oktyabr
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PG Services - Private Military Company
oktyabr replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the reply pomigit and all your hard work on this. I'm one step closer to having a way to build my "Strike Back" (search youtube if you don't know the show) style small team, CQB infiltrate (usually as civilians) and escape type missions. PMCs are a real part of current day conflict and it's good to see someone trying to bring them to ARMA3! :) -
FHQ M4 for Arma 3 (Prerelease)
oktyabr replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No fire sounds on the silenced M4. Tried reinstalling both Accessories and M4, from fresh sources. Same problem. Running latest Dev build of Arma3, no other mods. Posting just so the modmaker has one more data point to think about. Will report back if/when I find the solution. Thanks for this mod! One of my all time favorite weapons in any FPS. -
PG Services - Private Military Company
oktyabr replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Trying it under the Dev branch: Placing PG units under single player I notice that they all share the same uniform. For example if I place three "bodyguard" units they all have the same red, plaid shirt for example. In this same example they all immediately complain about not having any ammo. Later I tried the mission, with no other addons besides this one. The MX's that you can pick up have no ammo in them. I had to steal a magazine out of the backpack of one of the other guys. I'm not a scripter by any means. Is there something special I have to do to get these two things resolved? If no ammo crate will be available any time soon could someone please post a script to do such a thing? Many thanks in advance! -
Play withSIX - Launcher, Downloader, ServerBrowser - FULL ARMA3 Alpha Support +more!
oktyabr replied to sickboy's topic in ARMA 3 - GENERAL
NICE work with the latest version (1.6+)! A3 AiA support works MUCH better now, even with *locally* installed mods! Thankyou!!!!!! -
Articulate: Squad Voice Command Utility for Arma 3
oktyabr replied to Mpstark's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Yes, of course. What I now realize I was doing was simply selecting "all" (by voice) while zoomed in on an area. The default context selection is "Move There", which I activated with a press of the space bar. Doesn't work with color teams though. I have big dreams of one day playing Arma with Oculus Rift or similar. Anything that simplifies having to actually "look" at the keyboard is a bonus! Never mind. Don't let me bother you with silly stuff like that. :) I look forward to any future improvements you may make. -
Articulate: Squad Voice Command Utility for Arma 3
oktyabr replied to Mpstark's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Excellent case for more alias' to the actual commands too. I know I had it working once or twice so I must have stumbled across "form up" but isn't "regroup" what it actually says on the menu? I also have problems with getting a unit/team to move where I want them to. I've tried saying it fast, slow, with pause, without pause, I get it to work maybe 10% of the time. Great work so far! I'm a touch typist but struggle with the number row for some reason. Your application should make handling AI MUCH more fluid, much easier. And how about a time limit to complete too? I know that if I mess up a command sequence I am left with a menu open (often not even the correct one) and have to start over by first finding the Backspace key or by deselecting units/team(s) by repeating "All", which just seems sort of artificial. Even a spoken command for "Backspace", perhaps "Cancel" and/or "Belay that order" or similar might be handy to have... or a rather short time out period, where if the command isn't completed it automatically (switchable in options?) cancels their attention out... since it won't let you just say "form up" after several seconds wait. Hoping you work on macros too. Then it will get really exciting! -
Articulate: Squad Voice Command Utility for Arma 3
oktyabr replied to Mpstark's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Very, very good for an early release. I run a rather eclectic sound setup and had my doubts whether or not it would really "just work"... and it really just does! Have only tinkered with the latest release (v0.1.0.3?) and while not perfect, it's certainly usable. Assigning AI to teams, etc. seems to work well. Some commands like "fall in", "regroup", and all variations of *sometimes* work and other times stop at the menu without actually making the selection. At first guess it seems that it has something to do with how fast the words are articulated. As advertised, it DOES work without pauses (the majority of the time) but it seems as if I do intentionally pause for even a second longer than usual it misses whatever comes after the pause. Example: "red team halt" vs. "red team" + 1 second pause + "halt". Regardless, call me "subscribed" ;) -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
oktyabr replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks again for your hard work on this. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
oktyabr replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1.5.2.690 is what it says in the "About" section. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
oktyabr replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No joy :( I found by adding my OA directory to Six's sources I could then add to my allinarma "collection" but rather than using my local files Six insisted on downloading new copies... which works fine, IF the mod (island) you want to use is IN the Six repository. There must be a way (an easy enough way to add it to the FAQ?) to get Six > AiA to utilize my local files? -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
oktyabr replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm pretty good at figuring this stuff out myself so I really posted for a few reasons in particular: 1) Does this mean you cannot load user made islands directly from Six and/or AiA? Do you mean a startup entry? Where do the islands have to be moved (or do they?) 2) This seems to be a potential FAQ item. Am I the only one that didn't just buy Arma3, download Six, install AiA and didn't instantly get how to make this work? The manual install of AiA has tutorials how to do it... in multiple languages even. And yet there is zero mention of what needs to be done (for a new player) to clear a hurdle like this. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
oktyabr replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haven't read all 130+ pages of this thread (yet) but: Using latest play with Six. Have A2 and OA installed. Installed and running AiA via Six. Official islands (Cherno, etc.) show up in the editor but the user made islands do not. Might be a brilliant addition to the FAQ to have instructions of how/where to fix this? Thanks in advance! -
Arma II and Operation Arrowhead Islands successfully imported
oktyabr replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sakura Chan, I wasn't sure if this "mod" was a generic wrapper of sorts that would work with *any* A2 island or if each island required custom adjustments? If it's the latter and you would be interested in having yet another island to tinker with I'd love to know what my Isla Del Fuego might look like with the A3 engine? As the last page of comments has made reference to permissions you have my permission if you want :) http://forums.bistudio.com/showthread.php?116599-Isla-Del-Fuego -
Thanks for your work on this! It's very good fun (with teams that have a clue) and is reminiscent of VIP mode in America's Army and even the original Counter Strike! Probably one of my all time favorite TvT modes. A couple of suggestions I could throw out there... not sure how well they will work but... 1) Increase the capture time needed for the VIP a good deal. Decrease (or make the timer count faster?) based on how many BluFor are within the area. If the VIP has the full support of his team the capture time could be relatively quick, like it is now. If they are all scattered over the map (or the VIP is lone-wolfing it) it takes much longer. This helps balance the ruse of splitting up the BluFor convoys into multiple groups by making it more difficult to capture... might increase the chances of some good gun battles too. 2) I would like to see anything possible be done to make this mission (and other TvT missions as well) easier for the new player to participate in, especially on public servers. One of the big things that stands out is no one is sure where the VIP wants to go. It would be nice if the destination selection could be "hinted" for the VIP or somehow made easier and then the rest of the BluFor get a confirmation message that is hard to miss... For example: IF the VIP hesitates to select the next destination (set current task), give the VIP a black screen with the message "Select the next destination to visit to continue..." etc. and once this has been done flash a clear message on the other BluFor screens like "Your task: Escort the VIP to (next destination) and protect him at all costs!" 3) On tasks like "show face to public" perhaps make the objective more interactive... like the VIP can decrease the completion time by actually interacting with the public. Same with for example Camp Rogain. Have the VIP move through a few checkpoints to simulate them actually "inspecting" something. This also prevents the VIP from just hunkering down in a corner somewhere and waiting for the timer to count out... although that could (should?) still be possible. Just make the capture *easier* (shorter time), if the VIP is actually moving around doing something. As a bonus this is also extra incentive for the security force to really think about where they need to fortify and keep overwatch and might encourage suggestion #1 to be done more too. 4) Visit the General (inspired me to write suggestion #3!). Is it possible to accidentally run over the general? Or shoot him? Is there a way to automatically put all of Blufor on sidechat so they can communicate? Again, another one to make it easier to get into the game for the noobs. I too am curious how the game would play out if there were a VIP marker on the map *when the VIP leaves a vehicle*, for the reasons already mentioned. Great mission! Keep up the good work!
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Long title, I know. This is what I envision: Small team acting as tier one operators tasked with gathering intel from civilians. I can't have them running around the city dressed in BDUs so I wonder if I can have the players play as civilians, as if undercover? Event: Military coup takes over local government. How to script this sort of violence realistically? Like soldiers moving into town and shooting *some* of the civilians? Task: Join gorilla insurgency as an adviser. How to script military to then only fire on civilians carrying weapons, i.e. the insurgents? If the players carry weapons on a short mission and then proceed the next day *unarmed* will they still be recognized as hostiles? Task: Free gorilla leader and other VIP(s), exfil VIPs using civilian vehicles, etc. How to script military action to prevent escape? Problems with this concept? Suggestions? Thanks in advance.
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Making Civilians hostile UNDER CERTAIN SITUATIONS.....
oktyabr replied to dannyd488's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice find! Is there a way to make this work with the ambient civilian module? I want to populate a town, have OPFOR roll in and take over the town by force shooting *some* of the civilians. The rest of the civilians are spared as prisoners of the occupation, so to speak. -
n00b wants to know how to script SP/COOP civilian infiltration and insurrection
oktyabr replied to oktyabr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know how to ask to be "spoon fed" and that's not what I'm after at all. I am purposely being vague because I realize there may be MANY different ways to do a thing and I am more interested in what experienced mission makers might suggest as *their* solution. If nothing else I hope this thread to be a form of documentation of how I solve the problems myself, if no one has anything useful to contribute. After all, the forum search would be useless if no one ever posted problems and solutions. But obviously I haven't made it clear enough so one little thing at a time, I suppose. ALICE spawns civilians, populating towns for you, *within your proximity*. This is useful for a few reasons, first it doesn't require elaborate scripts (it's a module included with the editor), second because they act semi-intelligently according to how "threatened" they feel, etc. Plop it on an appropriate designed map and your town has civilians walking around in it. That simple. This is not the problem. OPFOR come into town. By default they will not fire on civilians. You can manually script civilians as independents and align them against OPFOR but then they are automatically at war, 100%. I only want to simulate a hostile force coming into a town and occupying it by force, meaning that a certain percentage of the civilians should be shot. "How to get AI to shoot civilians" has been discussed many times... (SEE, I DO use google and forum search!) So it seems that ONE WAY of doing this is to use the ambient civ module to populate a town AND manually place groups of "independents" that the OPFOR should shoot on sight. This problem will probably work itself out as I have described, unless someone suggests something that might work better. Problem: Resistance fighters have a few tasks for the players. Some involve weapons and some do not. I *know* how to equip players and make them drop their weapons. What I don't know is how to script it so they, the players and the AI resistance (side: Independent) are only fired on by the OPFOR *when weapons are visible*. In other words I want the OPFOR to shoot if they see someone, including the players, carrying an AK, RPG, etc. Ideally I would like to allow the players to carry pistols safely (concealed) but I doubt this is easy to accomplish. Would the best way be to check for weapons excluding pistols and setside to neutral if none are present or is there a better way? ---------- Post added at 05:26 PM ---------- Previous post was at 05:25 PM ---------- Nice mod and it might come in useful but it doesn't answer how to get OPFOR to hold fire in specific situations. Thanks though! -
n00b wants to know how to script SP/COOP civilian infiltration and insurrection
oktyabr replied to oktyabr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply! Yes, I know how to use the search function ;) I read page after page relating to "infiltrate as civilian" hoping to find someone else who had already blazed a path this direction. Let's try this one... players are infil as civs when coup event happens. There is now a military force in a town where there was not previously. I'm basically looking for an elegant way to script what would equate to human rights violations for the players to witness... troops occupying a town (waypoints -> guard), the shooting of say 30% of the civilians (ALICE or is something more complicated required to pull this off?) and then once the impression of dominance is given (30% dead or wounded) they STOP the shooting and just patrol the city, only shooting armed civilians. Task unarmed (so they are not shot on the street); task *with* weapons (risk of being shot); drop all weapons when mission complete... IF they have already engaged the opfor in previous mission what flag needs to be reset so they are treated as neutral the following day, when they are once again unarmed? ---------- Post added at 11:24 AM ---------- Previous post was at 09:48 AM ---------- OK, talking to my son, who has more experience with this stuff than I do, he says there is no way to use ALICE to play civilians in a town and then get AI troops to shoot some of them. I can't believe there isn't a work around for this... ---------- Post added at 12:15 PM ---------- Previous post was at 11:24 AM ---------- So far it sounds like the best "work around" is to manually place civilian AI as Independents around the city and use ALICE to fill the gaps with true civilians. Set the opfor so they kill the independents, spawn more later as the rebel fighters that the players need to work with. -
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
oktyabr replied to Craig_VG's topic in ARMA 2 & OA - USER MISSIONS
That is most excellent to hear! Popularity can only grow as those that were drawn to this engine by DayZ (over 150,000 new players in the last six weeks) discover that it isn't the only "zombie" mod in town. I'm a moderator on the DayZ forums and I found your mod while looking for an alternative to recommend to those that were looking for something different, primarily those that want to host a small server for their friends, use custom islands (that's me too), play more PVE instead of PVP, etc. There IS a demand for such an alternative and I'd be happy to do what I can to channel some of that demand your way... I just wanted to make sure I wasn't pointing people at a dead end... a mod that wasn't being developed any more. If you could use some help I'm sure there are many, myself included, that would be happy to pitch in any way they can? -
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
oktyabr replied to Craig_VG's topic in ARMA 2 & OA - USER MISSIONS
I hope you decide to keep up the work on this! DayZ is good and certainly popular but being able to easily add zombies to *any* map, with MP capabilities and dedicated servers is nothing to sneeze at. I also like the way your zombies spawn in the wilderness too, something that is missing from DayZ. Only wish there was an easy way to get weapons to spawn inside buildings in your mission... maybe someway to incorporate that new survival mod too. -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The official website and forum has always been a bit sketchy, probably due to so many connections. Now I'm getting a prompt for a login in and password and the ones I have for the forums aren't working. Maybe it's down for maintenance? http://www.dayzmod.com -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think there was a 200 player server up once. 50 is no limit carved in stone. -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
True story. I had some strange error message the other day. Verified the cache for both A2 and A2:OA and it came up with 125 files between the two that were corrupted and needed to be re-installed. -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice replies, Yokhanan! A couple other points: The space bar thing is really only useful if players are using the default binds. Many of us have the space bar bound to something else! As I have been binding the space bar to "jump" for many years, in games that have it, it was only natural for me to bind it to "Step Over" in the Arma series. Took me awhile to figure out that it wasn't Step Over that was broken, it was the space bar itself! Now one of my most used keys (across all games) is useless. I'd love to see dynamic weather and the occasional fog in this mod. I'm probably sounding like a broken record on this one but fog to zombies is like milk to cookies or frosting to cake, IMHO. Rain and the occasional lightning would make night time that much more creepy, the occasional rain shower in daytime would just make the mod that much more realistic feeling and thus immersive. Could even be used as a fire-building flag. Smoothing out distribution: The occasional zombie spawning in the wilderness would be great! More animals to hunt and eat would be good too. Maybe spawn more gear in the wilderness areas as well. "Hunting knife" is not common enough, a good knife should be present in most houses (or equipped from the start). Matches too, the same, not enough. In the real world finding a way to start a fire is pretty easy to do around any sort of civilized area. That combined with the fact that we are carrying road flares, from the start, should make fire building much easier. Would love to see some sort of melee attack in this mod, especially since ammo can be so precious. Many, many videos of people out of ammo, just running around hoping the zombies get tired (which they don't). Run or die, not even a way to knock one back while you reload. I know melee stuff is near impossible with this engine but staying with the classic zombie mindset, being able to use a melee weapon (baseball bat, crowbar, knife, empty weapon, what ever) is sorely missing. Very difficult to pull off, also very high on my personal wish list. Might be nice to be able to forage for edibles in the wilderness (and gardens) too. Wild roots and berries, garden grown pumpkins, etc. Should be possible to "live off the land", only going to a town for weapons, ammo, and other man made goods. Balance this with a few "free roaming" zombies in the woods, and PvP encounters, and it might feel like a much more open game world. How about "fishing"? A way to block/lock/jam a door, at least not with only minimal effort, so no one can enter it would be nice. Zombies or other players having to hit a door secured in this way several times before opening it would make fortification more doable. Of course that means that the zombies must first be fixed so they aren't just passing through doors, walls and fences anyway. I agree with the suggestion that this mod, or a very close relative of it, would be awesome to see in Arma3 and would very likely boost sales ;) Hopefully with more "real" buildings, etc., or even a custom island with more "real" buildings would be nice. Perhaps a "group" option could be available in the future? Find your friends the old fashioned way and/or team up with someone and then have the option of adding them to your group... or joining theirs. You could have a limit on how many people in a group to keep down large armies from forming but basically I think of this in the re-joining sense... Leave a server, while alive, you currently get to rejoin at the same location you left from. Suppose a "group" option would check to see if anyone in your group is alive on the server and if so, you can rejoin near them instead. If you die you are automatically removed from any group roster and must find them again the hard way ;) None of your group online, maybe you get to spawn where the last LIVE member of your group left from, helping to maintain flow and dynamics of the group. And just throwing this out there but a dog (rare) might be cool too. Still loving it! -
DayZ Zombie RPG (Unofficial Mod) Alpha
oktyabr replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I agree with the spawn but really haven't seen it as too much of a problem. You learn to go prone as soon as you spawn anyway. But if something like this were done it might be nice to have some of the zombies spawn in the wilderness areas too. Not a huge amount, but one or two would raise the odds again of crossing the map successfully. As it stands now you are pretty much safe in the wilderness, unless you run into bandits.