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Everything posted by Phantom Six
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Really small things? SMALL THINGS?!! These things can alter the way the game can be played. With FAKs, you won't rely on the medic as much, you won't pull your partner away from danger. The good old epic feelings are gone. How about I go pack my ramboing gear and just go 1 man army since I won't need an extra marksman, or AT soldier on my team when I can be an all in one soldier. Before you talk about even bigger things, stop with the pulling of BIGGER THINGS out of your behind when you never specified, WHAT BIGGER THINGS?!! My question for you is, WHAT BIGGER THINGS?!! I want proof, and concrete evidence. You never specified what the bigger things are, so I want to hear from you, what bigger things needs fixing that are more important. If its 3D editor, bipods (when you need an addon yet it shouldn't be necessary by now since most games including mainstream games such as BF3 even have it), weapon resting, and such, then I'll agree to that, but other than that. What are the bigger things....
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Lookin for a 2 player COOP mission
Phantom Six replied to Us_Marshall's topic in ARMA 2 & OA - USER MISSIONS
What tom says, but here's another link you can use to help yourself find some 2 player coop missions (but they're no revive/respawn only on this list). You can google up the names if you need to find them. http://forums.bistudio.com/showthread.php?136530-Comrades-in-Arms-Online-Coop-Mission-List -
So does medics in ARMA 3... The difference is that you can now use FAKs to heal yourself without a medic. So now everyone can be a medic without having to be a medic :j:
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ARMA 3 Close Quaters Battle video and discussion thread
Phantom Six replied to Takoda's topic in ARMA 3 - GENERAL
With the indoor CQB combat, some shotguns would be nice and some Rainbow Six / SWAT like missions. -
Because they don't stop bleeding, they're instant bionic limps and legs replacement that's a little beaten up. Sure we have some FAKs in our bathrooms in real life, but say I fracture my foot, you think I'll be able to sprint full speed again after FAKing my own foot? That's ridiculous. You don't get back the blood you lost with a FAK. It's tedious to remove every single FAK as well. It's not that having FAKs are bad, its the way they work. Even Dragon Rising has field dressing (which is basically like how FAK), that you use only to stop bleeding, and it takes longer to use than FAKs itself. So is the game dumb down? Yes it is. First aid has been dumbed down compared to ARMA 2 which has first aid module which is much more advance than the FAK system. So basically, a more advance system has been dumbed down to a standard of some arcadish way of healing with FAKs. Why take out something that was once there. Yeah, first aid modules has its bugs here and there but it was much better than FAKs. I play in a community that does NOT use revive/respawn. You CAN NOT DIE from a fatal shot to the head with revive so what's the point. It's not a replacement for a crappy first aid system nor a bandage to it. Missions that I do design nowadays aren't designed around revive/respawn. The varieties I can think of are limited compared to ARMA 2. Even with ONLY Arma 2 vanilla (without Arrowhead and such and no addons either), I still have enough assets to think up of and create multiple scenarios for it.
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How about the private hubs that do play as teams. Don't discriminate them for the sake of your public game where everyone run around like rambo shooting everything anyways. FAK is NOT a good balance. You already got your respawn button on public server... some of the good server will enforce it. As for being "simplephiled", it went too "simplephiled" with aspects. Why remove something that's there. At least have first aid modules still be available to use for the missions that will utilize it. Maybe some sort of bleeding module where FAKs just stop bleeding combined with some first aid modules and then have your typical public domination like servers not utilize it while a classic style coop mission can go ahead and utilize it.
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Look at the reality check thread and in all the pictures, the vehicles are practically same models, reskinned for each faction. For an addon maker, what kind of diversity is there to make for such and then a mission maker, the type of interesting scenarios has been reduced since there's not as much goodies to play around with. One of the thing that has been bothering me for a long time is no First Aid Modules since it has been replaced by FAKs where you can instantly heal yourself to 75% health which is enough to get up and run again rendering the medic useless (besides being a 3 second healing machine). If FAKs take a while to use and only serve the purpose of stopping bleeding, I would be fine with that since you would need a medic, but in such case, the answer is, it doesn't. As for most of whom, I for one, am bored... I haven't made any ARMA 3 missions yet since, at the moment, ARMA 2 has a lot more things for me to work with, ARMA 3 didn't. ARMA 3 FAK system to me is flawed, ARMA 2 First Aid Modules has its issue too but its much more better than FAK. Speaking of authentic, I find having first aid modules more authentic. Currently here and there, I'll make a few more ARMA 2 missions. I'll admit, being able to attach objects and such on your weapons is a nicer feature over ARMA 2 and the stance/movements is a little nicer too, but for all of those new features added, there are some old good ones that has been stripped out and content decrease which reduce the diversity of missions I can create so far. I can think of far more interesting ones for ARMA 2 for the time being and even with ONLY vanilla content.
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Having it as an option would put me at ease. I prefer that over the ARMA 3's system even though it wasn't perfect either. I think the best system if ACE didn't overcomplicate it would be ACE. They did overdid it by adding extra medical equipments which I hardly use. All you simply need would be bandage the bleeding, morphine the pain, epinephrine the unconcious, then First Aid Kit to patch up the rest and that's it. Of course, they later added tourniquets, elastic bandage kits, etc and more which wasn't necessary, though I always use elastic bandage kits over regular since its just a bigger bandage. To me it feels the same, but I've played with TPW AI suppression + ASR for a while so I got spoiled with suppression actually working with the addons, otherwise your typical AI aimbot machine. I guess before the alpha/beta stage with the 200 kg worth of stuff running forever would be ridiculous, but that's old. Though instead of not improving it, if weapon resting was promised and was not there, why not just have it. I have to download a separate addon for weapon rest and it doesn't seem like that hard of a thing to add. Me neither, unless I'm doing CQB, but usually, I'll be walking.
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Motorcycles are fun to ride. Motorcycles IEDs are even more fun :D (which I put in one of my mission. Riding motorcycles up the mountains and you can denonate them).
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If it actually works that way, I would be fine with it. At this current state, to me they're arcadey healing stuff like if I would happen to find a health potion in some kind of RPG game. Taking longer to patch up would also be less arcadey since the healing speed is way too fast like if you were to go behind cover and have your health regenerated. If it actually just stop bleeding and nothing more, I wouldn't say it'd just be the better functionality, but probably the best functionality.
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2nd post. Mission name is Cold Wind. You may want to use the User Mission Request sticky in the user mission section next time. http://forums.bistudio.com/showthread.php?129146-Co-op-Missions
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My issue with FAKs are that if your legs are complete shot up, you shouldn't even be able to walk even with a FAK. To me it renders the medic useless when every soldier has a FAK on them to heal themselves back up enough to fight again. Another thing funny is that its faster to use than OFP Sunken Dragon itself whereas in Sunken Dragon you actually need a medic to heal you while first aid kits only stops yourself from bleeding to death. Compared to ARMA 2's first aid module as buggy as it may be, its a complete step down and arcadey, yet again, dumbed down. Removing FAKs from every soldier would also be a hassle itself for the mission maker. If you can actually bleedout and FAKs only stops the bleeding and just that and the medic can come to heal you, it would be fine.
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Can't Read some Object IDs
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Solved hintSilent str (nearestObject [player, "StreetLamp"]); -
Can't Read some Object IDs
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to make a mission where you have to shoot all the lights out of a city but, the problem is that some of the object IDs are completely cut off and I can't read them. Is there any way for me to be able to get the ID number of the lights when I can't read them? I'm trying to define the lights in Feruz Abad, I got a majority of them, but there's still a few that I can't read. I tried using Deadfast's method and putting this in my init while {true} do { hintSilent str (nearestObjects [player, [], 3]); sleep 0.01; }; Unfortunately, the light came out as NOID. -
A solution to the A2/BI content in A3 and your thoughts
Phantom Six replied to .kju's topic in ARMA 3 - GENERAL
ARMA 3 at its current state, there's too much mirroring of factions and such etc. Guns functions same ways, vehicles are just reskin of one another, same with the static weapons. We can't call that too much content. There's no diversity. Where's the guerilla units too. The diversity of the kind of missions you can make is limited while in ARMA 2, there were more assets to toy around with. Taking a look at ARMA 2, if I want to make a guerilla mission ambushing high tech enemy convoy, I can do that while in ARMA 3, every faction has the same equipment anyways. I'm for an official All in ArmA since if you can merge both ARMA 2 and 3 with a proper backwards compatible support, it would extend the lifespan of ARMA 3 much longer being able to use some ARMA 2 assets and not having to worry about remaking every single addons. For the time being, ARMA 3 has much lesser content than ARMA 2. It'd be nice to see the ARMA 2 first aid modules back again as well since the FAK system is pretty flawed rendering medics useless when you can pick up another FAK to fix up your legs if you were to lose them. -
Anyone else concerned about ARMA 3 launch September?
Phantom Six replied to ShotgunSheamuS's topic in ARMA 3 - BETA DISCUSSION
That's quite vague. It's better having specific. More "cool stuff" to come can range from a meaningless stick to a few "new" vehicles, yet we'll never know whether they'll be just reskins copy paste or actually a whole new model. -
ACE Pack & Combined Ops Pack Updated to 2.2 - Wild Riders updated - Reinforcements will now come in 5 minutes to give players time to prepare - Added stingers to trucks to deal with enemy Apache
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Thanks, its ok.
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Oops, sorry for the typo. I did not catch that.
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Looks like I missed a few issues, which is when I would update these pack, otherwise, it is done. I updated ACE Pack and Combined Ops pack both to 2.1 - for ACE version, the loadout of Shahkar Rises for teamleader is now correct - For Both version, I toned down the amount of reinforcements for Wild Riders so it won't be impossible.
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Final Update: All mission packs have been updated to version 2.0 with various bug fixing, rebalancing, and etc. I won't be updating these mission packs anymore and version 2.0 will be final. If you want to depbo these missions and use them for yourself, feel free to do so, but don't forget to give credit. ARMA 2 Free Pack 2.0 Changelog ARMA 2 CO Pack 2.0 Changelog ARMA 2 ACE Pack 2.0 Changelog ARMA 2 Custom Pack 2.0 Changelog ARMA 2 Custom Ace Pack 2.0 Changelog ARMA 2 I44 Pack 2.0 Changelog
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TPW BLEEDOUT: realistic bleeding system for Arma 3
Phantom Six replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All brilliant. This will be much more of an improvement than the default medical system in ARMA. Question, do first aid kits still heal you up to 75% or just stop the bleeding, I guess it still heals but I'm assuming, at >85% damage since you're incapitated, you're going to need someone else to treat you whether you have a FAK or not say a medic or someone else with a FAK i'm assuming. Anyways, great addons as always TPW. -
Phantom Six's Editor Tutorial & Template
Phantom Six posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, I've been working on an ARMA 2 & ARMA 3 editor tutorial for all you newbies out there looking forward to making a mission. I also included a template to reference to and a lot of pictures throughout the guide. I hope to see some nice missions created out there :P . These will just cover some basic essential stuff. I also still recommend MacScottie's video tutorial as well for some first timers. Well check the link below to get started. http://phantommissionsite.weebly.com/tutorials.html These are best used for no revive/respawn missions unless you're doing GROUP or SIDE respawns. Credits to Varanon for FHQ Task Tracker Credits to Kronzky for UPS script Credits to Sickboy for the Sixupdater classname list Credits to anyone else's scripts or references I used. I also include a helpful hint section besides the basic tutorial section with other things that can be nice to use. I'll add more when I have time or if requested (when I get time). I'll highlight the more popularly demanded ones if the list starts to overflow, they'll be in ABC order. I probably won't add more until later on. http://phantommissionsite.weebly.com/hints--templates.html Send me feedback for what I need to improve on and good luck on mission making :D I also added an offline version by converting the webpages to pdf with adobe acrobat although I think the webpage version might be easier to read, but enjoy. http://www.mediafire.com/download/kzy4ph63u40sk3h/phantom_mission_tutorial_offline.7z -
Phantom Six's Editor Tutorial & Template
Phantom Six replied to Phantom Six's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I changed the loadout section again. As Alwarren said, the waitUntil was pointless, caused some script errors and such. You don't need it so I took that out. The tutorial should most likely be good to go now. I also took out the if (!isDedicated) then {}; . I added a reminder on the UPS part incase you use UPS or UPSMON markers for your missions, be sure you hide them by putting a "markername" setMarkerAlpha 0; or else people will know in which radius the AI will patrol :P unless you want people to know intentionally. You can also download an offline version if you like, I just converted the webpage to a PDF with adobe acrobat. http://www.mediafire.com/download/kzy4ph63u40sk3h/phantom_mission_tutorial_offline.7z -
2017 - Official Announcement!
Phantom Six replied to kleutscher's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm down for some zombie coop missions type, but scavenge for stuff like DayZ no. To me DayZ was more about the bandits slaughtering off survivors than actual zombies since they seem like a side thing to me. Anyways, will there also be mutants from STALKER like the bloodsucker from Namalsk Crisis addon in ARMA 2? I love those guys :P . Zombies don't scare me, they're just brain dead guys charging you and you shoot them up, but when there's a mutant mixed in the middle, it would be even more interesting :P .