dmos
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Posts posted by dmos
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"KEY"= YOUR_CD_KEY_CONVERTED_TO_HEXADECIMAL_FORMAT as a DWORD HEX value.Wrong :/ cd-key is encrypted. Text to hex conversion won't work. Seems like only the installation process can produce a valid "KEY" value. Manual entry won't work.
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Also it's pretty weird that a cd-key which is 24 characters gets downsized to 15 hex pairs, whereas I'd imagine it would be a pair per character. Does that indicate that cd-key is not in ascii? Maybe it's encrypted, which would be weird. Or not the whole of the cd-key is used. Does anyone have any insight on this?
---------- Post added at 04:36 PM ---------- Previous post was at 04:32 PM ----------
You can't get any more official version than sprocket versionThat's comforting, but still. Due to my bandwidth situation it will take quite some time until I've downloaded installation and patches.
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I've just bought Combined Ops from Sprocket. But downloading is slow and since the sprocket version might have problems with patching and such I've copied my friend's installation with all the registry keys and everything.
The problem is that I can't figure out how to replace my friend's cd-key with mine. After this thread, I should convert my cd-key to hex as a dword hex value (???):
"KEY"= YOUR_CD_KEY_CONVERTED_TO_HEXADECIMAL_FORMAT as a DWORD HEX value"KEY"=hex:00,00,00,00,00,00,00,00,00,00,00,00,00,0 0,00
So I've tried like a dozen ASCII to HEX converters but all of them give me 24 hex pairs, whereas the cd-key should be 15 hex pairs (my friends cd-key is written that way and the already mentioned post seems to imply that too.
So how does ARMA2 encode the cd-key? I'm not getting something. Some help Would be really appreciated.
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thanks! I've just purchased through Sprocket and downloading now
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Great news. Could you expand on the extra "fiddle" in merging A2 and OA? I'll try searching the forums.
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Sprocket (all revenue to the devs)All revenue to the devs? I didn't know that about Sprocket, that's great. thanks for the info. Does Sprocket give the same problems as Steam? Could you tell me a bit more about those problems?
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I intend to buy a digital copy of Combined Ops. Through Steam probably. I'm buying it just to play online, and I was wondering if the steam version poses problems with Six Updater or mods or something like that? I've heard that steam versions and dvd copies don't always act the same. In short is it a good idea to buy from steam?
Cheers :)
I'll meet you ingame soon
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Sorry for the inactivity on my part. I read through your ideas and really liked most of them :) To be honest I'm starting to loose interest in single player. At the end of the day it just doesn't cut it. And unfortunately with my copy it's the only option. That's due to my financial standing.
I do have plans on continuing this little project, but in about a week I'm leaving for the summer so things might come to a halt.
If anyone would like to continue this project, you have my blessing. Yes, Jedra, I'm looking at you :) Give me a shout when you have a release and I'll add a redirection to your thread. or maybe it's possible for us to co-author this thread? Anyway good luck with that.
If I don't have time to check up before I leave, which isn't very likely but still, – I wish you all the best.
Btw: jedra, I made a quick and simple cargo drop script that I posted in these forums not long ago. I didn't have time to implement it, but here it is, maybe you'll have use of it.
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As long as you can reference the plane right, it doesn't matter how you got it :) by the way if youre talking about spawnVehicle function, keep in mind it outputs an array – not a vehicle name (i think vehicle name is the first element of the array though). Look it up on biki
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managed to break my installation. might take some time to work out
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Great updates and thanks for adding support of RH-416, M4/M16 and PDW and ACE.Could you possibly add RH-MK18, RH-M14, RH-MGS, RH-SMG and RH-Pistol pack support :)
Also would it be possible to add a option to be a lone-wolf if say, a player is not in the mood to give commands/orders to the AI?
Thanks
Thanks for suggesting those weapon packs. I'll most likely include them soon :)
And I really want to add the option to play as a lone wolf or just a team of 2, but I can't think of a way to provide configuration for the mission, because I don't want to use dialogs like for example thomsonb did. I'll probably soon provide a settings file together with the unpacked mission, but then you have to play through the mission editor or at least use it to "Export to Single-Player Missions" after setting changes. Any suggestions anyone?
---------- Post added at 05:55 PM ---------- Previous post was at 05:38 PM ----------
I was able to play for about an hour last night before the CTD occurred. :(I've uploaded two 7zip to my MediaFire account, should anyone be brave enough to take on looking through them to see what triggered it.
The first link has ALL of the Saves from the ArmA 2 Other Profiles directory. It weighs in at 15 MB.
http://www.mediafire.com/?lvawgw2fj6gaz4y
The second link has only the LAST save, #6 from the ArmA 2 Other Profiles directory. It weighs in at 2.5 MB. I don't know if there would be any value in supplying the other saves or not, so I made these two reports just in case one wanted to save on the file size.
I'm also supplying the download link to the PlannedAssault CTD report, just in case it might help in identifying what's causing the problem. Perhaps they're related?
http://www.mediafire.com/file/mmg3zqvcf4dmtrc/mission_3_prong_US__UK_v_Rus_1.zip
If I remember correctly, my last save was made after I exited the red car. I'm pretty sure that I accessed the building nearest to the car, and climbed its roof to start engaging the OPFOR. I was up there for but a short time, 30 sec. to a minute at most, before the CTD happened. I'm guessing that there has to be an issue with a particular unit that I didn't encounter till I reached that area, for me to play for as long as I did just to get a CTD event there...
Also, I have never modified a single config file for any of the mods that I've installed. They are all still at their default settings.
I'm bummed that the CTD happened, but up till then I was having a very enjoyable time. Thanks for making that possible.
A few observations:
Why do some corpses disappear, while others don't? It seemed like there was 50/50 chance of the corpses disappearing into the surface. I only attempted to scavenge a handful of corpses, and out of those attempts, two of them had the bodies disappear far too rapidly (seemingly within a couple of minutes of their deaths). I'd up the corpse-removal time to 7 minutes at the minimum, just in case the player's forces are pinned down in a long drawn out firefight, yet need ammo pretty quickly as soon as the sortie's over or an opportunity presents itself during the battle.
When one respawns in the Chinook, is it with one's original team, in the same state that they were in when the player was last alive? I noticed that each time I respawned, that some of the teammates that I had were already injured, and it seemed that the injured units were in the same slots as the original members were. Also, it seemed like if a teammate was dead before I respawned, that I respawned with one less "new" unit. Are my observations correct on this, or...?
The one surviving teammate that I had for the past couple of saves (the one armed with the SAW) was not responsive to my commands to rejoin the formation, even when I made sure that he had a clear line of sight to me. He was injured, yet standing. Normally, if a unit can't comply with a movement/formation command, they give an audio cue that they're unable to follow the order. If his legs were too badly injured to move, he never gave me an audio cue to inform me of it.
I finally found my first ammo crate that wasn't near a radar installation! Yay! I'm so proud of myself!

Before I go, take a look at these SWEET Halo units! The green ones taste like limes. The red ones taste like cheeries. The blue ones like blueberries. The gray ones like the crud that gets stuck underneath one's big toenails (don't ask how I know this). And the invisible ones taste like invisible (no flavor). http://www.armedassault.info/index.php?cat=news&id=5195&game=1
Kyle,
what's a CTD? as I understand your game crashed right? you might have a conflict between your mods. Sorry I don't have a lot of experience with this. It's think it's unlikely that it has been caused by the mission. Are you sure you have your mods in the right order, etc? Good luck with that. My game was randomly planting because of sound mods, dunno why :/ but I just disabled them. Try leaving just the essential mods.
The respawn, works sort of like this: you "reincarnate" into a guy sitting in the heli and teammates get teleported in it too, unless they're dead. It's the same teammates. Now that you mentioned it I think I should make it so that injured teammates would be healed. There's an annoying little bug where if you die and some of your teammates are in any kind of vehicles, they don't get teleported into the chinook. It's probably not hard to fix it, but it doesn't bother me that much.
Now the other problems you've mentioned are related to the UPS script. It manages the AI and corpse removal. The problem where AI becomes unresponsive is oh so annoying. It concerns units that you have accepted into the fireteam. And corpse removal should happen after 10 min or so, but I once noticed that a dead body disappeared way too soon so I guess I'll have to look into that. I might also see about replacing UPS with UPSMON.
Thanks for the feedback :) btw im probably gonna put this in the mission. coming up - air drops ;)
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This might be relevant. I did this for my sandbox. You use a weapon as input and it extracts a magazine for each muzzle. Inherited muzzles as well.
_weapon = _this select 0; _magazines = []; _muzzles = getArray(configfile >> "cfgWeapons" >> _weapon >> "muzzles"); if ("this" in _muzzles) then { _muzzles = _muzzles - ["this"]; _magazines = _magazines + [(getArray(configfile >> "cfgWeapons" >> _weapon >> "magazines")) select 0]; }; { _m = [(getArray(configfile >> "cfgWeapons" >> _weapon >> _x >> "magazines")) select 0]; _magazines = _magazines - _m; _magazines = _magazines + _m; }forEach _muzzles; _magazinesHope this helps :)
Cheers
-dmos
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By the way always making the player the leader is a good idea - I hate it when I am not the leader and the AI leader decides that it would be a good idea for a full frontal assault on the Takistani army World War One style!!Haha amen :D
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Nice - I see you got the config stuff working!!I think your team switching may be broken. You can switch once and you still get to be leader, but if you switch again you don't - unless you actually pick the person who is now leader. Also this means that you transfer of 'addaction' is also not working.
It seems that the onTeamSwitch trigger only ever fires once (the first time you switch teams). Also it's not this mission - I tried to get it to work in a simple editor mission and I could not. So, because I am butchering all your hard work (!) I had to find another solution...
At the end of the init.sqf I put in a while loop to try and catch when the leader changed...
[] spawn { while {true} do { Waituntil {leader (group player) != player}; waituntil {alive player}; nul = [leader (group player), player] execVM "teamSwitch.sqf"; (group player) selectLeader player; }; };This calls teamswitch.sqf when the leader changes and does the addaction transfer from the old leader to the new leader (the player).
Maybe its because I run ACE - but I doubt it. Probably just another little BI bug!
That's strange, it should work just fine. I made it so that the person you teamswitch to would always be the leader; it's a feature not a mistake just to be clear :).
ACE shouldn't have anything to do with it, I use ACE all the time.
What's your OA version? Do you think something in your installation might be outdated?
Last time it worked fine for me, but I'm gonna go check again. If it doesn't work I'll report back, otherwise it might be your game :/
---------- Post added at 06:41 AM ---------- Previous post was at 06:35 AM ----------
I'll consider installing ACE, maybe this weekend. I've had it downloaded since a month ago, but can't bring myself, for some reason, to install such a behemoth mod. But I've got to have some fun now, so ACE is going to have to wait.
I'm happy you got all that work done. Recommend you use ACE, ACEX and ACEX-RU. It will improve your gameplay considerably! It will give you a lot of improvements out of the box, and if you use it with my sandbox it's gonna unlock some (soon more) features as well. Also you don't have configure ACE just make sure you have the right one and that's it, so don't worry about it taking up your time.
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oh crap you're right, i didn't put in an explanation :) I'm updating the first post now
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UPDATE 6 OUT! Download from first post or here.
Many new things. Updated first post info so check that (features and changelog). Things that will be implemented very soon: air dropped supplies and probably Special Forces units posing as elite groups.
Kyle, I added support for RH weapon mods as requested - thanks for the idea! Also I highly recommend playing with ACE-X_RU, because then, along side Takistani Army and Militia you'll have Russian Desert infantry (in seperate groups). Weapon caches' content has changed ALOT. Especially if you're using ACE and/or RH mods. Also if you're using any of the RH mods, you will only get those as your starting weapons ;)
BTW, following the Jedra's suggestion I improved some mechanisms, now the mission should run faster on your cpus.
Cheers
-dmos
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Worked out an air drop script for equipment and vehicles and how to check for specific custom content. Now in progress of revamping the mission to automatically include some of the following mods if you're using them (if not you will still be able to play out of the box): RH weapon mods (Kyle's suggestion, thanks again), ACE, new infantry like Russian Desert units (that probably doesnt make much sense but still they sound like an attractive addition), and more. Working on
Also infantry groups won't be mixed anymore – all will be from the same faction. Factions: BAF, FR, DE, PMC (not sure PMC is a good idea), Taki Militia (hostile to blufor), Taki Army, already mentioned RU army. Special Forces will also spawn in separate groups, forming elite squads. SF groups will be relatively rare and they will generally paradrop in.
Brace yourselves, next update will be a big one.
Waiting for suggestion concerning custom weapons, units and maybe vehicles.
Cheers
-dmos
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Thanks alot guys. Jedra, I'm looking forward to your mod, good luck with that!
I worked out how I'm gonna do my checks, your examples were very helpful btw:
That's to check if the RH's HK416 mod is installed:
RH_HK416 = isClass (configFile >> "CfgWeapons" >> "RH_hk416");
RH_hk416 is the parent class for the rest of the classes added by the mod. Maybe there's a better way to find the parent class but I found it using inheritsFrom. Then just use RH_HK416 as conditional:
if (RH_hk416) then {}; -
Spent a good part of my evening on this. Didn't find any cargo drop scripts that are to the point so made this.
_carrier = _this select 0; // Probably the plane making the drop off _dropItem = _this select 1; // Item you want to drop _velFactor = 0.75; // The item being dropped will have a portion of the carrier's speed (but just for a bit; it won't continue flying or anything) _carrierPos = getPos _carrier; _dropPoint = +_carrierPos; _dropPoint set [2, (_dropPoint select 2) - 0.5]; _dropVel = velocity _carrier; _dropVel = [(_dropVel select 0) * _velFactor, (_dropVel select 1) * _velFactor, -10]; sleep 0.15; _parachute = "ParachuteMediumWest" createvehicle _dropPoint; _dropItem setDir getDir _carrier; _dropItem setPos _dropPoint; _dropItem attachTo [_parachute, [0,0,0]]; _parachute setpos _dropPoint; _parachute setVelocity _dropVel; _parachute setDir (getDir _carrier) + 180; sleep 2; // all this mascarade below because if left just like this objects like ammo boxes get burried or something waitUntil {sleep 0.4; ((getPos _dropItem) select 2) < 0.5}; _dropItemPos = getPos _dropItem; _dropItemPos set [2,0]; _dropItem setPos _dropItemPos; detach _dropItem;put this in your mission directory (ex C:\Users\[-username-]\Documents\ArmA 2\missions\[-your mission-].Zargabad\). Name it something smart, give it an .sqf extension (ex: cargoDrop.sqf). You execute the script as follows:
_thisIsAScriptHandle = [name_of_your_plane_or_heli, name_of_item_to_drop] execVm "cargoScript.sqf"
Of course both – the carrier and the cargo – have to exist somewhere on the map when you run the script. TIP: you can put all that execVM stuff above into a waypoint's OnAct field.
Hope this helps anyone, check out my sandbox where I'll use this
Cheers
-dmos
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I started a topic in the editing section to get an insight on how to have a script use custom content automatically. I'd appreciate some help, thanks
-dmos
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How to get a script to dig through the installed mods and extract custom units and weapons? Or check whether specific custom content is installed?
I'm looking to make my sandbox (Deep Sand) more dynamic and involve custom content, but at the same time be compatible with vanilla.
Thanks
-dmos
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dmos,You're welcome for the ideas! Hey, it can only be to my benefit to throw as much crap as I can at you, and hope that all of it sticks! I just hope for your sake that you're wearing goggles and air tight nose-plugs! :D
Y'know, you're a sneaky one, because I suspected that you were deliberately "short changing" the player on the equipment to force us to think more tactically with our AI buddies. The first thing I do after I make my first kill is scavenge for frag grenades, and due to the circumstances, I just can't go charging in... So, it's slow 'n' go with my comrades, which is really aggravating (in a good way, sort of) because I feel quite limited and "naked" without frags, so I badly want the frags that are waiting and tempting me, but if I just barrel in to go get them, odds are pretty high I'll be dead in a heartbeat. So the whole "temptation" aspect of every first kill, after every respawn is sort of fun, but nerve wracking the whole time.
I hope that you don't mind if I make another push at my initial suggestion of giving the player a reward for first-aiding a friendly, and here's why... I'm a teacher, and as every professor of eduction ever taught me, and as every hard-earned experience has ever demonstrated to me, the worst way to motivate a person is to threaten or punish them, which, in technical jargon, is referred to as a "reactionary response." What works farbetter is to motivate a person with rewards that are earned, which in technical jargon, is referred to as being "proactive." If your desire is to direct the player to operate in a certain fashion, then the odds are much higher that you'll get that response out of them if it's setup in a proactive, rather than in a reactive fashion. Again, I'm not simply quoting this stuff out of a high-minded textbook, but I've made a ton of mistakes in my early years of teaching due to being overly reactive, and I learned the hard way that being proactive pays off BIG time, with a dramatic reduction in stress, which, in turn, further motivates the student/player to keep participating in future interactions. Now when I say a "reduction in stress," that doesn't mean that there's going to be any reduction in combat-induced stress (which we don't want to lose), but rather the kind of stress that takes the player out of the game, because they dislike/hate a design element. And if a player is becoming aware of a design element, then they're losing immersion, which is always a bad thing. So, be as positive and proactive as possible while avoiding the negative and reactionary as much as possible.
And reactionary responses have a bad habit of doubling up very quickly. What I mean by that is that the loss of a teammate is already a profound and inescapable negative. Nothing can reverse it, so, to then whack the player's account of something that's been achieved? That seems really harsh to me. The point of giving the $7 is that it strongly TEMPTS the player to rush out and go aide that guy, perhaps even when he shouldn't. Here, the proactive method actually heightens the combat stress, but in a good (meaning "immersive") way. I feel that too often, friendly AI aren't valued as deeply as they should be. But in this case, a proactive design approach ADDS value to them in a positive fashion. This also doesn't make the player notice the design element if an AI buddy gets immediately killed, without there ever having been an opportunity to save him. But the player WILL be looking for every opportunity possible to save that wounded comrade, whenever the situation allows.
I'd like to also suggest that if civilians are included, that if one has been wounded by an OPFOR, that saving one of their lives reduces the size of the next spawned group of enemies by two. If they were wounded by BLUFOR rounds, then saving their lives will "just" prevent the next group of enemy respawns to have any extra units in their ranks. Again, simulating how one's interactions with the local populace will definitely impact on the field of combat.
In terms of potential rewards that a player could earn, I'd like to suggest that a number of them revolve around the all too humble IR strobe. After so many dollars, the player will gain a radio option, where he can call in for a certain type of support that will be directed to wherever the IR strobe is placed/thrown. After the call is made, the player will have 15 seconds to throw/place the strobe, or otherwise the support request is automatically called off (I would make the reward be RESET, and not lost). I'd make the vehicle response time fairly quick. Not as ridiculously quick as in CoD:MW, but perhaps there would be a 15-30 second delay before the craft would be within operable range. A request could be for an Apache, A-10, or F-15 E for CAS (perhaps the type of the CAS is earnable?), or an earth shaking mortar/artillery strike, or a couple of Littlebirds drop off some SF into the area who then proceed to the strobe, and then afterward do a patrol around it till they're eliminated, or an emergency evac via a Black Hawk to a base that will allow the player get rekitted, and then select an MRAP MaxxPro, or a Stryker, or a Bradley to drive them back into battle with? The possible rewards just centered on the usage of the strobe are pretty much endless. What I like about using the probe is that it ties the player to the area, so tactical thinking will still be paramount.
And, "Wow!" I had no idea that there were more equipment caches than the ones by the radar towers! I'm going to have to keep my eyes even more open than they are. I must've overlooked a score of them already!
I'm happy that you liked most of my suggestions. But you're the designer behind this VERY worthy endeavor, so of course it's up to you to prioritize what can/can't be done, and what order any new elements should be sequenced.
That said...
In regards to checkpoints, I accidentally badly misspoke. What I intended to say were armed sandbag fortifications, with M2s/PKs present, maybe MK19s, that sort of thing. Of course these sites would be a "natural" location for equipment caches.
In terms of potential other small arms systems to make available to the player, then I'm mostly talking about RH's fantastic work, particularly his M14s and HK416s. I'd also badly like to see some tricked out AKs available as well, since it's not too hard to find photos of troops, particularly SF, who use them in the field. The advantage of doing this is obvious, as one's guaranteed of never running out of ammo, since it would be scavenged from the fallen OPFOR. I haven't installed an AK mods yet to see/test which ones are the best, so I can't give any recommendations for those yet. But as to RH's M14s and HK416s, I have their class names below for you:
In general, I'd lean more to the SOCOM enhanced ones, along with anything that approaches the Mk 14 EBR.
And finally, the HK416s:
And add a M32 grenade launcher, perhaps as an earned reward.
That's "it" for now. I've got to get back to my Human Geography course.
Thanks again for your work, and I'm looking forward to trying out your latest release! :bounce3:
Kyle,
thanks alot for your feedback ;) I really appreciate it. Your argument on proactive vs reactive really got me thinking, but I guess I disagree with a couple of your points or premises.
First off I completely agree that proactive is the way to go when we're talking about education. It helps establish a stress free environment and leads to high performance. However, you did not acknowledge or didnt stress the fact that the proactive approach is very artificial in the sense that it side steps the way people usually approach/accept/deal with failure. Excuse the drama but I think that unless I'm trying to simulate a class room I should avoid it.
I'm not interested in encouraging high performance. In fact performance doesn't matter to me at all. And neither do I want to teach or encourage something. What I am interested in is inducing a sense of fragility, danger, importance of decisions and their irreversibility. Above all fragility. And since I'm not interested about performance or education/teaching, I think "reactive response" is exactly the way to go. I think it's great in creating a hostile environment, which again is exactly what I want. I hope this shines some light on my goals.
Concerning your CAS suggestion mine is very much in that direction ;) though higher up my priorities is Air Drops and Elite Paratroopers.
Also thanks for suggesting those weapons ;) I just have to figure out how to make the mission tell whether you have specific mods running or not. I'm reinventing the wheel here :)
Also M32 can be a good tactical asset, but it's way too easy to go rambo on AI's ass with it so I'll try to steer clear of it :)
Liked your armed fortifications idea too :) but that might be hard, because orientation and placement would be very important so the randomization would be very dificult as well.
Thanks again for your suggestions, Kyle! Take care
Cheers
-dmos
---------- Post added at 06:18 PM ---------- Previous post was at 05:53 PM ----------
Looking good Dmos, the improvements are great :D.BTW maybe a short breifing would be good, just a few quick notes saying some of the stuff you said in your first post, about the objective being to survive and the stash system etc.
This might sound weird, but I find that introductions are bad for immersion. The stashes just like any other element in Deep Sand aren't goals. In fact even to survive isn't a goal. I can't make a player care about surviving and trying to force it through goals just makes it worse. This missions rather delivers a simulation which should evoke a sense of realism which in turn the urge to survive. A list of goals and rules, I find, is bad for that. However maybe it's a good idea to stress in the first post that in this mission you don't have a mission. I might just want to phrase it better. Anyway thanks for your suggestion
Cheers
-dmos
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Update 5 just uploaded. Download from first post.
Improved overall dynamism. Stashes more unique. Your main weapon is one of two versions of Mk16 (I'm not randomizing your starting weapon on purpose so that you wouldn't be too effective at the distance at the start or after respawning; urges you to search for another weapon). Improved the random weather, time mechanism -- should yield more pleasant results. Increased stashes number to 27 including the 2 marked by radars. Increased stashes number because as it seems they're not that easy to find
Hope you enjoy it
-dmos
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Thanks for your input, man! It's greatly appreciated :)
Where are the British units coming from? From the "Lite" version that BI released to everyone, or does your mission "look" through the mods that the player's loaded up, and draw units from there?
I believe they're coming from the Lite version that's in Operation Arrowhead. And no unfortunately it doesn't search your setup for available units; HOWEVER it would be great if someone helped me to implement that, because it's a bit out of my scope. If someone could help I would be very interested in collaborating with them. And you can always add units manually. It's the two arrays (WEST and EAST) in the clock.sqf script.
What I'm also itching to see randomly placed are:
...debris piles
Debris piles sounds interesting and it would be good for immersion, but I'm hesitating because it might make the mission heavy on memory and for me and my laptop that's an important factor :D When I'll find time I'll definitely try making a script that would scatter some random objects around.
...defensive positions of all types, from a lump of sandbags to vehicle checkpoints
...blast craters that are big enough to be tactically useful
I like the idea of scattering some sandbags and I'm itching to implement the ACE sandbags too. This is definitely going to the TODO list. If it's possible to place craters like regular objects (is it?), then I'll work on implementing those too.
However, I'm not very fond of the idea of vehicle checkpoints. Could you expand on that? What would that exactly be and how would it contribute?
HK416s and their variants
I'll gladly put it in. Which weapons is it exactly?
If the weapon caches could be setup so that a quick "Rearm" command can be given to the whole squad, who, upon receiving it, would automatically stock up on ammo for the weapon types that they're already carrying. It would also be VERY nice to have an option along the lines of "Rearm with suppressed weapons," at which point the units would select the best suppressed match to their class. Once a unit is carrying suppressed gear, there would be a command available at these ammo caches of "Rearm with non-suppressed weapons."
That's a great idea. Straight to the TODO list. Thanks!
field hospitals
That's a no-no for me ^^ but if someone would write the actual script I would gladly put it in as an optional feature.
I'll be sticking to the current healing system. But, you did give me an idea on how to expand it. Currently you can heal a teammate or self fully every minute. I'll change that to being able to heal self or teammate half-way every 15 seconds (simulate dressing the wound/stopping bleeding) and restoring to full health every 2 minutes (i'll call that administering morphine or something). This will depend on how hurt he is.
For every friendly wounded AI that the player applies first aid to, the player gets rewarded with $7 (a "lucky" number) to the Currency Counter. Now, talk about making it a hard choice for the player to ignore a wounded virtual comrade!
I'm working on a similar idea but instead of getting rewards for healing, you'll be penalized for teammates' deaths. For example if 1/4 of your team dies, you'll loose a similar fraction of your quarters.
the loadout for the respawned player is randomized, yes?
Not yet, but soon :)
Yet every time I've respawned, I've only ever had smoke grenades. Could you make it so that out of the four grenade slots, two of them are frags? I've respawned (nice touch by the way!) and then after hoofing it a loooong distance to get back to the fight, encountered some OPFOR, ran like mad for the nearest cover, been so out of breath to not be able to shoot, yet not so out of breath that a frag grenade could've pulled my butt out of the fire--were it available on me. I'm only bringing it up due to the frequency of this type of encounter.
Haha that's exactly the idea behind 4 smokes and no frags ^^ After respawn you have to regroup, organize and retreat if need be. I made the option of blasting your way through, the hardest one on purpose. I want players to feel that they're only a team of 3-4 and not a tank.
Right now I don't have anymore time, but thanks ALOT for your ideas ;) they're great
---------- Post added at 11:17 AM ---------- Previous post was at 10:53 AM ----------
No - that would be a bit out of order. If it works well, then I would offer it to dmos. It's his mission after all and then he can decide if he wants to release it.I have to say though, this mission is bloody good on Malden - the forests and mountains provide excellent fire-fight opportunities. At the moment I am struggling to decide what OPFOR to use, so for now I am using Iranian forces and Speznatz! I have also changed the player units (and loadouts) to the excellent Task Force 86 Navy Seals.
dmos - is there any reason why you have US Pilots piloting the SU25's?
By the way, dmos the mission was excellent in its origninal form. My only issue is that for some reason my graphics card hates Zargabad - I have to put the fan up to 90% which then causes the local meteorlogical office to issue hurricane warnings!
It's so good, it would work well on any map (well perhaps not Desert!).
Feel free to post it and message me if you do, I'll put in a link.
And that US Pilot thing is an accident :) thanks
And good luck with your campaign!
How to use the Seize Gameplay Module?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I'd like to make an MP Seize mission, very much like those included with the game. There is a Seize module under Gameplay Modes, but after a lot of googling, I haven't found how to use it. How do we use this module? Or maybe there is some material on it that I haven't found?