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Everything posted by b00tsy
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Hmm I do think that even using an existing design of an real life item in an virtual environment is not allowed (officially). On an other platform where I am active (secondlife) there are lots of creators that had to pull back their creations because it was based (inspired) on an existing design (architecture), even though they named it different. Also using an existing logo can get you into trouble (nike logo on virtual shoes for example). Here is a section of the SL ToS that is based on real life intellectual property laws which also applies to other virtual environments like game mods: Anyway, if you don't use it for commercial use and making money of it then there is not such a big chance you get in trouble with it, but companies can give you a hard time if they want to.
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Nah not really, you can make MP quite tactical and challenging if you create a good map for it and depending on with who you play with, with strong points, static defenses etc. The max map size is I think something like a 1km square you can build on. I made a few maps where you have a town, caves, jungle, mountain area's, lake/swamp. You can make it quite divers. And it's super easy and intuitive to create good high detailed maps, unlike arma which is like insanely hard. PS, I still have some tactical FC2 maps if anyone wants them, put quite some time in them.
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Unfortunately the editor of FC is only for MP where you can place spawn points and capture objects etc on a small MP map. Wish you could place and script AI for a storyline SP mode on a big map.
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Reaching out to the modding society, I have an idea for a Mod :)
b00tsy replied to DanteAlcatraz's topic in OFFTOPIC - Games & Gaming
I do agree about the fact that every year almost all new released games become more demanding on your hardware. Mostly because of game companies think that good graphics means good game with high sales. They can then sell their game with awesome looking maxed out graphics trailers and screenshots (look how great our game is), while the masses do not buy or upgrade their PC every year. The result is that many people buy games that meet the advertised system requirements of their rig, but in practice find out they have to play it on the lowest possible ugly looking settings just to be able to play the game with decent fps. It also bugs me that when a new game comes out, the older version of the game becomes dead right away and nobody plays it anymore, there are so many great games that I wish people would still play it online, but once a new part comes out everyone jumps on the new version like the older version is crap and should not be played anymore. Not talking about ArmA btw, ArmA is an odd fish in the sea of gaming :) -
Message to mankind: AmS20epgSOY&lis Amen.
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Haven't bought FC3 yet, but have FC2 and really like the environment they created (FC2 was Africa), it had some issues (repetitive, infinite AI spawns), but that one already could have been an epic game as for the immersive environment. Also it has a great editor/map maker, if only that editor had the options the ArmA editor has! Oh and also no dynamic LOD on vegetation so I have like 30fps more playing FC with max settings compared to arma on low settings.
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Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Hey Kommie, I just remember that I might had the beta patch active when I updated it the last. Thats the only thing I can think of why it does not run for you. As for the map, it's good old Chernarus. The only BAF content the mission has is ammo boxes with BAF gear, but you don't need the full version for that. I will pm you with a link to an unpacked version of the mission, if you can open it in the editor then you can save it as a pbo yourself then and hopefully play it. -
Arma 2 and arma 2 OA Server join Error
b00tsy replied to Coolmankimo's topic in ARMA 2 & OA - TROUBLESHOOTING
Got the same thing just now and blocked it right away (as I always do with virus pop ups), guess I have to reinstall BE now. http://imageshack.us/photo/my-images/217/bevirus.jpg/ -
Help with screen effects
b00tsy replied to b00tsy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sure, if you have a beeping geiger counter for me I will add it, this sound is what freesound.org provided me, which is acceptable I think for a radiation effect. And I don't get it indeed unless I think like a 16 year old and imagine a dildo sound (that is where you pointing at I assume). As mentioned the effects are currently in a trigger for testing, but will move it into a script later on. I did not realize that you need to have post processing enabled, so that sux if blur and grain will not work without it. I already am using camshake for some other things, do not really want to use it for this too. And I am aware of the BIKI, of course I googled already before I created this topic for help :> Any hints on getting a working fade in/out to the current screen effects would still be welcome though. -
Hi guys, I am trying to create radiation area's on the map with visual effects and increasing damage when you enter that area. I sort of have some screen effects going on now, but I can't get it to appear as how I had it in my mind. For one I want to add a fade in and fade out to the screen effects, but I am unsure on how to do that. I have also added radial blur with the intention of having blurry edges on the screen, but even though it added that it does not do anything. Also the film grain I added does not seem to work as how I have done it. This is what I have added: For testing purpose I have the code in a trigger, but will go into a script later. (film grain module present) Activation trigger "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "radialblur" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.1, -5, 0.1, 0.01, 5, false]; "filmGrain" ppEffectCommit 1; "colorCorrections" ppEffectAdjust [1, 0.75, 0, [0.8,0.9,1,-0.3], [1,1,1,2], [-0.5,0,-1,5]]; "colorCorrections" ppEffectCommit 1; "radialBlur" ppEffectAdjust [0.01,0.01,0.15,0.15]; "radialBlur" ppEffectCommit 1; Disable effects: "colorCorrections" ppEffectEnable false; "filmGrain" ppEffectEnable false; "radialblur" ppEffectEnable false; So my question is why does film grain and blur not seem to work and how do I add fade in/out to the screen effects? Help is much appreciated. You can see the effects I have so far in this video: R7xBGlnsEWQ
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Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Thanks mibu. The AI without NVG's can be quite easy (they don't open fire quickly at long range). Also I fitted the whole friendly team with TWS scopes which is a bit overkill, but it's the only suitable night (silenced) rifle in ARmA so not much choice there. In SP mode I play with superAI on expert mode and that can be tough at some moments. Perhaps you can enable superAI on the server or use an AI mod? A lot of the AI has max skills already so I can't make them tougher. If I will add more objectives I'll try to increase the difficulty some more. -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Sorry to hear that mate, no idea why it wont work for you. I have no problems and by the looks of it other people can play it too. It is basically a vanilla mission, if you have OA and A2 you should be able to run it. I also ran it with ACE activated with no problems. -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Glad to hear you guys had fun Variable. Yeah it is not a huge mission, should be doable in 1 or 1.5 hours depending how realistically you play. When I have the time I might add a few more objectives. The best way to see how your team is progressing is by not dying of course, but I can change it in to BIRD with the next update :) -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Glad you like it Lato! The video function is well documented already on the BIKI and there are a few topics about it on this forum. There are 2 video functions you can use, one for GPS and one for cutscenes (fullscreen or not). For the cutscenes you spawn the video with this 'bis_fnc_playVideo' command and for GPS you spawn it with 'bis_fnc_customGPSvideo'. -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Allrighty, I've updated the mission and it should be a pretty smooth and a bit more challenging ride now. I removed the not very well working MASH spawn action and decided to not place a MASH at the rearm point either to increase the challenge a bit. The AI is now also slightly more skilled + that a few of them are wearing NV goggles. You are still more or less safe in the dark, but if the one with goggles happens to spot you he will alert everyone. I also added a custom gear loadout to all units. Unfortunately there is not much choice in weaponry with the vanilla rifles, the MK17_SD_TWS is basically the only proper silenced night rifle so all team units have them now. I changed the transport to the 3th objective into a truck so that all units have a seat in one vehicle. The insurgents will now pop smoke when they are alerted, though with TWS that should not be a problem :) And last I also added some more props and sounds to increase the immersion a bit more. Enjoy :) -
Improved and simplified Mission Editor?
b00tsy replied to WhiteArcticFox's topic in ARMA 3 - GENERAL
I think BI needs to look at the editor the devs of FarCry made. I know it is comparing it with apples and oranges, but still it gives an idea about how easy and intuitive (thus creative) an editor can be made. With ArmA every little thing takes ages to do, not to mention you constantly have to search the BIKI, ask questions on the forum, try stuff out 10 times to see if it works, if everything is placed properly. Even simple things as custom gear takes a long time to do or placing some simple respawn points, every little thing has to be done manually with script code, it can be a real drag to do. The easier and intuitive the editor gets the more people will create (quality) content, meaning a bigger selling point for ArmA. I btw also would like to see an easy map creator, without the satellite image you need to use. Give us a flat empty map and a bulldozer, the option to create hills and roads, placing buildings and props, etc, on the go, again like FarCry. ---------- Post added at 05:45 PM ---------- Previous post was at 05:33 PM ---------- It is a matter of priorities. I mean ArmA basically floats on the user made content so logic dictates that it should be a priority. I myself played the official campaign and scenario's like 2 hours, after that I only played user made missions/mods of the 1500+ hours total. I really don't care about the BIS campaign they will add to ArmA3, I am mostly interested in the maps and the editor and the user made content that will emerge from it. -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
@KilrBe3: The GPS orders is quite simple actually, it's a little video that plays in the GPS screen that you can spawn with the 'bis_fnc_customGPSvideo' command. You only have to make the video orders with a video editor, convert it to a .ogv file and and place it in the mission folder. I will try to release a new update later today with the mash spawn removed and a few other tweaks added, cos the mash spawn is pretty annoying now. ---------- Post added at 04:40 PM ---------- Previous post was at 04:36 PM ---------- @PendragonUK: Nice man, I see I bothered you too with the mash spawn, sorry about that :) The place where you started has some ammo boxes with silenced weapons and TWS and NVG scopes, I'll see If I can add a custom loadout with the next update so that the team is ready to go from the start, with default gear your run into ammo problems quickly. -
Don't know if this has been discussed yet and I don't know if BI is already on top of this, but I would like to see better pathing for AI units that are under your command and for the AI in general. Currently if you order AI units to a position over a long distance (especially in a car) they tend to want to go in a straight line to the new position. If they are on a road they try to stay on it, but especially when there are long turns or sudden sharp turns the AI starts to get in trouble with their pathing and go of the road and start to drive up mountains and stuff. If this is already being improved then I said nothing, otherwise I would like to see the ability of when you give a 'move' order to AI units that you can make several waypoint orders on the map to the AI unit you control. This will help controlling them more to stay on the road (or wherever you want them to pass by and thus pre-set the path for them.
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Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Hey thanks for the feedbak KilrBe3. I basically experienced the same thing at the factory with the insurgent AI, they seem to pinpoint your position very fast after a few shots. Half of the AI there is inside the factory with a 'hold' waypoint, but they run outside to your position at the first sign of trouble. I will see if I can tweak that some more. That they know your location right away is not something I can't help I think, thats just the AI at work. That location has some good overwatch positions so it's a matter of positioning your AI team properly and time the assault to be swift and deadly. With the other objectives the AI do seem to know the general area where the firing is coming from, but not your exact position. I personally have not much problems commanding and moving the AI team. The AI has their pathing flaws when they have to move a great distance on their own so it is best to move them short distances to prevent them getting stuck (you can switch between units btw). Especially going to the 3th objective (which is a 2km drive) it's best to move the AI hummer in a straight line as much as possible, move them upto where the road takes a sharp turn and when they are there set a new waypoint for them, that prevents the offroad sightseeing tour they tend to take. I will change the transport into a truck though so that you can transport all the units. Yeah the mash/bunker spawn was a bad idea, it annoys me too lol. I will remove it and place 1 static mash somewhere between objectives. I will also add custom gear loadout to the units and remove their sidearms (to avoid the other known AI bug, unresponsive AI). Meanwhile to customize the gear of your AI team it's more easy and faster to switch to the unit and change gear yourself and also drop the other junk they are carrying (takes 2 minutes to setup your team). I haven't played it as a coop yet cos I don't have a server to play it on, but no doubt it will be a lot more smooth with real players backing you up. I did notice that the mission is fully compatible with Ace so thats good :) Also as a tip, set the AI difficulty to 'super AI', the AI seem to behave a bit better then. -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Me too, hence why I made this mission :) It is not dynamic as in no random spawns or random patrols, but after they are alerted they will be all over the place (as the AI always do) so in that sense it it never the same. The initial setup is though. ---------- Post added at 12:35 PM ---------- Previous post was at 12:30 PM ---------- I played it on expert level a few times with maxed AI skills and it may a be a tat to easy with silenced weapons now, I might spice it up a bit more. Thought I do something different then the usual hint pop-ups and crossroad texts, it's a bit more work with video GPS, but more fun too :) -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Cool, let me know if you survived. otherwise I make it easier :) Download the update though (1.02) the first version had a glitch. -
Implement some voices for a campaign
b00tsy replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use Audacity for audio recordings, it's free. (google it) You can edit a lot of things with it and add effects, cut/copy/paste, etc. -
Co06/SP Silent Justice - US Spec-Ops stealth/tactical evening mission
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Yeah saw the news that ArmA3 is being delayed till probably the end of the year, good excuse to make a new A2 mission :) -
Infantry Combat-Boring and Unrealistic?
b00tsy replied to THEBLITZ6794's topic in ARMA 2 & OA - GENERAL
Mostly it's about how the mission and AI is setup, the vanilla AI is just fine. With missions that spawn standard AI groups with standard waypoints etc, you get standard AI response and that can get predictable as the OP described. It's in the hand of the missionmaker. -
OA US Spec-Ops (SP/Co06) Your team is being send out to locate and clear out the militia controled villages within the ao. In total there are eleven villages you need to sweep, but only 4 villages are under control of the militia (to make it more fun). You will have to approach all villages carefully, because you do not know if it will be a friendly village or not. The militia troops are well trained so don't be careless approaching a militia village. They have no problem giving you a head shot from half a click away. They will be patrolling in the village, occupying the houses and standing on the look out on roofs. When you enter a friendly village you will get the green light to go to the next village (village turns to green) very quickly. To get the green light in a militia controled village you will have to eliminate all militia men within the village. Features: - Dynamic villages - Civil traffic - Radio support (1x artillery) - Support (press 5,1) med evac chopper, rearm, refuel, repair, med tryker (support will take a long time to arrive except for the med-evac chopper) - Music & sounds - Environment effects - Garbage collecting (deleting dead bodies) - Custom sounds - Side missions - Respawn & parajump v1.5 Call to glory 1.51 Armaholic mirror Call to glory 1.51 Call to glory 1.53 (donwload button is on the right bottom of the page, NOT the advert in the middle) V1.2 -Moved the position of the support vehicles closer to the ao. Still you can't depend to much on the support trucks as the AI can get stuck sometimes when driving long distances. The med evac chopper does provide support fairly quickly. -Edited the militia villages a bit more to make it harder to clear. V1.3 - Added group dialogs - Added mission hints - Added objective dialogs - Tweaked the militia villages (first village is easyer) - Added extra objective (becomes available after clearing 4 militia villages) V1.4 - Added extra playable unit - Added auto save points - Added extra rearm points (including coyote backpacks) - Added new fun side mission (available after clearing 2 militia villages) - Decorated insertion point --------- 1.5 update note: I have spend a lot of time on upgrading the atmoshpere in the towns (friendly towns only atm). Most villages will now feel more alive and real because of all the nice arabic sound loops. Also I have added several dynamic environment sounds such as a nice smooth cricket loops. And I have learned more scripting things and implemented it in this mission, the mission feels much more finished now, will add more though when I learn more scripting. Feedback is appriciated :) V1.5 - Added custom sounds (environment & friendly towns) - Added several side missions - Possibility of IED's (road bombs) - Possibility of road ambushes - Respawn (coop) - Wound healing (you are able to heal yourself 3 times) - Flagpole parajump after a respawn you can parajump anywhere on the map (coop) - Added dialogs - upgraded how the objective markers function - Reduced the artillery support to 1x - Support vehicles are visible on the map (v1.51 coop only) V1.51 Coop - Reworked how the objective markers work. They are now activated by any Bluefor unit. - Fixed the parajump - Added visible map markers to all support vehicles. - Added the full mission map so that it can be played online with all the custom sounds. Not sure if only the server needs the map or all players for the sounds to work. V1.53 Coop (hopefully) Fixed the 'out of memory' issue. Hint: Use the coyote backpacks if you want to carry a lot more ammo (can't be used in combination with MG). Customize all your men at the start of the mission, default they carry some non needed attributes such as colored smoke and IR strobes.