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Everything posted by b00tsy
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Who's going to make the first domination gamemode?
b00tsy replied to PsychoPigeon's topic in ARMA 3 - USER MISSIONS
I hope that the community will be more creative and inventive then creating/porting the exact same missions to arma3 that we already played for several years on arma2. Not looking forward to an arma3 server list filled with domination again. It's a cool mission, but we have seen it ,done it, and waiting for new fresh mission idea's. -
What mod's/missions do you want to see in ArmA 3 Alpha?
b00tsy replied to Westonsammy's topic in ARMA 3 - BETA DISCUSSION
no thank you -
What mod's/missions do you want to see in ArmA 3 Alpha?
b00tsy replied to Westonsammy's topic in ARMA 3 - BETA DISCUSSION
I do not want to see the exact same missions from ArmA2 ported to ArmA3, I hope that all mission makers and scripters will be a bit more original and inventive then plain porting of arma2 missions. ArmA2 will still be there and those missions can still be played on ArmA2. I believe the Alpha only contains the smallest map, if so, then large scale missions might not be doable yet. I will definitely create some coop spec-ops missions with divers objectives, no idea how the storyline would go though because my head is still filled with taliban type scenario's :) -
Well considering that ArmAIII should have been released originally in 2012, I assume it will be somewhat optimized already. Otherwise they should not release it as an alpha that you can buy, but release it for free under a select group of testers till it is optimized enough for a public release. If it runs horrible while they release it on Steam then BIS can expect a shitload of negativity on the hub and forum (knowing the Steam whiners a bit). Personally I will be spending most time in the editor where the FPS is not relevant, Im just glad I can finally check it out!
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I am flat broke so I will be buying the Alpha Unfortunately (thank you global system crisis), otherwise I would buy the supporter edition because ArmA I love.:coop:
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Things I would not like to see is half rendered trees and bushes constantly like in this pic I just saw on armaholic. It's a pic taken with high settings, yet the trees are still a half rendered green blob (left side). I Hope they will (if possible) do it at some point in an other way like it looks in other games as the current vegetation rendering system only looks great with ultra settings that hardly anyone can play. Also in other games the vegetation do not lag or drops the fps that much as with ArmA vegetation. Other then this I can't wait to get my hands on the ArmAIII alpha :) I also hope that the MP server list will not be filled with Domination only missions again (domi is cool though), but more diversity and more large scale TVT too instead of against AI. With ArmAII up to Dayz Domination was dominating the server list plus a dozen edited versions that were played a lot. Maybe we will see a new military themed mod that uses the same persistent database as Dayz? And I mean a true military arma mod and not with zombies and stuff.
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TVT-60 Capture the Airfield (+ High Command) Takistan
b00tsy posted a topic in ARMA 2 & OA - USER MISSIONS
Capture The Airfield 1.0 - TVT60 (+ 2x High Command officers) - Island Takistan - No addons required - Not fully compatible with ACE (extra action menu functions) After a long time I decided to create a new large scale TVT mission and depending of the amount of players it should result in some interesting and challenging gameplay for both sides. I designed it to be played realistically, It is not like a Domination TVT where you can run&gun through the mission. Even though all players will respawn, the available resources and equipment will not! The mission: Both teams control an airport on the Takistan map and both teams will start with an equal amount of available resources. Both sides have an equal amount of ammo boxes, armored vehicles, aircrafts, support capabilities and general transport vehicles. Also both sides have a similar fortified airfield that they have to protect and defend against the other team. None of the available resources will respawn! If the other team takes out your ammo supplies or your support capabilities you will have a hard time to win the mission. So strategy is everything in the mission and it will determine the outcome. Also both airfields have an active No-Fly Zone in place. If any aircraft of the opposite side enters the No-Fly Zone the aircraft will be destroyed (you will recieve a warning first). Units: Both sides have a group of specialized units (besides the other units), make good use of them. There are 4 'static defence specialists' that can spawn several different static weapons (one at a time). There is a 'fortification specialist' that can rebuild destroyed fortifications or further fortify the airfield, but can also setup strongpoints and forward bases behind enemy lines. And there is an 'ammo specialist' that is able to re-supply players at the frontline and as a last resort spawn ammo crates on the base if your ammo depot is wiped out by the other team. This specialist also can only spawn one ammo box at a time (intentionally). To balance both sides I have upgraded the Takistan Army side with some Russian vehicles. The Takistan team start with 2 T90 tanks and 2 Russian versions of the SU34 (instead of the crappy Takistan versions). Strategy: This mission is preferably played with a lot of players as it is hard to defend and attack with just a few players in the mission, the more players the better it gets and more variations of tactics you can use. My suggestion would be to control the sky as soon as possible and take out the jets of the other team. If you do that you can fly the transport choppers relatively safe and get your team to the frontline quickly. You also have to determine how many armor you send to the frontline and how many you want to keep at the base to defend your airfield, and same goes for infantry. It's a fine line between to much offence or defence. If you play it safe you keep a lot of players on the base and just send out a sabotage team that will try to destroy the ammo depot and support vehicles etc. But it is all up to you how you play it of course. Again, it should result in some interesting gameplay! High Command: As an extra I have added a High Command officer at both sides that can give waypoint orders (and additional orders) to all teams of the same side, (might be handy for big clans and training purpose). Side missions: At the moment there is one side mission available for both teams, but more will be added. Yuo currently can recieve an extra aircraft if you complete the side mission. Win condition: Either side has to destroy the oppontents HQ and capture the defined (marked) area on the airfield. The area needs to be captured first before the HQ can be destroyed. If you destroy the HQ while the marked area is not captured/seized your team can not win. Features: - Fortified airfields - Units with extra abillities - Equal resources and firepower - Custom sounds/music - Video win outro for both sides - Respawn base (2 minutes delay) - Side mission(s) - Environment effects - More will be added Notes: The mission has not been tested on a dedicated server as I do not own a dedicated server and I am not a part of a clan with a lot of active players. But the mission should run smoothly without any problems. If you notice a problem or have some feedback about the gameplay and how the mission is setup then pls let me know so I can improve on it or/and make a video of it so that I can see whats up.. http://speedy.sh/F2BdX/TVT60-Capture-the-airfield-1.0-by-B00tsy.rar Armaholic mirror 1.0 Credits: BIS scripting community Armaholic.com -
Stolen map/mission
b00tsy replied to DeltaFOX209's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This. If you publish a mission (or let outsiders play it) then it is basically owned by the public. It is not right and shows lack of decency and moral of people that don't ask permission or give credits to the mission creator, but that is how it works these days. You do not actually own the mission you created so it is not that you can file a DMCA or anything to have it removed from other servers. I recently uploaded a youtube video of my North Korean google earth findings and within 1 hour it got uploaded by dozens of other channels and several websites such as Liveleak and thus them taking the credits for it and getting the views. It sux, but what the hell can you do. This is how the internetz is now, or I should say 'the people on the internetz'. If you don't want anyone to use your creations then do not use it in public on the internet unless you have the full rights and willing to take legal actions. -
I have a few SP missions on the Takistan map that is a bit similar to Domination (smaller scale) and involves capturing militia towns. Look on armaholic for the mission 'Call to Glory' and 'Call to Glory Reloaded'.
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simple way to set markeralpha for different sides.
b00tsy replied to b00tsy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahh great, I have it working now! Thank you! -
simple way to set markeralpha for different sides.
b00tsy posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am working on a TVT mission and don't have much experience with that. So far all my missions were 1 side versus AI. I am running into a problem now to have markers visible only to 1 side at the start of the mission. I looked around and googled for answers and I did see some snippets that point me in the right direction (i think), but I still can't get it to work from a script or the init. I have tried this in several variations (But I can not get it to work. ): if ( playerSide == west) then { do { setmarkeralphalocal "test1" 0; And I was thinking about adding (an 'else' setmarkeralphalocal "test1" 1), but the first part already does not work. Obviously I am doing something wrong and/or am missing something, but this is as far my very limited scripting knowhow goes, so I am stuck now. The mission is a capture the base mission where both sides control an airfield and I want to have markers on the bases such as 'ammo point' etc, but only visible to the side that owns the airfield. Any help would be appreciated. And by looking at the search results there are more people that struggle to find an easy way to set marker visibility for different sides to work so it will be helpful for others too no doubt. -
issues with cached groups and triggers
b00tsy posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, I am creating a simple town defense mission with opfor groups surrounding a town. I have around 300 AI in multiple groups around the town holding that position till triggers on countdown actives them to move to the town with the condition 'attacknow = true'. That is all working properly and they will all attack with a few minute gaps between them when the countdown ended. But because it is so much AI I wanted to reduce the load by placing all the units except the leaders in cache using this unit cache script I found on armaholic. However this script messes up all the triggers and the groups will now not wait anymore till the trigger/waypoint condition is met, all the groups starts advancing to the town right away totally ignoring the 'true && AttackNow;' condition in the waypoint. Is this script in armaholic simply not compatible with ArmA2 (it sais it is, but it originates from OPF), or is there a way around this problem? Anyone have experience using that cache script from armaholic? The script works fine when groups are in a simple 'move' cycle, but as soon you add conditions to the waypoint it gets messed up and the condition is ignored. -
How many AI, are too many AI
b00tsy replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That script seems to work fine as long as you leave the ai unscripted with just basic waypoint cycles. I tried to add conditions to the ai and it runs into problems in combi with that script. See my unanswered question here in this forum section. -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Cheers blankcache :) @PlacidPaul Glad you enjoyed it. Cherno was indeed originally the final objective, but made the mission a bit longer on request with 1 more objective. And you are right about the pathing there too, cos of the narrow docks they do not really advance that much to your position. Would like to see that different, but nothing I can do about that. I also added extra AI at that location to compensate for the AI lameness there, made it a bit more difficult with larger AI numbers as they don't close in that much. The objective after Cherno is a bit like Electro, the AI can be quite nasty there :) I have some more older missions on armaholic.com! -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy posted a topic in ARMA 2 & OA - USER MISSIONS
Silent Justice (1.05): By B00tsy Requirements: Coop-06 & SP ArmA 2, OA, BAF(light) Island Chernarus Any AI mod (recommended) ACE - ACE_SM (recommended) Mission details: This is a stealth spec-ops mission where you have to rescuse UN hostages from the insurgent forces. A UN chopper that was transporting a UN council member was shot down over the coast of Chernarus. Insurgents have captured both the pilot and the VIP. The UN has unofficially requested for help from the US Army. Of course the army has chosen your team to rescue them as you are the best elite Spec-Ops team there is! We currently do not know the location of where they are being held hostage, but we do know the location of an outpost Insurgent base where we can gather intel about their current position. Your first objective is to retieve a laptop from the Insurgent outpost that will reveal the hostage location. After the first objective you will be contacted by HQ for further orders. Remember, your team is the best damn thing the army has to offer, we are counting on you. God bless the United States of America! Features: - Multiple objectives with increased difficulty - Rearm & transport point - Video briefing intro - Video GPS orders & mission updates - Extra environment sounds - BIS_first aid system (all units can heal team members) - Team leader can spawn a MASH and a Bunker (if needed) - NO RESPAWN! (Team stealth tactics needed) - Insurgents have limited medic support - Insurgents occupy buildings and are on the lookout on roofs and chimneys Update 1.05: - Added a new objective that includes an insertion from the sea with a RHIB with a chance of tank shells and shit flying at you (if youre not careful). - Insurgents will now pop more smoke then before - Added more decorations at objective locations - More GPS video orders - (hopefully) the AI will now stay inside the main builgings more or at least longer. - Added garbage collector to clean up the mess at the ao's after some time. - The playable units now show proper names in the lobby. - Changed the 'no respawn' into 'Bird'. (it's possible that the video intro will mess up the respawn as bird) - Some minor tweaks to triggers, etc. *If you use it on a public server you might want to Unpbo the mission and disable the video intro in the init file (if respawn as BIRD does not work). The first couple of dialogs have a few grammar errors I noticed, I may change that at a later time. Hints/tips: Feedback on the BIS forum or armaholic.com is appreciated. Depending on the feedback I may update and expand this new mission a couple of times. Credits/Thanks to: BIS forum community for all the scripting documentation and general help Armaholic.com Freesound.org Bohemia for their amazing military stimulator. latest Download version 1.05 Armaholic mirror version 1.03: - Silent Justice Co-06 (@) 1.03 -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
I accidently had the new RHIB transport locked in the version 1.04, just noticed it heh. I will upload 1.05 that has the transport unlocked, don't use 1.04. ---------- Post added at 02:20 AM ---------- Previous post was at 02:19 AM ---------- No problem, just be sure you use version 1.05, see above :) ---------- Post added at 02:23 AM ---------- Previous post was at 02:20 AM ---------- The GPS is not really new, I saw something similar on youtube video's from Chacktac, it's a fun gimmick though! Hope the new version works better for you, weird that you had problems with it. -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
I have updated the mission with the feedback in mind and added the things that were suggested. You will now respawn as a bird, added a new objective (+45 minutes in length or more) and did some more stuff. All the details are in the update notes :) -
If it is for a sp mission then you could simply place the first aid module on the map and sync it to the units.
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addAction disappears when I respawn/die
b00tsy replied to xJordannx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think this topic will be helpful to get the addaction back. It's a script made by Demonized that normally adds static weapons that a player can deploy with addaction, but it is easily modified to do what you want, matter of changing some variables and stuff. I use a modified script of this too and it works great. http://forums.bistudio.com/showthread.php?121753-Deploy-Static-weapon-object-script -
ArmA2 / OA (low) performance issues
b00tsy replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Same for me. Also big towns and forest/vegetation kills the fps (because of dynamic LOD?). We must be a pretty huge ArmA fans if we still enjoy playing the game with such performance! Only on the lowest settings I get a 20+ fps, but it looks like a game from 1998 then. I wonder if I could play ArmA3 at all with my current PC. I am happy if I can play it with the same performance! ---------- Post added at 12:45 PM ---------- Previous post was at 12:40 PM ---------- Actually this first version of gamebooster was not that bad as it did kill all the unneeded processes and services for you. The latest version however (v3,..) does not do a thing other then silently trying to connect to the internetz, seems more like malware now. -
How to improve the Close Quarter Combat experience in Arma 3?
b00tsy replied to Intezar's topic in ARMA 3 - GENERAL
The only real issue I have CQB is that AI won't stay inside houses (most of the time). If you have AI inside a house with a 'hold' order they will still move outside of the house after they are being alerted. -
I Think more people needs to feel the funk. There would be no wars if everyone would have the funk, you dig. dHACfW68HZI
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Advanced editor modules
b00tsy replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This addon sounds great. Downloading it now. Thanks! -
Say3d heard all over the map
b00tsy replied to xJordannx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can't help you, but you are not alone with sound volume issues. Often when I add sounds to an object or player it is to loud and the radius of that it is being heard is to big. I personally gave up with messing with settings (seems broken/borked) and just edit the sound itself in audacity till it sounds soft enough and a hearable in a smaller radius. -
According to the ToS section I quoted that is also illegal and violating the IP holders rights to the asset, again 'officially'. Though that ToS section is based on the assumption that is commercially being used. If you create a Ferrari car in a game mod and name it 'Farreri' and sell the mod or use it an other commercial way (marketing) then no doubt the legal team of Ferrari will be contacting you through a DMCA or a lawyer :)