Jump to content

b00tsy

Member
  • Content Count

    933
  • Joined

  • Last visited

  • Medals

Posts posted by b00tsy


  1. Can anyone confirm that it is not possible to load a saved mission in the editor after the update? I tried to load a mission that I was working on just yesterday, but the mission list is blank now, as if I haven't have any missions in the 'my documents/missions' folder, while there are a dozen missions in that folder.

    Edit: nevermind I see now that the update changed default profile.


  2. This post contains almost all (alpha) objects and buildings that are not by default selectable in the editor. I have also added Wildlife and effects.

    It took me a few hours, but at least it's now easy to copy/paste on the go.

    Please note that only the ruined buildings that don't have an intact version are placed in the 'ruins' section. The rest of the ruined buildings are added in the list of normal buildings together with the intact versions.

    Wrecks:

    Land_UWreck_MV22_F
    Land_Wreck_BRDM2_F
    "Land_Wreck_Commanche_F
    Land_Wreck_Traw2_F
    Land_Wreck_Traw
    Land_UWreck_FishingBoat_F
    Land_Wreck_Car2_F
    Land_Wreck_Car3_F
    Land_Wreck_Car_F
    Land_Wreck_Offroad2_F
    Land_Wreck_Offroad_F
    Land_Wreck_Truck_dropside_F
    Land_Wreck_Truck_F

    Effects:

    test_EmptyObjectForFireBig
    test_EmptyObjectForBubbles
    test_EmptyObjectForSmoke
    ThingEffectFeather
    FxWindLeaf1
    FxWindLeaf2
    FxWindLeaf3
    FxWindGrass1
    FxWindGrass2

    Wildlife:

    ButterFly_random
    Bird
    Cicada
    DragonFly
    HoneyBee
    HouseFly
    Insect
    Kestrel_Random_F
    Mosquito
    SeaGull
    Tuna_F
    Turtle_F
    CatShark_F

    Objects:

    ArrowDesk_L_F
    ArrowDesk_R_F
    ArrowMarker_L_F
    ArrowMarker_R_F
    Land_Razorwire_F
    FirePlace_burning_F
    Land_Bench_F
    Land_Bricks_V1_F
    Land_Bricks_V2_F
    Land_Bricks_V3_F
    Land_Bricks_V4_F
    Land_Cages_F
    Land_Calvary_01_V1_F //minature church
    Land_CampingChair_V1_F
    Land_CampingChair_V2_F
    Land_CampingTable_F
    Land_CampingTable_small_F
    Land_CanisterPlastic_F
    Land_HumanSkeleton_F
    Land_HumanSkull_F
    Land_JunkPile_F
    Land_MetalBarrel_empty_F
    Land_MetalBarrel_F
    Land_Pallet_F
    Land_Pallet_vertical_F
    Land_Pallets_F
    Land_Pipes_large_F
    "Land_Pipes_small_F
    Land_RedWhitePole_F
    Land_Sun_chair_F
    Land_Sunshade_F
    Land_Tyre_F
    Land_Tyres_F
    **
    Land_RowBoat_V1_F
    Land_RowBoat_V2_F
    Land_RowBoat_V3_F
    **containers**
    Land_Cargo20_china_color_V1_F
    Land_Cargo20_china_sign_V1_F
    Land_Cargo20_military_F
    Land_Cargo40_military_F
    **container addon**
    Land_cargo_addon01_V1_F
    Land_cargo_addon01_V2_F
    Land_cargo_addon02_V2_F
    **
    Land_CashDesk_F
    **-garbage**
    Land_Garbage_line_F
    Land_Garbage_square3_F
    Land_Garbage_square5_F
    Land_GarbageBags_F
    Land_GarbageWashingMachine_F
    **Lighting**
    Land_LampDecor_F
    Land_LampHalogen_F
    Land_LampHarbour_F
    Land_LampShabby_F
    Land_NavigLight
    Land_runway_edgelight
    **

    Ruins:

    Land_Addon_01_V1_ruins_F
    Land_Addon_02_V1_ruins_F
    Land_Addon_03_V1_ruins_F
    Land_Addon_04_V1_ruins_F
    Land_Addon_03mid_V1_ruins_F
    Land_Airport_Tower_dam_F
    Land_Airport_Tower_F
    Land_Airport_Tower_ruins_F
    Land_Barracks_ruins_F
    Land_Garage_V1_ruins_F
    Land_House_Big_01_V1_ruins_F
    Land_House_Big_02_V1_ruins_F
    Land_House_Small_01_V1_ruins_F
    Land_House_Small_02_V1_ruins_F
    Land_House_Small_03_V1_ruins_F
    Land_Shop_01_V1_ruins_F
    Land_Shop_02_V1_ruins_F
    Land_Stone_HouseBig_V1_ruins_F
    Land_Stone_HouseSmall_V1_ruins_F
    Land_Stone_Shed_V1_ruins_F
    **
    CraterLong_small
    CraterLong

    Buildings:

    Land_BC_Court_F
    Land_BC_Basket_F
    Land_BellTower_01_V1_F
    Land_Bunker_F
    Land_d_Stone_Shed_V1_F (damaged)
    Land_dp_smallFactory_F
    Land_dp_transformer_F
    Land_HighVoltageTower_F
    Land_MilOffices_V1_F
    Land_MolonLabe_F
    [b]**[/b]
    Land_dp_bigTank_F
    Land_dp_bigTank_ruins_F
    [b]**[/b]
    Land_Chapel_Small_V1_F
    Land_Chapel_Small_V1_ruins_F
    [b]**[/b]
    Land_dp_smallTank_F
    Land_dp_smallTank_ruins_F
    [b]**[/b]
    Land_FuelStation_Build_F
    Land_FuelStation_Build_ruins_F
    Land_FuelStation_Feed_F
    Land_FuelStation_Shed_F
    Land_FuelStation_Shed_ruins_F
    Land_FuelStation_Sign_F
    **
    Land_i_Addon_03_V1_F
    Land_i_Addon_03mid_V1_F
    Land_i_Addon_04_V1_F
    [b]**[/b]
    Land_i_Barracks_V1_dam_F
    Land_i_Barracks_V1_F
    Land_i_Barracks_V2_dam_F
    Land_i_Barracks_V2_F
    [b]**[/b]
    Land_i_Garage_V1_dam_F
    Land_i_Garage_V1_F
    [b]**[/b]
    Land_i_House_Big_01_V1_dam_F
    Land_i_House_Big_01_V1_F
    Land_i_House_Big_02_V1_dam_F
    Land_i_House_Big_02_V1_F
    Land_i_House_Big_02_V1_F
    Land_i_House_Small_01_V1_F
    Land_i_House_Small_01_V2_dam_F
    Land_i_House_Small_01_V2_F
    Land_i_House_Small_02_V1_dam_F
    Land_i_House_Small_02_V1_F
    Land_i_House_Small_03_V1_dam_F
    Land_i_House_Small_03_V1_F
    **
    Land_i_House_Small_03_V1_F
    Land_i_Shop_01_V1_dam_F
    Land_i_Shop_01_V1_F
    and_i_Shop_02_V1_dam_F
    Land_i_Shop_02_V1_F
    [b]**[/b]
    Land_i_Stone_HouseBig_V1_dam_F
    Land_i_Stone_HouseBig_V1_F
    Land_i_Stone_HouseSmall_V1_dam_F
    Land_i_Stone_HouseSmall_V1_F
    Land_i_Stone_Shed_V1_dam_F
    Land_i_Stone_Shed_V1_F
    **
    Land_IndPipe1_20m_F
    Land_IndPipe1_90degL_F
    Land_IndPipe1_90degR_F
    Land_IndPipe1_ground_F
    Land_IndPipe1_Uup_F
    Land_IndPipe1_valve_F
    [b]**[/b]
    Land_LightHouse_F
    Land_Lighthouse_small_F
    Land_Lighthouse_small_ruins_F
    [b]**[/b]
    Land_Metal_Shed_F
    Land_Metal_Shed_ruins_F
    [b]**[/b]
    Land_Pavement_narrow_F
    Land_Pavement_wide_F
    [b]**[/b]
    Land_Slum_House01_F
    Land_Slum_House01_ruins_F
    Land_Slum_House02_F
    Land_Slum_House02_ruins_F
    Land_Slum_House03_F
    Land_Slum_House03_ruins_F
    Land_Slums01_8m
    Land_Slums01_pole
    Land_Slums02_4m
    Land_Slums02_pole
    [b]**[/b]
    Land_spp_Transformer_F
    Land_spp_Transformer_ruins_F
    [b]**[/b]
    Land_TBox_F
    Land_TBox_ruins_F
    [b]**[/b]
    Land_u_Addon_01_V1_dam_F
    Land_u_Addon_01_V1_F
    Land_u_Addon_02_V1_F
    Land_u_House_Small_01_V1_dam_F
    Land_u_House_Small_01_V1_F
    Land_u_House_Small_02_V1_dam_F
    Land_u_House_Small_02_V1_F
    [b]**[/b]
    Land_Unfinished_Building_01_F
    Land_Unfinished_Building_01_ruins_F
    
    
    
    [b]**Pier**[/b]
    Land_nav_pier_m_F
    Land_Pier_addon
    Land_Pier_Box_F
    Land_Pier_F
    Land_Pier_small_F
    Land_PierLadder_F
    Land_Pillar_Pier_F
    [b]**Radar**[/b]
    Land_Radar_F
    Land_Radar_ruins_F
    Land_Radar_Small_F
    Land_Radar_Small_ruins_F
    **
    Land_ReservoirTank_Airport_F
    Land_ReservoirTank_Airport_ruins_F
    [b]**Runway**[/b]
    Land_Runway_PAPI
    Land_Runway_PAPI_2
    Land_Runway_PAPI_3
    Land_Runway_PAPI_4
    [b]**[/b]
    Land_Shed_Big_F
    Land_Shed_Big_ruins_F
    Land_Shed_Small_F
    Land_Shed_Small_ruins_F
    [b]**[/b]
    Land_TTowerBig_1_F
    Land_TTowerBig_1_ruins_F
    Land_TTowerBig_2_F
    Land_TTowerBig_2_ruins_F
    **
    
    [b]
    **military buildings**[/b]
    Land_Cargo_House_V1_F
    Land_Cargo_House_V1_ruins_F
    
    [b]**[/b]
    Land_Cargo_House_V2_F
    Land_Cargo_House_V2_ruins_F
    [b]**[/b]
    Land_Cargo_HQ_V1_F
    Land_Cargo_HQ_V1_ruins_F
    [b]**[/b]
    Land_Cargo_HQ_V2_F
    Land_Cargo_HQ_V2_ruins_F
    [b]**[/b]
    Land_Cargo_Patrol_V1_F
    Land_Cargo_Patrol_V1_ruins_F
    [b]**[/b]
    Land_Cargo_Patrol_V2_F
    Land_Cargo_Patrol_V2_ruins_F
    
    [b]**Communication tower**[/b]
    Land_Communication_anchor_F
    Land_Communication_F
    [b]**Hangar**[/b]
    Land_TentHangar_V1_dam_F
    Land_TentHangar_V1_F
    Land_TentHangar_V1_ruins_F
    

    Coral:

    land_bw_SetBig_Brains_F
    land_bw_SetBig_corals_F
    land_bw_SetBig_TubeG_F
    land_bw_SetBig_TubeY_F
    land_bw_SetSmall_Brains_F
    land_bw_SetSmall_TubeG_F
    land_bw_SetSmall_TubeY_F

    Canal:

    Land_Canal_Wall_10m_F
    Land_Canal_Wall_D_center_F
    Land_Canal_Wall_D_left_F
    Land_Canal_Wall_D_right_F
    Land_Canal_Wall_Stairs_F
    Land_Canal_WallSmall_10m_F

    Walls:

    Land_City2_4m_F
    Land_City2_8m_F
    Land_City2_8mD_F
    Land_City_4m_F
    Land_City_8m_F
    Land_City_8mD_F
    Land_City_Pillar_F
    [b]**[/b]
    Land_Concrete_SmallWall_4m_F
    Land_Concrete_SmallWall_8m_F
    [b]**[/b]
    Land_Crash_barrier_F
    [b]**[/b]
    Land_Mil_WallBig_4m_F
    Land_Mil_WallBig_Corner_F
    [b]**[/b]
    Land_Mil_WiredFence_F
    Land_Mil_WiredFence_Gate_F
    Land_Mil_WiredFenceD_F
    [b]**[/b]
    Land_Mound01_8m_F
    Land_Mound02_8m_F
    [b]**[/b]
    Land_New_WiredFence_10m_Dam_F
    Land_New_WiredFence_10m_F
    Land_New_WiredFence_5m_F
    Land_New_WiredFence_pole_F
    [b]**[/b]
    Land_Pipe_fence_4m_F
    Land_Pipe_fence_4mNoLC_F
    [b]**[/b]
    Land_Sea_Wall_F (rock formation)
    [b]**[/b]
    Land_SportGround_fence_F
    [b]**[/b]
    Land_Stone_4m_F
    Land_Stone_8m_F
    Land_Stone_8mD_F
    Land_Stone_Gate_F
    Land_Stone_pillar_F
    [b]**[/b]
    Land_Wall_Tin_4_2
    Land_Wall_Tin_Pole
    [b]**[/b]
    Land_Wired_Fence_4m_F
    Land_Wired_Fence_8m_F
    [b]**[/b]
    

    Your welcome :)


  3. I saw this location a few days ago and thought this would be sth sweet to start a mission there. Looks good, will look into it this evening and give some feedback. :)

    Yeah that is a very nice location, perfect for this type of scenario!

    ---------- Post added at 05:01 PM ---------- Previous post was at 04:58 PM ----------

    I have uploaded an update with a few fixes and tweaks.

    The garbage collector was not working properly. Now it will clean up dead bodies with every attack wave (great performance).

    Also the mission did not end properly in the case if you killed all opfor, fixed that.

    And I have added and tweaked a few minor things.

    See update details and download link in the opening post.


  4. Not all animations work on all units if I remember right. The problem that you have is (I think) that there is no wait time to finish the animation, it begins and ends at the same time. Aslo try it with SwitchMove if PlayMove is not working.

    This is what I did in a mission:

    Place a unit and set a move waypoint of a couple of meters away, add an other move waypoint almost on top of the first waypoint with in the OnAct (

    UnitName switchmove "LHD_krajPaluby"; ) (in my example) and set the second move waypoint on a timer (the time it takes to fully play the animation) and then add an extra cycle waypoint to loop the animation.


  5. birdsdownmain.jpg

    Birds Down v.1.0

    COOP 04

    Stratis

    ArmA 3 Alpha

    preview1

    preview2

    preview3

    Introduction:

    This mission is a typical 'pinned down' scenario where you have to hold position in a tight situation till help arrives. This is a short scenario that takes 30 minutes or less to complete.

    The mission:

    You are 2 attack-chopper teams that are both shot down by Iranian AA defences on the coast of Stratis. You have contacted HQ and asked for an immediate extraction. Unfortunately they have ordered you to hold position and sit tight. They will not be able to extract you till they have taken out the AA defences in the surrounding area.

    Luckily there is a fortified building nearby where you can take cover and hide out till the transport helicopter arrives.

    The Iranian forces are aware of your location and they are closing in on your position as we speak. You need to take cover in the building and prevent that you are overrun by the Iranians. If they are able to breach the building then that will be a cruel and instant end of your team. Prevent them from entering the building at all cost!

    Win/Lose:

    You will win the mission if you are able to hold your position in the building for 30 minutes and prevent that any Iranian unit will enter the building or kill all Iranians within the 30 minutes. You will fail the mission if any Iranian AI enters the building.

    Features:

    * Customized location including non standard editor objects

    * Custom fortified building (limited alpha content)

    * Garbage collecting

    * Random attack waves

    * Custom sounds & music

    * Custom win/lose outro

    * Updates on AI movement

    * Intro briefing

    * Unit cache (Opfor AI will not be rendered beyond a certain range) to optimize performance

    * Respawn version & No respawn version

    Notes:

    I normally don't make these kind of short scenario's, but with the current limited alpha content this seems like a nice scenario to create and play with the current alpha content.

    The AI attack waves are mostly random. It is possible that you will not be attacked for a couple of minutes, be attacked at once from 3 sides and by multiple groups, or that the attacks are evenly spreaded out. In worst case you will really have to bite the dust and endure a lot of suppressive fire from the AI. In lucky conditions they will come in 3 at a time and are easy to take out if you play with 4 players. At the start of the mission you have a few minutes to cutomize your gear at the ammo boxes.

    I have added a basic briefing intro (no video) and will make a better one at a later time.

    This scenario needs to be played by at least 2 players as it contains 2 separate pilot teams.

    I will probably add some more features in the mission if the community likes this scenario setup (otherwise I wont bother).

    If you have any feedback then let me know on the BIS forum.

    Update v.1.1:

    * Fixed grabage collecting (cleaning up dead bodies), Nice performance now.

    * Fixed Win ending if all Opfor has been killed

    * Opfor will now pop smoke in the beginning

    * Fixed a few typo's

    * Adjusted AI skills

    Have fun,

    B00tsy

    Download v.1.1

    Armaholic mirror:

    - Birds Down Co-04[ALPHA]


  6. Thanks Max, I would like to request for no-respawn missions (GROUP/SIDE respawn is ok too).

    As I wrote elsewhere, respawn has ruined the MP experience because it teaches the players there's no consequences to their actions. It's far from reality, and reality is the basic core of this great game.

    Instant or base respawn missions are not even uploaded to our server as we aim for authentic gameplay. Therefore, any missions who are designed without respawn will be greatly appreciated!

    I never have a problem with respawn missions, just because it has it does not mean you can not play realistically and not die. Does it really mentally change that much for you if you know you can have a 2nd chance when you die? I think large player missions for public servers sorta got to have respawn otherwise nobody will play it, smaller coop missions is a different story of course (my missions usually have both versions).

    Anyway, anybody interested in a small coop scenario where you have to dig in at a location where you get pinned down and have to try to survive an assault (waves) till help arrives? Found a perfect spot for it on Stratis that nobody have used yet :)

    And as a response to this (closed) thread: http://forums.bistudio.com/showthread.php?152008-No-kill-stealth-missions

    Yes there are stealth missions already. Check out my mission 'Silent Justice' on the forum or on armaholic.


  7. why SP Editor? Usually a good idea to do editing in MP editor unless you specifically want a SP mission..

    I have never used the MP editor for my MP missions, whats the difference besides MP preview?

    ---------- Post added at 12:14 PM ---------- Previous post was at 12:03 PM ----------

    thanks a lot for a;; of this tutorials but 4 month i try find how if i put 1 enemy group and i put 1 mark red cyrcle 50x50 for example in the enemy area how i can make the mark hide if i kill all enemy unit inside this mark like domination???? and the mark move in new location for the next obgective/?????

    The simple way would be to add an other trigger and set it to opfor 'not present' and then in the onact let the marker change colour or change the markerAlpha of the AO marker. And add the new task/objective to the same trigger.

    onAct: "markerName" setmarkercolor "ColorGreen";

    onAct: "markername" setMarkerAlpha 0;

    Edit to add: that if you want to make a Domi like marker setup you can place all the AO markers on the map already and in the init file set all the markers to invisible (the markeralpha). So when you start the mission there will be no markers visible. And then in the game make the marker(s) visible of the active objective(s). Of course you can also all do it through a script that creates the marker in real time, but thats the harder way.


  8. Been browsing the config editor a bit and found some nice stuff for a mission I am working on. Might as well share my findings :)

    Wrecks:

    Land_UWreck_MV22_F

    Land_Wreck_BRDM2_F

    "Land_Wreck_Commanche_F

    Land_Wreck_Traw2_F

    Land_Wreck_Traw

    Effects:

    test_EmptyObjectForFireBig

    test_EmptyObjectForBubbles

    test_EmptyObjectForSmoke

    ThingEffectFeather

    Fish:

    Tuna_F

    Turtle_F

    ---------- Post added at 09:22 AM ---------- Previous post was at 09:21 AM ----------

    Will there be classnames for the ship wrecks under the water? I can't seem to see any mention of those.

    See my post.


  9. Hi guys. The 1.2 version got broken due to the last alpha update that had changes in some ClassNames.

    Not to worry, I have fixed the error so the mission is playable again.

    While I was at it I have added a few more things and made some tweaks and changes to the mission.

    * I have removed the evening version, because it was impossible to use the scope.

    * It is now a night version only making the scope usable again against AI near artificial lighting + that it is full moon.

    * When you start up the mission you will still get a class name error, but you can click it away and play the mission.

    * Also the chopper extraction should have a better chance of success, but it is still a bit buggy in the alpha (I have added an alternative ending if extraction fails).

    * Added back a No Respawn version.

    There are still a few minor issues:

    The respawn version does not spawn back the silencer and the backpack (you will have to loot it back - or not die!)

    Not all players will always see hints and hear background music, triggers are still a bit glitchy in the alpha.

    All the update details and new download link you can find in the opening post.


  10. Hi guys,

    I really would like to point to this ticket I made:

    http://feedback.arma3.com/view.php?id=4286

    Currently in the alpha if you load a mission or a mission save the loading screen stays visible for up to 10 seconds when the mission is already running. This can cause issues that you can get killed while the loading screen is still visible or missing hint pop ups or intro video's etc.

    Currently this ticket only has 3 votes, but I assume that there are many more players that should have experienced it. At least I saw a bunch of youtube video's displaying this problem too.

    So anyone that would like to see this get fixed with one of the next updates then do leave your vote/comment on the ticket so that BIS will not ignore it.

    Of course it is not a game braking issue, but it can mess up certain mission starts and can result in sudden deaths without being able to do anything about it as you are still seeing the loading screen.

    Cheers.


  11. You cannot play Deleted.A3_Soft_F_Galkin, not tried on MP...

    You are using the Alpha Dev build. This mission is created on the 'stable' alpha release. In the Dev build they have changed some class names. They actually should update the official alpha version, because all missions created with the stable build and has an Ifrit vehicle in it will cause this error on the Dev build.


  12. Having an issue, the missions are not showing up. Download and extract to the MPMissions folder along with all of the other missions I have downloaded. When I host, get to the list of available missions but the two "Silent Justice" missions are not on the list. I was hopping to do a YouTube play through today as I have done for other versions of this mission for ArmA 2...

    Hey man, I just checked and see now that I forgot to put the map name back into the pbo name after renaming it.

    It needs to be: Co05_SP Silent justice Stratis v1.2 (Night).Stratis.pbo

    So you need to add '.Stratis' to the name to make it show up.

    I will update the download link too with a proper named version.

    Thanks for letting me know!


  13. Hey b00tsy I loved ur mission, any chance u can give me some feedback on a mission of my own? I'm fairly new to this

    however the mission is pretty well done and if u can give me some feedback on it that would be awesome heres the link to my thread http://forums.bistudio.com/showthread.php?151013-MISSION-Operation-Assault-Island-X-Diving-Mission-by-Tom

    Glad you liked it. Sure man I will have a look at your mission :)

    ---------- Post added at 01:47 PM ---------- Previous post was at 01:42 PM ----------

    Hey B00tsy, I guess you already know what I'm about to ask you but here goes-

    Any chance for a GROUP respawn type version? ;)

    Well the thing is that I will have to update to many versions every time then. I already skipped the 'no respawn' version with the last update, because I added a night version and an evening version. Not looking forward to updating 6 different versions every time I work on the mission :)

    Though I maybe could change the normal respawn into a group respawn only next time!


  14. Alrighty, I made a new version and fixed a lot of stuff and added some new things to the mission.

    This version only contains a respawn version, but I now made it into an evening (with dim light) version and a night version (full moon).

    Made it a bit more challenging with some extra reinforcements and more random AI positioning and total amount of AI. Also I redid the whole video intro briefing, looks a lot nicer and smooth now and without typo's this time. And a lot more stuff!

    Check out my opening post for update details and new download link :)


  15. Working here vid = ["scene1.ogv",[1]] spawn BIS_fnc_playVideo;

    I'm not sure what [1] does but without it I get an error.

    Probably size but I tried [0.5,.1,.1] but nothing changes

    This is by the way the PlayVideo you used, I have that working too, its the GPSvideo that has problems

    ---------- Post added at 05:30 PM ---------- Previous post was at 05:27 PM ----------

    Bootsy

    Type the fnc into a players init line, highlight it then press f1. Will tell you the correct parameters tobe used, or nothing will appear if not in game anymore.

    F1 does nothing when I type in the fnc, it also does not give an example while typing it in the init like other commands.

    ["gps1.ogv",1] is now supposed to be ["gps1.ogv",[1]], but it makes no difference. tried to launch the video from the init, through a trigger. Made sure the units have a GPS on them + forced the GPS on in the description, but nothing.


  16. Hi B00tsy!

    First of all:

    Thank you for this great Mission! :)

    I played it as in SP.

    First impression:

    Everything works proper

    Nice gameplay

    Good story

    Very challenging

    Introdesign a trend-setting idea, never saw it before

    Gameplay for hours

    The mission is not to hard, but i would vote for a medi kit from start on???!

    ...and the best i did it, without losses...

    Photographic evidence:

    http://s14.directupload.net/images/130316/temp/e2mavrox.jpghttp://s1.directupload.net/images/130316/temp/jlyokk8o.jpg

    Thanks a million for doing this mission.

    I look forward to the improved version -

    Thanks! Keep it up!

    Cheers

    McLupo

    Thanks for the compliment!

    I did not realize that I was a trendsetter with the intro. To be honest, I create these kind of still image + text intro's because I can not record a good ingame intro video with high settings and good fps, so still-image video is the only option for me :)

    I will add a med kit to all units from the start, I miss it too when I play it hehe. I am also working on a good functioning weapon respawn, have it working besides that the primary does not get added back after death.

    I tried not to make it to hard as the AI now can be quite tricky, maybe I will add a reinforcement spawn. Though I might get complaints then that it is to hard. Hard to find a balance that works for everyone!

    ---------- Post added at 03:35 PM ---------- Previous post was at 03:32 PM ----------

    An Arma 3 mission by B00tsy?! a sight for sore eyes...

    Will upload it to the CiA Arma 3 coop server ASAP.

    Cool :)

    Be aware though that this is not a mission you can jump in half way, well you can, but you will have to walk a long distance to the other players then.

    ---------- Post added at 03:37 PM ---------- Previous post was at 03:35 PM ----------

    Dude, if you can get something like this from McLupo, that's like getting an academy award...(secretly wishes I had one too).....

    I already feel honored if someone play's my missions at all! There are so many great scripters and mission makers in the community that I am very modest about my own skills :)

×