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Everything posted by Phantom Six
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I made a mission where you snipe.... as a guerilla with a hunting rifle in ARMA 2... I would like to be able to do something where you get some measly weak piece of equipment against high tech again... If Green isn't some guerilla force all the time, then the feeling of OFP resistance is lost in ARMA 3? Playing the resistance and guerilla fighters are what some people who are looking for a challenge find the most fun at times. What a pity.... Overall, nothing should ever be balance since a good tactician would position himself where his men have the advantage while the enemy is in a disadvantage. If you're fighting an equal battle, then your tactics and strategies have failed you. If you want to balance things... just make a mission where you give both side the same guns...
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Phantom Zombie Mission Packs
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
Updated to Version 1.2 . NS_DayZ requirement is removed from Lubby Escape. -
Namalsk Crisis Phantom Zombie Pack Version 1.2 with 3 Missions DOWNLOAD HERE ARMAHOLIC MIRROR Namalsk Crisis Phantom Zombie Pack contains missions that will require Namalsk, Namalsk Crisis, JWC Tactical Flashlights, and faster zombies addon. These missions will be made for any stock ARMA 2 islands (including Operation Arrowhead and any DLCs) and Namalsk Island. Changelog, Mission List, Required Addons Below: ---------- Post added at 02:32 PM ---------- Previous post was at 02:13 PM ---------- For anyone who wants to know the classnames of the faster zombies, it's quite simple. It's kind of the same as the Namalsk Crisis zombie but with the word fast in them. NS_fastzombie1 NS_fastzombie2 NS_fastzombie3
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Phantom Six's Editor Tutorial & Template
Phantom Six replied to Phantom Six's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I updated the templates' description.ext for the complex ones. For the params on view distance, I had 0-5 when it should've been 0-4. I also added a link to the FHQ Task Tracker PDF doc readme for more in depth explanation on how to create briefings with it since I only covered basics. -
Phantom Mission Pack ACE Updated to 1.7 Phantom Mission Pack A2F Updated to 1.51 Phantom Mission Pack CO Updated to 1.4 Phantom Mission Pack Custom & Custom ACE Updated to 1.44 - 3 new missions for CO Pack co06_wild_riders.Zargabad co10_truck_stop_road.Takistan co10_douchery.Takistan Steal the chopper on Namalsk now have a separate day and night version since there were some issues with Time of Day Parameters on dedicated servers Bad Place to Be on A2F Pack - Fixed H being visible (it's invisible now)
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Is this script basically like the first aid module from ARMA 2? Will fatal shots kill a person anyways instead of leaving them to be revivable and is there a bleedout time as well?
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Custom Mission Pack and Custom ACE Mission Pack updated to 1.43 NS_DayZ has been removed from Fight of the Mill and Fight of the Mill 2
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I'll take a look at it once I get the chance. I got my Namalsk from armarize so I just went with what I got it with. NS_FRACTION will be needed for NAC soldiers. I thought that came with the @NC folder. I do not see any of the NS_DayZ requirements while opening the pbos.
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A2F Mission Pack Updated to 1.5 - Added 2 new coop missions CO 03 A Bad Place to Be & CO 12 Black Ace Cycle ACE Mission Pack Updated to 1.6 - Added 2 new coop missions ACE CO 03 A Bad Place to Be & ACE CO 12 Black Ace Cycle Looks like I ran out of character space to add more text to the post #1 so I'll move the Custom mission packs to post #3. I probably might remove the readme attached to the thread in the future and just leave it just for viewing if you download the pack.
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Nice guide, this will give the newbies some help :P . Watching videos all the time for them could probably get tiresome and 300 pg guides covers way more than basics and for a first timer, basics is what they need first :D .
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If anyone knows Namalsk island by Sumrak, that have a nice module for the "furniture" stuff for the underground tunnel network. When you have the module enabled, it autofills the area with some crates and lab equipments and lights. If on default we have so many furnitures, I would fear lag, but having certain buildings enable sometimes, I think that can fix the issue. Well, if a module system, maybe its best to do it on the extremely large buildings with lots of interior space rather than every single one or the smaller not so used house.
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Emita City - Arma2CO Island
Phantom Six replied to bracer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just checked it again today without problems, sorry about that. That time I did remember launching a bunch of addons, I don't seem to recall which ones I had launched up which could have caused an issue so sorry about that, overall, I think its fine now. Great city map by the way. -
Custom Underwater Cave
Phantom Six replied to soolie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice find, are there any more rock formation classnames to be found? :D -
steam migration time? That seems to be a solution to some games going down. Supreme Commander eventually had some steam migration and Company of Heroes is moving over to that after THQ shutdown.
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Phantom Zombie Mission Packs
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
Heheh, nice. I thought people actually lost interest in this pack :P . Did the mission worked fine for you and everything on dedicated server and such on coop? Just wanted to know if there's also any bugs I might need to fix up. Give credits to Sumrak for the bloodsuckers. Those are his zombies and mutants :P reason why Namask Crisis and island got my favorite zombie addons and stuff because of those bloodsuckers :P . -
Anyone know how the new mission summary thing works?
Phantom Six replied to jacmac's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://phantommissionsite.weebly.com/descriptionext.html like this? I left out the graphics though but you can check this http://community.bistudio.com/wiki/Description.ext http://community.bistudio.com/wiki/Description.ext#loadScreen this should do for the graphics. -
Voice Activation for Arma 3 via VAC Builder Profile and other software...
Phantom Six replied to kwhy's topic in ARMA 3 - GENERAL
Anyone got a glovepie script for ARMA 3 or should the one for ARMA 2 work as well? -
Thinking about this gives me the jitters considering I'm a runner myself :/ . That must suck, running 26 miles and at the end of the race just to see a kaboom. You would already be fatigue from all that mileage run and then be shocked from the explosion. From what I hear, people who run marathon, they would be so tired it would be even hard to walk for a month. Add the explosion to that for some mental breakdown and shock as well, that'd be worse.
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A game on this engine ain't too great without the mods. Yeah, you can make missions, but then there's always ARMA which has more to offer.
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flashbang and obstacles
Phantom Six replied to super-truite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great, this will be nice for a SWAT style mission :P . You're going to release it when ready? -
Kiory's random hat madness!
Phantom Six replied to kiory's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You know... you can make missions have custom addon hats and weapons as optional through MP mission parameters so people don't HAVE to have it and can be enable if everyone got it... Anyways, nice hats Kiory, keep adding more to it :D . Hmm, a beret, sombrero, and asian rice farmer hat would be nice. -
flashbang and obstacles
Phantom Six replied to super-truite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I wonder, does the the flashbang affect AIs too? -
I would pay up to 30 dollars for full editing manual
Phantom Six replied to Ghostwolf's topic in ARMA 3 - GENERAL
Well, I made a little tutorial with a template incase anyone wants to check it out on my little free site. http://phantommissionsite.weebly.com/tutorials.html -
The Unsung Vietnam War Mod 2.5 Released
Phantom Six replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice work. I'll download it once the SixUpdater mirror is updated so I can grab it off of Armarize. -
I would pay up to 30 dollars for full editing manual
Phantom Six replied to Ghostwolf's topic in ARMA 3 - GENERAL
That's how we all start I assume :P . Took me a month to perfect a mission while adding a WHOLE lot of stuff. It didn't wanted to make some simple stuff, just some more complex stuff. What I did back then would probably take about 2-3 days now depending on how much time I invested. Mainly the JIP problems and helo not taking off right issues from back then xD . Helo extractions, humvee insertions, custom music.... I just wanted all that extra stuff but it was how I learned :P