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b00tsy

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Everything posted by b00tsy

  1. Yes I thought that too, but my Icon still shows as bluefor on the map. The bluefor AI team (that will be the players) do not have this issue, after respawn they still get engaged by opfor. I tested some further and it seems I only get detected and killed when I press escape and minimize the game to check my browser for 10 secs. There is something really weird happening. Somehow I think it is not the mission, but some other settings issue. If anyone wants to verify if they get detected after a respawn it would help! http://speedy.sh/Ndmg3/Underdogs-mission-problem.rar
  2. Total WipeOut Coop 1 to 10 Playable as SP pilot/air mission No addons needed Map Takistan Thanks for looking at this new mission variant to the original 'Morning Wipeout' mission. Feedback is always welcome! The original mission was purely created for air combat, but this new version now also contains the option to do ground assaults. It also is now played in the early evening so this will make it a bigger challenge to evade hostile planes and do dogfighting for the pilots. It also contains more hostile air units then the original mission Mission intention: The way I have set up the mission is to do a coop effort to clear out the map of all hostiles. There are 2 pilot units that can fly the jets and take out the hard targets on the map and control the sky by dogfighting hostile air units. There are also 8 playable special forces infantry units that have to clear all the soft targets from the AO's. In total there are 10 objectives/AO's, 6 of the objectives also needs ground assaults to clear the AO. The other 4 objectives are ment to be taken out from the air. (though the mission is still playable with just air assaults) After completing the objectives 1 or more players land at Rasman airfield and report to Colonel Aziz. Walking up to him will automatically end the mission. I still have to come up with a better way to end the mission, but this will have to do for now. All the vehicles on the airbase are unlocked this time, you can also use the choppers and armor. Features: - A dynamic opfor airfield with jets and choppers landing and taking off. - The airfield is guarded on the ground and air with AI troops and vehicles/choppers/planes. - Multiple US ground (including AA) groups spreaded on the map (random positioned) + US troops at AO's. - Vehicle respawn at base - US air units (dogfight chance) - environment effects module - Respawn base Download version 1.0: http://speedy.sh/D4tFy/Total-Wipeout-Coop-1-to-10.rar Armaholic mirror: - Total WipeOut Co-10
  3. MP Coop missions usually has respawn otherwise you can't continue if you die while the rest keeps playing.
  4. Thanks mate, hope it will work out the same as a coop mission :) Next version I will also add a custom ammobox and gear respawn, forgot to add that with this first version.
  5. b00tsy

    Official zombies

    I didn't had anything against zombies in general, but it is being so over hyped and over flooded not only in ArmA, but also on youtube, Steam store, etc. I see so many zombie stuff that I start to hate everything that has anything to do with zombies and I am not the only one. Also with the games that are being released now you see that companies are trying to ride along with the hype (for a quick buck) resulting in even more zombie related games. It's like the djurassic park hype from 15 years ago where you see dinosaurs related stuff everywhere.
  6. Whenever I played Domination some of the graphic settings become unchangeable in other missions. I also am encountering this with a few mods I used, even after removing the mod the graphic settings are stuck on a certain setting. Right now I can not change view distance and can't change the terrain details to the lowest setting. I can move the sliders in the graphics menu, but nothing changes. When I go into the editor and test a mission I can change everything, but as soon I play a scenario or an MP mission the settings are stuck and revert back to the frozen settings. I even tried to edit the ARMA2OA.profile textfile and change the settings there, but something else keeps overriding it. anyone has any idea whats causing it and how to fix it?
  7. b00tsy

    frozen graphic settings

    Yes I read it, but the missions I played the last days does not have a preset view distance (it's my own mission), so I should be able to change it ingame yet it stays stuck on around 2km. When I play the same mission in the editor then I can change the viewdistance. Weird huh. Well, I will just reinstall OA and see if that fixes it.
  8. b00tsy

    frozen graphic settings

    I was playing domination from my own pc not from a server. The problem remains. If I test ingame from the editor I can change the settings, as soon as I try in in any mission or from the main menu the view distance and terrain detail wont change.
  9. Yw :) The latest version is now also available on armaholic.
  10. After seeing someone having fun with this mission on youtube I decided to dust of the mission and work on it again :) There were still some fps drops after destroying some objectives and some bad timed triggers and other little things that is fixed now. Changed most of the AI routes and added some more opfor AA and added Harriers that may engage you. All in all it's quite a challenge, it's still a basic mission without any fancy things, but definitely fun! DL link is added to the opening post. Update 1.71: - Reworked all objectives and triggers - Fixed dynamic marker on the C130 - Added Harriers - Added more AA defense on the airbase - Great fps now!
  11. Yes I am, all team units are synced to the module. I have done this with other coop mission in the past without problems. Or at least never noticed an issue. Edit: I tried it without the module and that indeed fixes it. Is there any way to make it work with the module? I tried to reset side after respawning, but that didn't work. I could use a bandage script, but the module is really nice.
  12. Hi, I am having an issue with a coop mission that I have never encountered before. After respawning the unit icon is missing. Also the player unit seems to have no side anymore. When the icon is gone opfor does not even detect the bluefor player anymore, as if the unit is a ghost. Is it because I am using infantry units from a mod and not the BIS units? Can anyone shed some light on this? I googled for the answer, but no luck.
  13. Island: Omaha Requirements: I1944 mod Coop 1 to 6 SP (is possible, but hard!) This is a straightforward capturing mission that requires you to storm the town Colleville and capture all (10) the Nazi occupied buildings in the town. This mission is still work in progress and I will add more stuff to it when I have more time, but so far it is already quite immersive and a nice challenge. Features: - Tense combat against fortified Nazi's - Cutscenes (intro/outro) - Custom sounds, voices - First aid system - Custom textured objects (propaganda posters, flags, signs) - Instant respawn - Save gear (ammo box @ start) - more coming soon Notes: Warning, some content in this mission can be considered as 'confronting' to some people. (includes original Nazi propaganda posters & signs and Hitler speech material) Update 1.2: Units would not respawn as bluefor due to first aid module. Module removed to fix that. Will add a bandage system to the mission at a later time. Meanwhile there is a medic in the playable team. Download (1.2): http://speedy.sh/khuHD/Co06-Liberation-Colleville-Sur-Mer-1.2.rar
  14. Nopes. I think the rule means that you can't take models and textures (etcetera) out of a mod and use it for your own mod (same for add-ons) without permission. This is a user mission just as you would create with normal BIS content. You don't need to ask BIS permission to post your mission here either :)
  15. I am not posting an add-on, but a user mission that uses a mod.
  16. Ty for this awesome mod! Great looking units, weapons, sounds and islands! I haven't tried the missions yet, I went into the editor right away to create my first WW2 mission and haven't stopped! :) This mod will give me many hours of fun so big thanks to all to everyone that created this!
  17. Yeah I did not ment it to be a walk in the park :) I played it in SP a few times and it is doable, the hardest part is keeping your AI team alive. Thats why I prefer to play it in MP mode so that the team mates will respawn. The airfield part is actually easier then the other 2 objectives, because you have a clear view of the opfor. The first 2 objectives has camouflaged statics that can be a bit of a surprise :) I personally like the sun flare, irl you can't look directly in to the sun either. If you zoom in then the lens flare usually disappears. And lol @ the spoiler, those aren't ordinary ammo crates! :)
  18. Special Ops: Pre-emptive Strike Island - Takistan Playable modes: Coop 1 to 6 and Single Player Requirements: ArmA 2, Arma AO Recommended: AI enhancer of your choice Size: 16Mb This is a Though Spec-Ops mission that will test your skills in accuracy and tactical instincts. Storyline: HQ Has recieved new intel about the Takistan army. It appears that they have gotten their hands on new experimental super charged artillery rounds that can reach longer distances then any other shell and does 3 times the amount of damage as a normal shells. According to the calculated range the rounds can even hit our airbase in the south of Takistan. The shells suposed to be located at a secret testing site. Unfortunately up to now we have no idea where they are located. However, we have heard rumours about a small communications outpost that is in direct contact with the 'test site'. We are dropping you near the outpost to gather intelligence about the location of the test site. The outpost should be located somewhere within 'Sniper Valley', so be prepared team. There are losts of 'nasties' out there. * This is the first Objective - Explore Sniper Valley, locate the outpost, gather intel about the 'test site' The mission contains several more objectives. To know more about the story and objectives then play the mission :) Features: - Storyline cutscenes - GPS video - First aid system (BIS Module) - In SP mode if you get hurt Nr2 will automatically take command and order a unit to heal you. - Ammobox spawn after completing objectives - Auto saves - Save gear loadout at ammo boxes - Environment effects - Ambushes - IED's - Epic explosions and sounds - Custom gear loadout Notes: This is sort of a beta version of my newest mission :) There is still some stuff I need to add such as correcting some grammar mistakes in the cutscenes and I want to add some side missions in between objectives. Also the ending is now with a cutscene after completing the last objective, but it will be a chopper extraction at a later time. As always, Feedback is appreciated. Update 1.1: I have noticed an issue after completing the 2nd objective. The wrong cutscene was played causing objective 3 to not activate. Fixed that. Update 1.2: - The IED's would not go off when you are in a civil vehicle. Thats fixed now. - Added extra opfor at objective 1 and 3 and some opfor in between objectives. - Fixed 'Save gear loadout' at ammo boxes in coop mode. - Removed all sidearms of team units to avoid the still present 'pistol bug' (Units will become unresponsive sometimes with pistol drawn). - Added custom gear loadout to all player units (includes BAF weapons). - Added a few more auto-save points Download 1.2: Special Ops: Pre-emptive Strike SP&Co-06
  19. I haven't got around to add official tasks and notes yet, I will probably not add any notes either as the text cutscenes are the notes. I will add the tasks in the map menu at a later time though. I am first making sure all the triggers, scripts and AI is working how I want it, after that I will finish the details :) You can play it how you want it, I play it as single player in MP mode cos then I wont have to load a save if I die. If you play it in SP mode then I suggest to save often.. or be more accurate and be smarter :cool: P.S, I have just finished an update that is more balanced and has some stuff fixed and added. Will upload it in a bit. ---------- Post added 05-29-2012 at 12:30 AM ---------- Previous post was 05-28-2012 at 11:39 PM ---------- Alright, Just finished the update :) Update 1.2: - The IED's would not go off when you are in a civil vehicle. Thats fixed now. - Added extra opfor at objective 1 and 3 and some opfor in between objectives. - Fixed 'Save gear loadout' at ammo boxes in coop mode. - Removed all sidearms of team units to avoid the still present 'pistol bug' (Units will become unresponsive sometimes with pistol drawn). - Added custom gear loadout to all player units (includes BAF weapons). - Added a few more auto-save points Download link is in the opening post.
  20. Add a bluefor unit to the civil group and make the bluefor unit highest rank. Then set bluefor unit probability of presence to zero. The civils will now have blue map icons and are detected as bluefor.
  21. This is something I have been wondering for some time now. Is it possible to let infantry units behave as a chopper including the chopper keyboard controls? So with an addaction or simply by pressing Q you can hover above the ground and then fly forward and backwards etcetera. I am visualizing the idea of units with the feature of carrying jetpacks. Is it possible (theoretically)? With my limited scripting skills I don't know half of whats possible, so hence the question :) I could see a mod with jetpacks!
  22. Ha didn't found that one. Thanks for the link :) Edit: Though I ment without an actual jetpack (as superman and other sci-fi characters).
  23. Cheers, glad it went smoothly. ---------- Post added at 09:44 AM ---------- Previous post was at 09:38 AM ---------- Yeah, the GPS I am using as an alternative hint system, bit of an experiment :) I tried to do the storyline scenes in the GPS too, but the text in those cutscenes are to small to read in the GPS, but for some short text lines it works well. And @ spoiler, smart tactic! :P but at the bottom it is more tense! :)
  24. Yw :) It's not that complex, it is quite difficult though, the AI can be seriously nasty and accurate. Haven't tried it on a dedicated server, It should work I think. If not then let me know and I will see if I can get it working.
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