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Everything posted by Phantom Six
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Actually, these are one of those low detailed maps where you copy pasta salad around the few empty areas and sit your computer idle until the map generates. Its very low detail and very huge. There are better maps that are really detailed with more meaningful areas instead of loads of the same (Podagorsk, Lingor, Thirsk, Namalsk, Caribou, etc... there's quite a lot to name)
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I second the blacklist idea due to the ratios of what you want to what you don't want, there are more what you want than don't want so finding all the missions for what you want would be more of a pain whereas what you don't want there's lesser to look through.
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Actually, by default, unit is in AWARE status so I use == "COMBAT" instead. Since if they're about to engage or are being shot at, they switch over to "COMBAT" mode.
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Will T-55 have proper PhysX and such? Say Reyhard's eastern armor as an example.
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I always do so that should work out.
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Should be doable or playable with the default parameters. For sure I have beaten Robbing the Tempest on SP.
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5 new missions added (they're actually older than Zaros Conspiracies but I had them for a while and they're tested and ready) - COOP 02 Robbing the Tempest - COOP 06 Data Fish - COOP 12 Terrorist Hunt - Office Complex - COOP 12 Terrorist Hunt - Sketchy Factory - COOP 16 Round Defense Drimea
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Quickfix before I head to school, hopefully that fixes the addaction command not responding thing. Hopefully throwing it into calls from BIS_Fnc_MP does the trick. - COOP 02 Zaros Conspiracy updated to 1.1
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Did you get all 3 of the ammoboxes? Strange, during my testings I manage to end it.
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Armaholic mirror: - Robbing the Tempest Co-02 - Zaros Conspiracy Co-02 - Data Fish Co-06 - Kit Kat Boom Co-11 (@) - Avengence Needle Co-12 - Grenz Grenada Co-12 (@) - Oil Leak Co-12 (@) - Return with a Vengeance Co-12 (@) - Terrorist Hunt - Office Complex Co-12 - Terrorist Hunt - Sketchy Factory Co-12 - Snackbar Interrogation Co-13 (@) - Archaeology Co-15 (@) - Big Bird Down Co-15 (@) - Oil Protection Services Co-15 (@) - Round Defense Drimea Co-16 - Steel to Riders Co-16 (@) Direct Download co02_robbing_the_tempest.stratis co02_ste_zaros_conspiracy.altis (SP Available) co06_data_fish.altis co@11_cup_kitkat_boom.mountains_acr co12_avengence_needle.stratis co@12_grenz_grenada.mcn_aliabad co@12_oil_leak.shapur_baf co@12_return_with_a_vengeance.fata co12_th_office_complex.altis co12_th_sketchy_factory.stratis co@13_snackbar_interrogation.shapur_baf co@15_archaeology.mcn_hazarkot co@15_big_bird_down.provinggrounds_pmc co@15_oil_protection_services.desert_e co16_round_def_drimea.altis co@16_steel_to_riders.zargabad
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Phantom Six's Missions Singles
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
Added a new mission CO 09 Humbug Thiefing -
http://forums.bistudio.com/showthread.php?175807-Phantom-Six-s-Arma-3-Missions
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Hehe, I got in the stealth groove again and made a mission after playing some Splinter Cell myself. I was playing the first one.
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Suppress weapons are not completely silent. You should still be able to here the small "pewpew" from that distance. Detected by also went up as you hit them (automatic start at 1.5 since your bullet touched them). If you do stealth takedown, don't use Detected by as a measurement for alarm. The moment you shoot and hit someone, the knowsabout is automatically 1.5 . Magic alarm detected number is 0.7 so you're screwed for that. An alternate alarm system I thought up but haven't made a proper mission off of it yet (so I'm not sure how that'll play out but sounds workable to me in theory) would be have all single AI no grouped scattered around in a big city (not a small base or else the guy next to him or around him will already know something's up), then you take them out 1 by 1 (like in Splinter Cell Convinction: Hunter gamemode, a bit more arcadey but that's how it'll work by). Instead of detected by, I probably would try using detect DANGER mode for this kind of scenario and check if the AI is dead or alive. If AIs are close, more than 1 AI will go in DANGER mode so you have to dispose all of them. Danger mode too long and alarm off (alternate alarm, for a normal sneaking situation, don't use this... it'd be flawed).
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I actually have a stealth mission made but not release yet, but I was playing with knowsabout before I come down to this. I think I'll quote myself from the Comrade in Arms forums. The knowsabout will affect the detected by trigger so it is useful to know how it works there. Seems like I fire a silence weapon near the guy but don't him them, knowsabout is now at 0.1 . The magic "detection" number for knowsabout is 0.7 . Whenever you shoot and your bullet hits the guy, knowsabout is automatically set to 1.5 (unless it is higher). Knowsabout can range from 0 to 4. At that point, the guy will need to die since alarm system is on 0.7 or else it'll trigger. Even at that point, its a gameble on whether the trigger goes or not since you're at 1.5 and if another AI besides that guy you killed is aware, alarm goes I guess. In that case, you're better off not even thinking about shooting any people. So if you have an alarm system using trigger detected by, probably best to not shoot unless Alarm goes off, so prefer way of beating this mission would be, don't get spotted, and only use silence bullets on light bulbs. After 2 min, knowsabout will reset back to 0 Loud/silence weapon also take an effect on your knowsabout level. Loud vs silence weapons. My knowsabout went to automatically 1.35 after firing a loud weapon about 100 meters from the AI, I'm detected. Silence weapons, I'm not detected. I guess that makes silence weapons in Arma have a purpose to... shoot light bulbs but not people since you're automatically at 1.5 detection if you shoot people. This test is tested while firing a gun up in the air. Blowing up stuff with a satchel as well or placing a mine and having it explode will also affect knowsabout level. I did a little test shooting near people and such too and they're tested on unmodded AIs. ARMA 3 MK18 silence to the side -> 1.35 P07 silence over the head -> 1.30465 MK18 over head loud -> 1.35 P07 over the head loud -> 1.35 MK18 silence shot up in the air for no reason -> 0 MK18 loud shot up in the air for no reason -> 0.8 P07 silent shot up in the air for no reason -> 0 P07 loud shot up in the air for no reason -> 0.45699 ARMA 2 All silence weapon -> 0.1 All loud weapon -> 1.35 Based on the above, seems like in Arma 3, whether you use a rifle or a pistol also have an effect. The effect above is based on shots near. Anyways, about shooting the AI itself, no matter what if you shot someone and you hit them, your knowsabout is automatically 1.5 . Like I said, magic alarm number is 0.7, you got to dispose of him fast or else the alarm trigger but at that point, other AIs might already get the message already so its a gamble and you're pretty much already detected. Don't even focus on stealth kills, not going to happen. So what are silence weapons good for? Shooting out lightbulbs, but the best design would be design around purely on evasion and no shooting. If you're going to do hit and runs, then knowsabout for you will be pretty high anyways, it won't go hand in hand with an alarm system. They'll be alerted of your presence of course. If you're doing pure sneaking with an alarm system, then basically avoid contact at all cost.
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You can say, SWAT 4 still works if you get the custom server browser. You just can't use the built in one, but servers are still around (gamespy).
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The script version of SATCOM for OA works for Arma 3. I used it in one of my mission that is not released for public yet. If you change hte font for Zeppelin32 to Purista, it should run fine. I tried emailing the author on BIS forums but I haven't got a response about a possible Arma 3 version, it wasn't too hard since it pretty much works with Arma 3 already besides the font. (This is the script version).
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Truth is, most of the files you can find in A3MP pretty much you can find in your Arma 2 game pbos anyways. If you unpbo some stuff, they pretty much match the same. You don't need to download an entire 5 GB chunk, its unnecessary. Not everything is updated. A simple patch of what's change is good enough, not some mega redownload of 5 GB of chunk while majority of the files are the same.
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Hello people of Iron Front. After the Iron Front lite mod for Arma 2 and such are out. I'm wondering if there's any communities that are still playing around so that I can make some MP missions for this and know that I can get some possible feedbacks for them so I won't make missions that are too imbalance or buggy. Thanks. Oh and a headcount of player numbers would be nice too so I know what range number of players to make missions for. (I make no revive/respawn missions except for group and side respawn as long as there's AI left to spawn in. Your classic type of coop missions).
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Any Community Still Playing?
Phantom Six replied to Phantom Six's topic in IRON FRONT: LIBERATION 1944 - GENERAL
I'll keep this in mind. I mainly would make it for Arma 2 though, though I'll make my own separate Arma 3 missions (haven't release those yet). I'll try to squeeze it in slowly as finals are approaching sooner or later for me. What's your player count size usually in your group? -
Any Community Still Playing?
Phantom Six replied to Phantom Six's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Ahhh, I guess I'll start small then and slowly bits at a time then. I always play co-op no respawn missions during Comrades in Arms coop nights on sundays (tuesday and thursday too when I'm on vacation). -
How do you change menu options a different color.
Phantom Six replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No problem Avibird. The old group I made or the one I'm currently with. The old one I made died out a long time ago due to lack of interest and hard to manage. I play with Comrades in Arms now (probably for 2 years by now). -
How do you change menu options a different color.
Phantom Six replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
action1 = player addAction [("<t color=""#ff0000"">" + ("Combat Support Menu") + "</t>"),"Avisupport\menu\open.sqf", [], 1, false, false, "", ""]; -
Kiory's balaclava Expanded (more textures)
Phantom Six replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any chance of a version where there's a hole for the mouth? -
If they have some dedicated server compatible system of TPW Fall or something, that would be nice for the armor side. If you shoot the AI first, they should at least be stunned, knocked down, or something instead of turn around and instantly shoot you with full accuracy. A guy who just got shot must be stunned or shocked and shouldn't be able to shoot back with full force. Never the less, the old HP system's outdated for an armor system. Players do have the punishment of rougher recoil while AI have spot on accuracy and even when shot up. Just some way to implement knock backs from TPW and even suppression would be nice.