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Posts posted by b00tsy
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Weird cos it was not working for me when I tried, while it worked fine in A2 missions. It was a direct copy/paste from a mission I made before. I will have a go at it again!
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Well due to the lack of response I will create a feedback ticket as I assume it simply wont work with the new GPS HUD. Really want this feature back! It was a far better/cooler way to create mission updates with then hint pop ups or standard task updates.
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Yeah like I said , I tried to make the best of it with the little content it has :)
Some script functions that worked in A2 are not working in the alpha either. The GPS video is no longer possible, unless there is a new ay of doing it, guess we will have to wait till the full release.
I have added a satchel charge to the units, but haven't added a weapon respawn script yet so if you die you have to loot your previous dead body. Will see if I can add that and some other stuff tomorrow :)
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Great to see you re-did this in A3 B00tsy! Can't wait to try this out later!My pleasure! Just remember that it is made with limited alpha content :)
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Silent Justice - Stratis 1.3 (alpha)
Coop-05
SP
6Mb
The mission:
This is a stealth spec-ops mission where you have to rescue NATO hostages from the Iranian forces.
It is a variant of the original Silent Justice mission on the Chernarus map in ArmA 2.
A NATO chopper that was transporting a high ranking NATO officer was shot down over the coast of Stratis.
The Iranians have captured both the pilot and the officer.
NATO has officially requested the help of your division and of course they has chosen your team to rescue them as you are the best elite Spec-Ops team there is!
We currently have intel on one possible location of where they might are being held hostage.
A base at the border of the town Agia Marina is under control of the Iranians and thats most likely the place of where they are keep ing the hostages.
Your team needs to head out there and assess the situation ASAP. Infiltrate the base and check the buildings for hostages.
Contact HQ when you have completed your objective.
Remember, your team is the best damn thing the army has to offer, we are counting on you!
Features:
* Video intro
* Custom music & sounds
* Random foot patrols in the town + random amount
* Respawn version and no respawn (bird)
* Opfor will pop smoke
* Opfor reinforcements
* Custom loadout
* Chopper extraction
Mission tips & gameplay:
As there are no objective objects in the editor yet some of the objectives are partially imaginary now. You will pick up notes at objective locations that are not physically there cos there are no objects for it yet. The notes are purely meant to let you progress through the mission and may at a later time (beta) be replaced with real notes that you have to pick up.
If it happens that a hostage died then you will have to walk over the body to recieve the note and recieve a mission update.
This is a stealth mission! Keep your team silent and stealthy as much as possible (don't be a rambo). It is possible to take out patrols and individual AI without alerting other AI.
Get your team in good tactical positions with clear sight of the AI. Once the team is in a good position then open fire the whole team and take out as much AI in the first 10 seconds as possible (surprise assault). The scope on your rifle can be used against AI near artificial lighting. Without scoping make sure you are in 200 meter range to effectively take out targets.
You can get more first aid kits at vehicles.
Update notes v.1.3:
* Fixed all the classnames (mission got broken due to new class names with the last update)
* Added a few tactical markers (helpers)
* Fixed the last grammar errors
* Removed the evening version due to lighting issues (night only now)
* Added back a 'no respawn' version
* AI partols are more random
* Improved chopper extraction (may still not always work- alpha)
* Tweaked some triggers and sounds
If you have any feedback or notice problems then do let me know!
Have fun,
B00tsy
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I tried to add a little GPS video in a mission I am creating, but the (bis_fnc_customGPSvideo) function does no longer seems to work. In arma 2 I can spawn the video without a problem, but in in the alpha nothing happens. 'spawn bis_fnc_playVideo' I tried as well, that still works, though the 'BLACK OUT and BLACK IN' I added results in a complete black screen on top of the video now, without it it's good.
_video = ["gps1.ogv",1] spawn bis_fnc_customGPSvideo; waitUntil {scriptDone _video};Can anyone confirm that GPSvideo is no longer possible?
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Domi is already on the Alpha, I saw at least 3 servers running it or trying to run it. Thought Xeno said that was a no no?
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I made a stealth mission on A2 that sort of works (Silent Justice). The AI still will move all over the place after a few silent kills, but they don't seem to pinpoint your position right away, just the general direction where the shots were coming from. Would love to see it improved though as it is unrealistic that they can even know the direction if you fire a silenced weapon from 200 meters away. I am making a stealthy mission now on Stratis so we will see how that turns out.
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Hi Casdin,
Most missions online are coop and team missions where you usually play on the same side with other players against AI so you will only get chewed up by nasty AI soldiers.
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the engine powering Far Cry 2I had brilliant performance in that game defenitely, of course easy to say without complex AI all over the map.
And by reading this thread I think a lot of you are to spoiled with your heavy duty top of the line PCs. I can run the Alpha on an old standard dualcore with 2Ghz processor and a single GeForce 9300 GE and still get 15 20 fps on lowest settings (yes really) ... and I still have fun playing it. Ok I won't attempt to play with 200 AI cos I will have 5 fps then, but the fact that the old turd of a PC with antique hardware can run the alpha at all is a great compliment to BIS.
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3th person only in recruit, regular with map icons, veteran and above no map peaking and no 3th person.
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Or just not make missions anymore till they are done with changing names. Not looking forward to create mission updates every other day just because a name has changed. :)
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This we need!
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It seems that any/most mission created with the stable release can not be played now with the dev-build of the alpha. It produces an error with 'A3_Soft_F_Galkin'.
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Definitely! Doesn't have to be real time fancy stuff, even 3D only for placement is huge help :)Yes I only want it for decorating the place and create custom outposts and stuff. On Stratis the building positions on the map are still not accurate to the real on map position. So you see a grey square on the map representing a building and then you think you place a box next to the wall and then preview it the box is actually inside the building or 3 meters away from the wall.
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I agree, even an empty map with just one unit on it takes 20 secs to load. And as there is no 3D editor you have to check the position of every placed object several times, so it is taking ages to set up some thing nice.
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I have released a new update of the day version from this mission. All in all it is much more balanced now and a bit more new player friendly. Though I made sure that it will still be a challenge for the vets as well. I also added a bunch of new things in the mission. You can read all the details in the opening post and find the new DL link there.
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The 3D editor is really really needed, can't count the hours I spend just checking the object positions already, it's so time consuming. Place object, preview, go back, move one inch to the left, preview, go back, one inch to the right, preview, go back, etc.
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Lets face it I don't think it's going to happen guys. It's not in now I doubt it will be in. They (the devs) would either have to double up on all the unit models, or employ some sort of model modification technology to change their shape subtly. In which case we might as well have height & weight differences too, which would be great.But, I'd guess that if we're not seeing it yet, we're not going to.
There are already female civil models, those models could be used to create female soldiers. Though I rather only see men soldiers for multiple reasons, one would be not having to see thousands of pics on Steam with female soldiers in awkward positions posted by youngsters.
---------- Post added at 02:18 PM ---------- Previous post was at 02:14 PM ----------
If anything this ticket seems to be a perfect response to all those people "zomg we need to bring more people into ArmA, make it accessible". Well here you go. Be happy now.
Spot on.
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It's malware! :P
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People are creating tickets with irrelevant tags, offensive slang as tags, and plain spamming tags.
Apparently anyone can add tags to existing tickets.
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I have had no problems with AT rifleman so far. They do however fire them when they see fit and not instantly whenever they see a vehicle.
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It's the same in ArmA2. The only thing I am missing is a 'click' sound when I press the normal save button, never know if it is actually saved or not. So I use the 'save as' constantly to make sure my progress is actually saved.
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Exactly, the team leader should be the one with the best insight on what to do, if you want them to advance at all cost while engaging the enemy they should do it. If you do it wrong and careless you (the AI team) gets punished by that action soon enough and you think better about it the next time.Use the command recklessly and it will get your AI killed, but it does have its place when you are caught with your pants down.

[ArmA3-Alpha] co04_SP Seal Beach Assault (day and night)
in ARMA 3 - USER MISSIONS
Posted
The divers should all start with both ammo, but I will have a look at it. I personally always grab a weapon of a dead soldier or have peak in the ammo crate anyway :)
I added the intro music to make the swim to shore less boring + that is creates a nice spec-ops feel to it (to get the players in the mood). I'll see I if I can add a shorter version of it that fades out after 30 secs. The Night version is still the first version I made (2 hours after I installed the alpha) and it is definitely unbalanced. I placed all the AI as how I would have done in ArmA 2, but in ArmA 3 they are way more nasty I noticed too :)
And the quadbike reinforcements do not work like intended, but that is an alpha AI issue, they stay on the bike even when they are shot at instead of going of and defend themselfs, it's stupid indeed. Will change that too for something else or create a feedback ticket of it if that is not already done.
Thanks for the feedback :)