebuchet question. Enjoy!
  13. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    I'm not at all familiar with Halo but I could figure out I think lol.
  14. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Interested in people's thoughts on a campaign using Operation Trebuchet: https://www.google.com/amp/s/www.pcgamer.com/amp/operation-trebuchet-a-halo-mod-for-arma-3-has-an-impressive-new-trailer/ But done in the style of the missions I make of course.
  15. Is anyone far smarter than I able to produce a script which enables user of drone to see and mark targets. A ghost recon style of play to allow for recon and target marking prior to engaging.
  16. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Ok, back on track. I tested mission 3 last night and just a few tweaks and I'll release it.
  17. lightspeed_aust

    [SP/CO6) Ghost Recon: Island Thunder 2 Campaign

    Great to hear some new players finding my work and enjoying it! I tried to keep it true to the originals with an Arma upgrade.
  18. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Sorry. I just bought Hunter: Call of the Wild and I'm hooked, not sure when next mission will be out.
  19. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    mission 3 well under development - slightly different to the original third mission but should still make sense and kind of doing things in reverse. cryptic enough? lol
  20. lightspeed_aust

    A3 Wounding System (AIS by Psycho)

    wow that worked thanks!!
  21. lightspeed_aust

    A3 Wounding System (AIS by Psycho)

    Sorry Roadkill, I just tried this vanilla and the player with FAK and Medikit even in a Medic role, cannot Revive an injured unit. They can Stabilize but there is no option to Revive afterwards. There is a menu option to Treat - but of course, you can't Treat until you Revive. There is also an option to Drag which does work. Something is broke. My AIS setup which has always worked up until a couple of weeks ago. // by Psychobastard // AIS REVIVE Setup-File //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Main Settings --- v v v v v v v v v v v v AIS_REVIVE_INIT_UNITS = "allUnitsBLUFOR"; // Auto-Init a group of units: "allPlayers" , "allPlayables" , "allUnits", "allUnitsBLUFOR", "allUnitsOPFOR", "allUnitsINDFOR", "allUnitsCIVILIAN" // Warning: I didn't recomment to use "allUnits" if you play with a lot of AI units! AIS is mainly created for players and/or their AI group. AIS_MEDICAL_EDUCATION = 1; // Who can revive an unconscious unit? 0 == Everybody, 1 == Everybody with a First Aid Kit or Medkit, 2 == Only Medics (this affects both, AI and players!). AIS_REVIVE_GUARANTY = true; // If true you will fall everytime in uncoscious mode, regardless how strong the impact of damage was. AIS_MEDEVAC_STATIONS = [[]];// Add one or more objects and a radius to activate the medevac feature. If enabled revive is only at this place(s) possible. Empty array means feature is disabled. // Syntax: f.e.: [ [myMedevacVehicle, 15], [myMedicTent, 10] ] --> make sure the variable name is avalible at gamestart. Otherwise call it later in a function. //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Optional Settings --- v v v v v v v v v v v v AIS_DAMAGE_TOLLERANCE_FACTOR = 1.2; // A higher value means more damage tolerance. 1 is Vanilla. 0.8 mean all damage will reduce to 80% of Vanilla. AIS_BLEEDOUT_TIME = 150; // Basic life time in seconds until the unit bleed out and die.. The real life time depends on the real damage of the unit. (can be less or more time from the basic value) AIS_REVIVETIME = 30; // Basic revive time in seconds. The real revive time depends on the real damage of the unit. (can be less or more time from the basic value) AIS_STABILIZETIME = 20; // Basic stabilize time in seconds to stop the bleeding of a unconscious unit. The real revive time depends on the real damage of the unit. (can be less or more time from the basic value) AIS_REVIVE_HEAL = false; // If set to true the injured unit get completely healed after the revive. (casual gameplay without a medic) AIS_TOGGLE_RADIO = true; // If set to true, unconscious players cannot use his TFAR or ACRE radios. AIS_NO_CHAT = true; // If set to true, a injured player cannot use text chat during he is uncoscious. AIS_AI_HELP_RADIUS = 50; // Number, Radius in metres. Units in this radius will help to revive if no group member is able to revive. Max value is 200 metres. AIS_DISABLE_RESPAWN_BUTTON = 30; // Time in seconds while the respawn button is disabled (Esc Menu). Set to 0 to enable the respawn button everytime. AIS_DISABLE_FURTHER_DAMAGE = false; // If set to true, an unconcious unit wont become further damage til death. If set to false, an unconcious unit can also die before bleedout timer is over. (f.e. trough near explosions) //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Visual Settings --- v v v v v v v v v v v v AIS_SHOW_UNC_MARKERS = true; // If set to true, a marker will show injured units on the map. AIS_SHOW_UNC_MESSAGE_TO = "Group"; // "None", "Side", "Group" --> who read the message about wounded units. AIS_SHOW_UNC_3D_MARKERS = true; // If set to true, an in-game visible 3D-icon shows you the position of injured units (within a range of 20 metres and 35 metres for medics). AIS_IMPACT_EFFECTS = true; // Set to true to enable impact effects. (simple simluation of supressing effects) AIS_SHOW_COUNTDOWN = true; // If set to true, an unconscious unit will be able to see the bleed out timer. AIS_SHOW_DIARYINFO = true; // If set to true, a diary entry with some informations about the AIS (Credits, features, How to) is added.
  22. lightspeed_aust

    A3 Wounding System (AIS by Psycho)

    Ok, I'll have another look at it.
  23. lightspeed_aust

    A3 Wounding System (AIS by Psycho)

    There's no doubt it's a great revive script and it's always worked beautifully, but I think an Arma update has caused one or more issues.
  24. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    And here is it finally - Mission 2 - Flame Pillar - https://steamcommunity.com/sharedfiles/filedetails/?id=1642374767
  25. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Sorry, some minor delays. Wasn't happy with a couple of things.
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