Jump to content

giallustio

Member
  • Content Count

    1707
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by giallustio

  1. Hearts and Minds Hearts and Minds is a cooperative mission that aims to recreate a post war environment based on an insurgency gameplay. CSAT forces retreated from Altis and NATO deployed units and vehicles to help the local population. A new formed group, known as "Oplitas", is againts the NATO intervention and it is ready to fight back. The mission has a lot of features: Medical system Logistic system Deep ACE3 support Interaction system IED/Suicide bomber system Dynamic caching system Civilian interaction Reputation system More than 5 side mission Full saving DataBase Optional mods support (CAF and RHS AF) Something I forgot for sure You main task is to defeat the "Oplitas" group and restore peace and order in Altis. The militia has an unknown number in the island that need to be destroyed. They have also ammo caches in various locations, destroy them to weaken its power. Bad actions cause bad effetcs. Infact there's a reputation system: helping the local population, fighting the "Oplitas", disarming IED will rise your reputation; killing civilians, losing vehicles, respawns will decrease your repution. At the beginning you have a very low reputation level, so civilians won't help you revealing important information about Oplitas, they will likely lie instead. Any support or feedback is always welcome and appreciated! Requirements: - CBA - ACE3 - RHS US Credits: - =BTC= clan - Contributors DownLoad link I'm not maintaining this mission at the moment but you could try the new version of Vdauphin, he's working on it costantly and he added and fixed a lot of things: Download link Features added from Vdauphin repository : Extend battlefield to sea Rearm system More than 12 side mission Tanoa map Optional mods support (=BTC= Militia, IWAR: Irregular Warfare, Ericj_Taliban, RDS A2 Civilian Pack, CUP Units and CUP Vehicles) And more!
  2. Dear Community, Lacking manpower even after merging with Hell in The Pacific, we decided for a "DLC-like" thematic release schedule with every release focusing on a certain Operation. Hereby, on the 73rd anniversary of Operation Galvanic, in the name of Faces of War Dev. Team I'm releasing our first public alpha, featuring the assault on Japanese-held Betio island by the USMC. But there's more! The assets, infact, are not limited to the pacific theatre, British and Germans soldiers that fought on the western front are included in this first package. Here a quick list of what you can find in this first release: 4 factions (UK, GER, US, JAP) including many uniform variants and vests 2 vehicles (LCVP, Willys Jeep) 3 weapons per faction (Rifle, SMG, LMG) 1 map : Betio Tarawa bolt action system - you can either use manual bolting module (bolt cycling on clicking) or stick to the default system which triggers bolt operation upon releasing the mouse button A module that limits the usage of the items stored in the backpack It's Alpha because... Weapons have no reloading animations Majority of the island and some other assets are not up to Arma 3 standards sounds are placeholders and their configuration is far from perfect ...But other than that it's fully functional and playable. We're hoping to recruit some really talented artists (modelers, texturers, animators) from our playerbase to help us polish and extend the mod in the future. Thanks and enjoy! Links http://steamcommunity.com/sharedfiles/filedetails/?id=891433622 Requirements: CBA Discord: https://discord.gg/nQA2Ea5 The Faces of War Development Team: Giallustio - config and scripting Lodu - model and texture artist tpM a.k.a. Miska - sounds Jeast - model artist Pedersen - Terrain maker CypeRevenge - Terrain maker Daoarge - mission maker Nytech - Animations Hawk Silk - Model and texture artist Lennard - Model and texture artist Sauer - Research JayDill4- Model and texture artist MistyRonin - Config and testing Credits: Aaron Schwehm (Fachpersonal) - FoW logo (https://44ron.pw/) Spycer42 for his donation! Reyhard and RHS team for their help and donations! StG44: Model by Luchador, Licensed from Unsung Team (donation by Shermanator) M1919A6: Model by Luchador, Licensed from Unsung Team (donation by McHellsten) M1918 BAR: Model by Luchador, Licensed from Unsung Team zf41 scope: Model by Luchador, Licensed from Unsung Team Former HIP team: Waxbutter a.k.a. Rinze Ramon van de Kluft familie – Jack of all trades Nico Pedersen – Visitor 3, mission ideas Timothy McHugh – sound engineer Dimitri_Harkov – configs, scripting, missions Krätzer - models Hirsch – 2D art [KH]Dessi - models BabylonJoke - models [KH]Foxy – missions, scripting, voice acting Monotone - voice acting Classic - voice acting Major Kudo - models Yellow - voice acting Gachopin - models Evans – map markers Benoit Malis - music Changelog V release 08.04.2018 Changelog IV release 20.11.2017 Changelog III release 06.06.2017 Changelog II release 27.03.2017 We do not allow: Any edit to our files without permissions Any redistribution without permissions Any commercial use (monetized servers included) http://imgur.com/a/c5Pjl
  3. giallustio

    Faces of War [WW2]

    We plan a lot but there's nothing sure...
  4. giallustio

    Faces of War [WW2]

    Another WIP! Crew animations, sounds and shells are still placeholders.
  5. giallustio

    Faces of War [WW2]

    Ciao Lux, afaik it's an A3 problem, not really anything we can do about it. If you have different infos, please let me know. Meanwhile.....
  6. =BTC= Revive Hey guys! After a bit of work i'm proud to release my new revive! Remember that is an alpha so there are some bugs. Features: - Set who can revive - Revive timer - Respawn by action menu (atm) - Mobile respawn - Blacksreen or not while unconscious - Firsaid kit needed for revive - Drag injured Installation: Copy "=BTC=_revive" folder in your mission folder. Add in the init.sqf: call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; Add in the description.ext: Respawn = 3; RespawnDelay = 4; #include "=BTC=_revive\=BTC=_respawn.h" About the mobile: If you don't want to use it, remember to leave the array empty or you'll get an error and the script won't work! From line 27 to 37: BTC_objects_actions_west = []; BTC_objects_actions_east = []; BTC_objects_actions_guer = []; BTC_objects_actions_civ = []; if (isServer) then { BTC_vehs_mobile_west = [];//Editable - define mobile west BTC_vehs_mobile_east = [];//Editable - define mobile east BTC_vehs_mobile_guer = [];//Editable - define mobile independent BTC_vehs_mobile_civ = [];//Editable - define mobile civilian }; If you want to use it: create a vehicle in map and give it a name. (mobile_west_0 for example) Create one object per side and call them as you want. (BTC_base_flag_west for example). Open the "=BTC=_revive_init" and set: BTC_active_mobile = 1;//Line 21. BTC_mobile_respawn = 1;//Line 22. if you want to respawn the vehicle when destroyed BTC_mobile_respawn_time = 30;//Line 23. secs before the vehicle respawn BTC_objects_actions_west = [BTC_base_flag_west];//Line 27. The objects name wich the action will be assigned BTC_vehs_mobile_west = [mobile_west_0];//Line 33. the name you gave in the editor for west mobile, leave it empty if you don't want it Use the video tutorial for more information! Video Tutorial by Lucky44 Video Tutorial by MacScottie Known issues: - Some config errors after dead. (It works by the way) If you have any solution or you find bugs please tell me, so i can improve my work and everybody can enjoy it Have fun guys! ;) Versions 0.1: - Release 0.2: Added: - Mobile respawn - Blacksreen or not while unconscious - Firsaid kit feature 0.3: Added: - BTC_pvp command to avoid enemy "Heal & Kill" Fixed: - JIP problem - magazine loaded in weapons 0.4: Added: - marker for injured player - removed setvehicleinit (i hate it) - code improved 0.5: Added: - You can disable the respawn button - If you set the black screen on, you can choose between the button and the action (with the action you can throw grenade, open the gear, get in the vehicle.....) - Respawn time - The first aid feature has been changed: if the injured doesn't have any first aid kit, the healer's gear will be checked. Fixed: - mobile name (to test) 0.6 Added: - Respawn with same gear optional - Improved the respawn gear system - Small fixes 0.8 Added: - actions to load injured in vehicle and pull them out (very WIP) - array of objects where the "move to mobile action" will be assigned. (BTC_objects_actions_west,BTC_objects_actions_east ,BTC_objects_actions_guer) - BTC_loop_check. * Fixed: - "move to mobile" action problem Changed: - definitions of mobile respawn now are server side. - Code improved and general fixes. 0.91 - Beta compatibility 0.92 - Added carry option (it has some "view" problems but it works, i think you have to deal with it) - Added 3d Icons - Small fixes 0.93 ADDED: - Respawn dialog - Spectating - New advanced wounding system FIXED: - mobile respawn - small fixes 0.95 - Patch compatibility 0.96 - Patch compatibility 0.97 - Patch compatibility - Removed advanced revive - Added a lite version 0.98 - Re-uploaded Credits: - = BlackTemplarsClan = for testing and feedback - BIS for Arma 3 - =BTC= Crasso for being killed a lot of times :P - Jman for helping with the dev version - Lucky44 for his video tutorial Download: http://www.giallustio.altervista.org/pages/=BTC=_revive.php I got a personal message few times ago asking for my donation account. I was opposed at the beginning but i change my mind and i want to leave the freedom of choice to you. It's not a demand and there are no obligations. I am grateful for everyone's support and it really helps knowing how many people look forward to my work. It doesn't matter how small a donation is, it would mean a lot to me. Thank you for your support!
  7. giallustio

    Faces of War [WW2]

    Tha main "problem" with the sten is that A3 is not really friendly with weapons without a grip. if you move the weapon closer to the shoulder, the wrist will be in a "broken" position. Sadly this is how A3 hand animations works, we had to choose between giving the character a right weapon's position but a broken wrist or a "wrong" weapon position but an "okay" hand position
  8. giallustio

    Faces of War [WW2]

    They should be mute by default, otherwise it's a bug. Are you using any other mod?
  9. giallustio

    Faces of War [WW2]

    Weird: https://imgur.com/a/gFtwt (The A3 ui is a bug, i'll fix it for the next update)
  10. giallustio

    Faces of War [WW2]

    Hotfix is out! V release - Hotfix 1 - 15.04.2018 - Fixed Kokoda crash - Fixed mkII Helmet with foliage - Fixed missing normal map on M2 helmet - Fixed M1 Garand visual PING bug - Fixed Sherman gunner position
  11. giallustio

    Faces of War [WW2]

    Yep, it's a known bug, it will be fixed shortly. Sorry about that
  12. giallustio

    Faces of War [WW2]

    New update on Steam WS! Changelog
  13. =BTC= Quick Revive Hi everybody! I read several times in the forum that a lot of users are looking for a revive that supports the AI. I had some free time during this week and I created this new script! I called it Quick Revive because i needed a name to differentiate from the other one and because it has been written in less than a hour. Features: - SP/MP supported - AI supported - Multiple spawn - A3 items to revive - Very lightweight Installation: - Unpack the =BTC=_q_revive folder in your mission's folder - Create an init.sqf file and write: call compile preprocessFile "=BTC=_q_revive\config.sqf";//To load the script unit_name call btc_qr_fnc_unit_init;//To add the script to a unit - Create a description.ext and write: #include "=BTC=_q_revive\dlg.h" - Open the config.sqf file inside the =BTC=_q_revive folder and customize the script as you wish. (Remember to define the btc_qr_def_spawn as an array). Tutorial: DownLoad link: www.giallustio.altervista.org/downloads/=BTC=_quick_revive.zip Report bugs: https://github.com/Giallustio/-BTC-Quick-Revive-Arma-3-/issues Modding takes a lot of time and efforts, if you like this script and you'd like to offer me a beer:
  14. giallustio

    Faces of War [WW2]

    fow_w_leeenfield_no5mk1_junglecarbine You can check all the classes in the cfgbrowser
  15. giallustio

    Faces of War [WW2]

    It's in the first topic & in the steam WS page
  16. giallustio

    Faces of War [WW2]

    or tweak it at your desire with a super easy cfg like most of the units already do. Make everyone happy is impossible
  17. giallustio

    Faces of War [WW2]

    Already done for the next patch
  18. giallustio

    Faces of War [WW2]

    I've to take a look, it seems to be broken
  19. giallustio

    Faces of War [WW2]

    We plan to make a new uniform for those and update all the US models at some point
  20. giallustio

    Faces of War [WW2]

    How would you configure it then? Every vest is the same? How do you decide which vest can store more stuff or not? How would you set the "mass" value?
  21. giallustio

    Faces of War [WW2]

    "Updated" the steam build. A pbo (fow_map_kokoda) was duplicated during the building\uploading and it was missing the key, it's now deleted. Everything should work fine now!
  22. giallustio

    Faces of War [WW2]

    At the moment we've configured the vest space in this way: number of magazine you see on the vest + 20 cargo space (20 is equal to 2 german grenade, or 4/5 US grenade more or less) it could be changed, but i can't understand how a soldier could carry and store all that stuff If you want more cargo space you can add a small backpack or a bigger backpack like the bergen. We've to adjust a bit the cargo space of the uniforms, especially for the paras since they have more pockets than M37 and the M41. We could tweak those values if you provide some tech info, but as you said, we don't want to re-create a one-man-army soldier
  23. giallustio

    Faces of War [WW2]

    Thank you!
  24. giallustio

    Faces of War [WW2]

    @yevgeni89 Can you give us more details? What were you using? Distance? Ammo? Where did you hit it?
  25. giallustio

    Faces of War [WW2]

    Any other mod?
×