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b00tsy

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Everything posted by b00tsy

  1. My friends don't play games as they are all in the 30s and have kids etcetera... which is quite common...
  2. Dito, I simply don't meet any friendlies! I am just being really stealthy now and try to survive on my own, which is actually fun too. (just wish I had a camo outfit)
  3. Not boring at all! The constant feeling of bandits trying to kill (to many bandits!) you for your loot and the zombies you need to sneak by to get some loot is pretty tense! Pointless? Yeah sure, the game is mainly prolonging your inevitable and certain death and losing all your loot again. Maybe in the future there will be a persistent perk system that you keep after you die (or something else)? This mod is a very welcome alternative to the usual Domination and Warfare stuff, nice to play something different in the ArmA world. ---------- Post added at 11:38 AM ---------- Previous post was at 11:27 AM ---------- Lol, 9 out of 10 times I am getting killed by other players, I met 1 friendly in 3 days. The rest just wait for you to make a noise or use a flare and go to your pos to kill you. And of course that is the way to go. Why would you loot and kill zombies if you can let other players do the looting and killing the zombies for you and then simply take their nice loot that they spend many hours to get.
  4. b00tsy

    Co05/SP - Lingor Godfather

    Glad you liked it! Yeah I definitely recommend using some mods or at least an AI enhancer, pure vanilla it can be on the easy side. Not sure what happened on the pic, it's possible one of the ambient planes or choppers crashed or was shot down. :) At the moment both the Russian mafia and UNO troops are independents that are hostile to everyone so it's even possible UNO troops engaged the mafia. With the next update the Mafia will be bluefor units and only UNO will be independents. Hard to find time to create an update with my new DayZ addiction :P
  5. Lingor Godfather - Co05 - SP (in MP modus) Requirements: - Lingor Island - Fallujah Island Short description: You are a part of a foreign private mercenary group that is hired by wealthy individuals and organisations. In this case you have been hired by the Lingor mafia. The mission is situated on Lingor Island shortly after a civil war. Due to the lack of local enforcements NATO has stationed their blue helmets on the Island to keep the peace. The unstable situation on the Island has attracted the attention of the Russiam mafia. They have taken the oppertunity to expand their territory and settle on the Island. Your mission is to regain control over the Island and eliminate the Russian mafia family. The Russian mafia has also stolen valuable suitcases from the Lingor Mafia that you will have to retrieve and deliver to the Lingor godfather. You start out with basic weapons (AK's), to get better weapons you will have to assault UNO checkpoints. The checkpoins are of mixed difficulty (light, medium, heavy). The weapons that are available at the checkpoints depends on the difficulty. Light checkpoints only has basic weapon boxes, medium has more variety and heavy has most available weapons. Features: - BIS first-aid action module - Instant respawn - Checkpoints with medical option (build mash) - Safe gear loadout (ammo boxes) - Custom objective locations (Fallujah content) - UNO road patrols - Customized gear for mafia units Update 1.1: * I have added 3 cutscenes to the mission, 2 scenes at the start of the mission and 1 at the ending. This is my first go at making cutscenes so feedback is appreciated. * I have reworked the AI, they should be a bigger challenge now. * edited some triggers (activation radius, timers, etcetera) * added an ulocked SUV at insertion point with just enough fuel to reach the boats * Added boats after the 4th objective. All in all it should play pretty smooth now especially if you play with some mods that enhances the AI. The .pbo size is a tat large right now due to the cutscenes, I will reduce that with the next version. Armaholic mirror: - Lingor Godfather Co-05 (@) v1.1
  6. I understand that, but if you have to shoot, you get all the zombies in a town after you and thats impossible to beat with your pistol and 3 clips, I would need a MG to deal with them then, so only option is to run like hell (which is also pointless). And so far when I spawn I am on my own with nobody around. The few times someone was in the neighborhood they weren't friendly. So a lot of time you are on your own, but not by choice. I am fine with being the underdog, but there should be a way to escape them if you get into trouble and you don't have 4 other players around you to back you up. ---------- Post added at 12:58 PM ---------- Previous post was at 12:47 PM ---------- P.S there is one way to escape them and that is aborting the game and relog, after the relog the zombies are usually somewhere else, but thats not how Rocket intended it to be played I think.
  7. Nah the zombies needs less steroids. What is the point of surviving if you can't escape them and 2 large groups of zombies chase you endlessly over the map. If they would stay with a 500 meter radius of the towns that would be cool, even better if they just lose interest in you after x amount of distance from the towns. It is no problem now if 2 or 3 are chasing you (if you have ammo), but often I have the zombies of an entire town after me (and other players too looking at youtube).
  8. Yep, thats the only gripe I have with this awesome mod. You can't lose the zombies even if you run over the entire map. It looks funny when 20 zombies in a row are running behind you, but that gets old quick. There should be a way to survive if they are after you and you don't have the ammo to kill them (which is impossible anyway if 20 zombies are chasing you). If they would lose interest in you after some running then that would be great!
  9. This is one of the aspects I like the most from this mod, you can not trust anybody. If I see someone with a good weapon I will kill him too :) In fact, I love the whole mod. Played for some hours now and I am hooked already! There is only 1 thing that I would like to see different and that is that zombies should stop engaging/hunt you if you are a x amount of distance from them. Now they will follow you endlessly. I can run over the entire map with the same zombies chasing me (to many zombies to kill). See what I mean here.
  10. Played it for a bit to get an impression and I really like the effects and sounds! Also the crawling zombie animations are cool (reminds me of the Fallout Ghouls). I do think the zombies are to fast (for my taste), they don't feel that mindless when they detect you, they run very fast directly towards me (atletic zombies?). Also having a hard time finding weapons. I was at a military camp where I saw ammo crates and AK's, but non were selectable/usable. Definitely gonna play it some more!
  11. @fraczek Ok so I have to DL al the folders separately, will give it a go :>
  12. I only get a raw text page with a directory tree when I press the DL link on that website.
  13. Where to download? Armaholic links are dead, www.mediafire.com/dayz, does only contain a txt file. the DL mirror on the website links to an unpacked version with 20 separate DL's.
  14. Looking into it further I notice that why it wouldn't work for me was my own error. I simply added side=WEST in the init of the unit, but that wont work apparently. What i tried now and did work is this: Create a civil unit or group and group it with a Bluefor or Opfor unit and set the probability of presence of that unit to zero. My civil now shows up as a West unit with blue icon on the map. Though the independent problem I had is something else. They are set to be friendly to nobody, yet they remain passive most of the time. I can walk right by them and nothing happens. With default opfor/bluefor you get attacked right away.
  15. I am having similar issues too with a mission I am working on. In my case I am working with opfor as player units and independents and civils as west side. Even though the civils are set to be hostile (in the init) to opfor they do nothing except for aiming and crouching when they encounter opfor, and they have a guard/open fire waypoint too. Also independents don't do a thing half of time except when you shoot a couple of them down, then they will start shooting back. They don't behave anything like the defaut west vs east army units
  16. b00tsy

    ArmA 2 Free - compatible missions

    Thnx for clearing that up, wasn't sure. They can skip most of my missions then :P
  17. Download the youtube video and drag it into audacity, cut the part out that you want to use and make a .wav or mp3 file of it. After that you can convert into an.ogg
  18. Giving ArmA.exe a higher priority in your taskmanager can help too, at least for me it is a lot smoother and more stable fps.
  19. Not sure about those exact sounds, but I always go to http://www.freesound.org/ if I need sounds.
  20. I would do it too with remove and add weapons, you could make an addaction of it instead of a radio command. Or 2 addactions, one for stealth and one for loud assaults (so you can switch it back on the go). Seems like the most simple way to do it. I like simple :)
  21. You could try to spawn a vehicle at a marker position like this: _veh = createVehicle ["2S6M_Tunguska",getMarkerPos "marker1",["marker2","marker3"], 0, "NONE"] Or at player position like this: _veh = createVehicle ["ah1w", position player, [], 0, "NONE"] And for spawning a group: _dgrp = [(getmarkerpos "marker1"),east,6] call bis_fnc_spawngroup;
  22. b00tsy

    ArmA 2 Free - compatible missions

    What is the difference of the free version? Wouldn't any mission be playable as long as it does not have addon's? Can the free users play MP with OA content or only A2?
  23. b00tsy

    Co05/SP - Lingor Godfather

    Yeah probably cos it is working fine at my end. That you make "ugh" sounds after being healed by a team unit or yourself is normal, as you can't heal fully without a mash. ---------- Post added at 09:03 PM ---------- Previous post was at 08:59 PM ---------- I have listened to the given feedback (thank you) and have updated the mission. Still some stuff I want to add and improve, but I it is a lot better then the first version. I personally like the ending a lot :P Update 1.1: * I have added 3 cutscenes to the mission, 2 scenes at the start of the mission and 1 at the ending. This is my first go at making cutscenes so feedback is appreciated. * I have reworked the AI, they should be a bigger challenge now. * edited some triggers (activation radius, timers, etcetera) * added an ulocked SUV at insertion point with just enough fuel to reach the boats * Added boats after the 4th objective. All in all it should play pretty smooth now especially if you play with some mods that enhances the AI. The .pbo size is a tat large right now due to the cutscenes, I will reduce that with the next version.
  24. These are some screens I took that I will be using as intro pictures in my missions. I had all graphic settings maxed and resolution at 150%, only AA and PP were set to normal and 1600m draw distance. It is totally unplayable for me at these setting, but good enough for taking screenshots. And I gotta say that it looks absolutely awesome at max settings! So frikkin to bad you need a heavy duty PC to play it with those settings. :) Full size Full image Full size Full size Full size
  25. b00tsy

    Co05/SP - Lingor Godfather

    Glad you're liking it so far mate. The first-aid module should let a team unit automatically try to heal you up to the point you can walk again (Nr2 will automatically take command and order a unit to heal you). He will not fully heal you so your aiming will be shaky, only at a mash you can heal you and your team units back to 100%. If you see a red * then it means you (or a team unit) are to hurt to walk and shoot and can only hope a team unit will rescue and heal you. Are you playing it in MP mode? For me the first aid system is working fine in MP.
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