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lightspeed_aust

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Everything posted by lightspeed_aust

  1. 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!
  2. Hey folks This is NOW the working thread for a new Ghost Recon campaign - the final in the original GR trilogy - Desert Siege! First mission is in testing and it's a classic remake of the original with a little more AI hostility and reactivity - I think lovers of GR will love this nostalgic trip back to Africa. As I have done with all my missions and campaigns - I aim to capture the essence of GR original series remade in Arma 3. Missions can be played in SP or up to 8 player coop and for the GR diehards, you will see some painstaking remakes of original GR battlegrounds. Required mods: CBA3 CUP Terrains - Core CUP Terrains - Maps CUP Terrains - CWA 1.3.0 RHSAFRF RHSUSAF RHSGREF Lingor/Dingor Island by Icebreakr FAP Units by Icebreakr I will be producing missions one by one now - not a full campaign coz I'm time poor sorry - but expect at least 6 remakes.
  3. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    I'm not at all familiar with Halo but I could figure out I think lol.
  4. 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.
  5. 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.
  6. 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.
  7. Welcome to Ghost Recon: Island Thunder 2 Update: 10 march - See below for 6 updated missions - these are slightly more balanced, challenging and polished then the original release approx. 12 months ago. Situation: Tanoa, the world's fifth poorest country, has become a textbook example of a Pacific Island "narco-state." Situated on the west coast of South America, its relative proximity to Colombia, its unpatrolled coastline, islands and islets, and the fact that the majority of the natives speak Portuguese, Tanoa has been increasingly targeted by South American drug lords as a preferred traffic hub for North American and European-bound cocaine, according to the United Nations Office on Drugs and Crime (UNODC). Increased U.S. drug enforcement protecting U.S border and interdiction in Latin America along with a falling dollar and a surging demand for cocaine on the streets of America and Europe, is leading to political and economic chaos across the Pacific Islands, where international narco-traffickers have established their most recent, and lucrative, staging grounds. In fact, the drug trade is fast turning large parts of the region into areas that are all but ungovernable with major implications for international security. The problem is so severe that it is threatening to bring about the collapse of Tanoa where weak and corrupt governments have been vulnerable to the corrosive influence of drug money. Part of the problem, is that the value of the drug trade entering the country, where about 6 grams of cocaine is roughly equal to the average annual salary, is far higher than its entire national income. Though cocaine has been smuggled through the Pacific Islands for most of the last decade, the trade has increased sharply in recent years, as a result of high unemployment and a largely corrupt law enforcement. In June 2014, Jose Mario Vaz took over as caretaker for the presidential office, and at great risk to his life, has vowed to bring about changes to the country starting with democratic elections in 2016 and ridding the government and island nation of crime and corruption. He has called on the United Nations to provide support. Campaign: Viper One, consisting of an international coalition of special forces predominantly from Europe and the US, have been deployed to help safeguard the first democratic elections that Tanoa has seen since Jose Mario Vaz took over as caretaker president in June 2014. After a decade of coups and corruption, the President has vowed to clean up the government and give the nation a prosperous and peaceful future. That won't be easy given foreign interests in the cocaine trade, however, elections are going to occur in December 2016 and the Ghosts primary objectives are, firstly, to make sure that they go off without a hitch, and secondly, to put an end to the narcotics trade. Execution: The Ghosts will be stationed at an unknown location within Tanoa Isles and conduct a series of missions aimed at neutralizing Tanoan militia backed by the Colombian drug cartel involved in the drugs trade, destroying narcotics infrastructure, seizing contraband including weapons and narcotics and providing support and protection to the interim government. Administration / Logistics: Terrain: Tanoa consists low coastal plains, swamps and mangroves rising to rocky formations and savannah plains. Tanoa is surrounded by a number of smaller islets better known as Tanoa Isles again made up of low lying plains and mangroves ideal for shipping in cocaine. Climate: The climate has a predominantly monsoon-like rainy season alternating with periods of hot, dry winds. Friendly Forces:​ 6 man special forces squad comprised of specialist roles such as Squad Leader; Grenadier; Assault Rifleman; Demolitions; Anti-Tank; Corpsman; Marksman. Enemy Forces: Tanoan militia Technical / Light Armor Mod Addons: (links to be added later) CUP Terrains Core RHS USF RHS AFRF Command and Communications: Call-signs: Silverback: Command Viper One: Ghost Team Dragonfly: Chopper Insertion/Evac Team Piranha: Sea Insertion/Evac Team Greystoke: Base Some playthroughs by Jeza (thanks mate) - https://www.youtube.com/watch?v=AdnD3Uem39s https://www.youtube.com/watch?v=zEgq2g3_P6o https://www.youtube.com/watch?v=GgVKC6fCFzc https://www.youtube.com/watch?v=3HEhiMTvaho https://www.youtube.com/watch?v=Et1LxqX-4Mc https://www.youtube.com/watch?v=lPyB_gIcziw https://www.youtube.com/watch?v=geiN1jYH9Pw https://youtu.be/0jAkgs5Tk0I Missions: found in my Ghost Recon collection on Steam Workshop - Mission 1 - Harvest Glow - Secure contraband supply drops at an abandoned plantation - http://steamcommunity.com/sharedfiles/filedetails/?id=1286211052 Mission 2 - Emerald Angel - Seize a cartel airfield and knock out two guard towers - http://steamcommunity.com/sharedfiles/filedetails/?id=1287176828 Mission 3 - Ivory Serpent - Secure a cocaine shipment dropped in the mangroves and secure a militia outpost - http://steamcommunity.com/sharedfiles/filedetails/?id=1289578669 Mission 4 - Obsidian Edge - secure a village and locate intel - http://steamcommunity.com/sharedfiles/filedetails/?id=1299315387 Mission 5 - Hammer Blade - Conduct a search and rescue for a downed patrol chopper and take out mobile AA unit - http://steamcommunity.com/sharedfiles/filedetails/?id=1315844034 Mission 6 - Jagged Flame - Rescue helicopter pilots held in a compound in Oumere - http://steamcommunity.com/sharedfiles/filedetails/?id=1326005078 Mission 7 - Ocean Forge: Search docks for contraband and intel. - https://steamcommunity.com/sharedfiles/filedetails/?id=1356967715
  8. 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.
  9. 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.
  10. 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
  11. lightspeed_aust

    A3 Wounding System (AIS by Psycho)

    wow that worked thanks!!
  12. 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.
  13. lightspeed_aust

    A3 Wounding System (AIS by Psycho)

    Ok, I'll have another look at it.
  14. 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.
  15. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

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

    [SP/CO6) Ghost Recon: Desert Siege

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

    A3 Wounding System (AIS by Psycho)

    Thanks, will check it out tonight
  18. lightspeed_aust

    A3 Wounding System (AIS by Psycho)

    Something broke I think since latest update - player doesn't seem to be able to get injured player back up. After using 'Stabilize' and trying to 'Treat', it says "You need to revive first".
  19. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Ghosts, get ready for mission 2! Things are about to heat up.
  20. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    yeh I was working on Frostbite but things weren't working out as hoped so I switched it up. Might come back to it later.
  21. lightspeed_aust

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

    Using Dingor predominantly, although early days, and have already started constructing mission 2 on another more appropriate map. Note: The maps are heavily customised to look and feel like the originals.
  22. lightspeed_aust

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

    Ok so the hint didn't help. The Ghosts are heading to Africa to complete the trilogy, Desert Siege! Get ready for some remakes which should take you back to the original GR release! I will release these missions sporadically, not the full campaign in one hot as previously. You can expect to see two drop for Xmas. :) Look for the GR Desert Siege thread
  23. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    And here we go! Mission 01 - Burning Sands - https://steamcommunity.com/sharedfiles/filedetails/?id=1595114282 Don't forget the mods - see first post.
  24. lightspeed_aust

    [SP/CO6) Ghost Recon: Desert Siege

    Mission 1 dropping soon! Early Xmas present!
  25. lightspeed_aust

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

    Ok so the hint didn't help. The Ghosts are heading to Africa to complete the trilogy, Desert Siege! Get ready for some remakes which should take you back to the original GR release! I will release these missions sporadically, not the full campaign in one hot as previously. You can expect to see two drop for Xmas. :)
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