dmos
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Posts posted by dmos
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Just uploaded UPDATE 4.
This is a big one. Stashes system practically done. The whole mechanism is there. Just left to expand and improve the possible equipment combinations. Stashes are placed completely dynamically. Mostly next to buildings or in courtyards and very rarely in very urban areas (for example middle of the city). Made more changes and improvements. I just updated the first post and started the changelog. Check that for a bit more info. Download from first post.
---------- Post added at 12:44 PM ---------- Previous post was at 12:22 PM ----------
I found it a little confusing at first without an objective. Is there any chance of a Coop MP version? I would love to host it on my server.Hehe yeah understand why you might be confused :)
This isn't really a mission in the standard sense, because there are no objectives. Except maybe to have fun ;) The idea is centered around freedom, dynamism, free roaming, exploring the game and different gameplay aspects as well as tactics.
And for MP compatibility -- I'd love to make it playable in multiplayer, but I have no idea how to go about it. I know nothing about the whole local vs synchronized problem and the whole multiplayer mission making business seems dark and scary to me. If anyone would like to take this up I would help as much as I can.
I really liked Flashpoint Takistan myself. About to download this mission now, looks good. :)If your looking to make those radar thingies upright you could add to the init's;
I used RTE editor to place H Barriers around Sosnovka, took me fookin ages mainly because they didnt line up. They were all leveled, the same as the nearby houses. :(
Once i removed "this setDir 113.967;" (for instance), they lined up with the terrain they were on. Thus i was able to line them up and have a nice walled town. :D
Ever since then whenever i place something that i want level --so to speak-- i either leave in the "this setDir" or add it in, depending.
Hope this helps. :)
I'm not a fan of micromanagement :) Currently i'm using setVectorUp to make it completely upright, which is really easy and quick, but it does interfere with the terrain. I'm planning to write a quick script so that it would find a good position on its own using isFlatEmpty.
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Uploaded update. Download from first post. Gotta run
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I'll upload an update in the evening. Tripled the amount of possible starting positions and developed the stashes system a bit. Now the randomly placed stashes will have random sets of equipment that will be specialized. This is the base of the stashes system. After that further development concerning stashes will be mainly just increasing the number of possible sets of equipment and increasing the number of stashes.
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BTW I just played the mission and it's really great :DThanks man. Means alot to me :D
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Cheers, SW1 and xALIENAx. I put SW1's line in the script, thanks man. I put your nicks in the comments ;)
Just uploaded the update. A few significant optimizations and tweaks; added some randomization to the fireteam - random members; added the just mentioned radar straightening; improved the transition from black at the start. Download from first post.
-dmos
---------- Post added at 05:10 PM ---------- Previous post was at 05:03 PM ----------
Also a quick question about setVectorUp. I don't quite understand the math behind this command, so here it goes: is it possible to tilt the object (in this case radar) halfway from it's current rotation and completely upright rotation. Just because it sometimes looks weird up close if setVectorUp makes a big change.
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I kind of avoid Zargabad due to FPS issues on that map, will you be implementing a Takistan version at all?Personally, I find that Takistan doesn't illustrate a mountainous region very well (which is of course very hard) and consequently it doesn't work very well with freely roaming AI. And I love the urban/rural setting in Zargabad.
However, currently the scripts are not extremely dependent on the map and I'm working on making them more independent. So with a bit of work you could adapt Deep Sand to any map. Currently the only bigger obstacle would be that the area patrolled by AI is static.
Preparing a Takistan version is not very important to me, but I am optimizing the code and making it more adaptive so hopefully soon you'll be able to easily "stick" the scripts on maps with minimal setup.
IS it just me or are the radars sitting at a jaunty angle in the pictures ?
It's not just you :) they're often crooked. They're nonadjustable. They reflect the tilt of the ground they're standing on.
---------- Post added at 01:38 PM ---------- Previous post was at 01:31 PM ----------
Depending on where you place them (where they make sence in a given situation) it can be quite diffacult to find a good place (large enough level area). one good trick is to find a Small Level Area and place a small Object then AttachTo the radar onto it (hiding the small object under it)If I understood that way the radar would ignore the terrain, right? I wouldn't want that, because then up close it would look either submerged or a bit floating. That would be bad for immersion. Or did I misunderstand?
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Deep Sandbox
Inspired and guided by thomsonb's brilliantly done sandbox series. Deep Sandbox aka Deep Sand is a single-player dynamic mission based in Zargabad. Requires Operation Arrowhead.
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90% 95% 98% dynamic mission.
- 100% dynamic combat.
- Most gameplay aspects are random or dynamic.
- Uses the awesome UPS (Urban Patrol Script) by Kronzky! As result enemy groups behave in a much more realistic and immersive manner.
- Respawn on death in a dynamic way. There's a twist ;)
- Randomly placed caches containing weapons, equipment and ammo. Contents also completely random. There are 2 stashes that are bigger than average and they are landmarked by huge radars. The rest of the stashes are 25 in force and they're completely dynamically placed all over the map. (TIP: There's little chance of finding one in the middle of the city and they often have H-barrier cubes surrounding them for cover. Check image further down).
- NEW Completely Vanilla compatible, but if you want the most out of Deep Sand, use mods posted just below.Content supported by Deep Sand (if you don't use it, you will still be able to play Deep Sand out of the box):
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The awesome RH weapon mods (following packs:,).
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ACEX-RU (the Russian Army) – highly recommended, adds Russian Desert groups.
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ACE, ACE-X.
[*] You are NOT a lone soldier. You command a small 4 man fireteam. As you play you can accept encountered friendly units into your squad.
[*] Self and teammate healing (following thomsonb's example).
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Upcoming features:
The mission is still in development. These are the features that are still only semi-implemented:
- Fireteam gets credit (money) for performance and survival. The credit can then be used to: improve/upgrade/expand fireteam's equipment, abilities; recruiting experienced/capable/well equipped or maybe specialized (medic,engineer,AT,AA,etc.) soldiers. Also penalties for losing members and dieing. Lots of possibilities. I would really like to hear your suggestions!
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[DONE] RH weapon mods, ACE items, and some other mods will be automatically enabled if you're using them, if not you will still be able to play the mission out of the box.
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[DONE] Scattered stashes of equipment/ammo.
TODO and IDEAS:
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NEW Add the ability to rearm your fireteam through the stash with one click. Big thanks to Kyle_K_ski for the idea.
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Develop the rewards system. Emphasis on survival.
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NEW Add enemy groups that paradrop in. Paradrop reinforcements for your fireteam.
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NEW Add more depth to the healing process. Again thanks, Kyle_K_ski
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[DONE] Dynamise "static" elements of the mission: more dynamic mission start, add dynamics to the player character and fireteam, etc.
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Get ideas from you guys on how to integrate night fighting into Deep Sand? I'm itching for Night Vision, ACE Chem Lights, Lasers, Weapon Lights, etc.
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Combat Support: Close Air Support – probably attack helicopters.
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Place enemy (and maybe one or two friendly) snipers/marksmen at random windows throughout the towns and suburbs to produce ambushes.
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Revive friendly unit if he hasn't been downed for longer that x seconds.
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Much more stuff that I forgot.
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Your suggestions go here...

This is you.
There are over two dozen dynamically placed weapon stashes.
Two of them are marked by radars and are slightly bigger than average.
Not only infantry. You also have the less frequent vehicles and planes.
Again radar marking a stash.
You can also see a civilian car parked there. I've taken thomsonb's brilliant "carpark" script.
I hope that's alright with him. A script like that is waay beyond my scripting capacities.
An example of a dynamically placed weapons cache. Note that usually they're not on roads.
Night time post mortem insertion, you can see teammates' parachutes in the distance.
Time/weather randomization is geared so that a reasonable part of missions would be at night.
Already mentioned time/weather randomization is centered around you enjoying
the whole range of atmospheric effects and settings.It would be really cool if you would join in making this sandbox and be a co-author. Help with scripting and ideas would be VERY useful!
Feel free to use any of my code and add yours where you like. It would be great if you would share your improvements and tweaks.:chef:Big Thanks to:
Thomsonb for his already mentioned Flashpoint sandbox. It gave me hours and hours of fun and inspired me to do Deep Sand. I learned alot from his code and Deep Sand has his great "carpark" script.
Krozky for his awesome Urban Patrol Script.
Armaholic mirror (Update 6, June 17):
Changelog:
Update 6:
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Still compatible with vanilla, but if you have any of the following custom content it will be used by Deep Sand: RH weapon mods, ACE, ACEX, ACEX_RU army.
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Weapon cache system much better.
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Infantry groups no longer mixed, all units from the same group are from the same faction.
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Infantry groups improved generally.
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New factions. If you're using ACEX_RU (highly recommend you do) you'll have Russian Desert fighting along side Takistani Army and Militia.
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Every time player dies, the time is forwarded by a bit. That's so you could enjoy atmospheric changes and get rid of that feeling like you're stuck in the same 5 minutes.
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Improved a lot of other things.
Update 5:
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Increased number of stashes.
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Improved and expanded missions dynamism.
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Improved random weather/time mechanism. Should yield more pleasing results.
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Can't remember.
Update 4:
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Stash system. Stashes randomly placed through out. Random contents.
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One in four chance to start the mission at night or very early morning. This is to enjoy the dynamics of night combat.
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Respawn heli now with full crew.
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Numerous fixes and improvements.
Have fun!
-dmos
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90% 95% 98% dynamic mission.
Deep Sandbox (for Zargabad)
in ARMA 2 & OA - USER MISSIONS
Posted
No problem ;) What you described is an older release. You probably got it from Armaholic, right? Click the huge red DOWNLOAD link at the end of the first post to get the latest version.
I supply the .pbo and the code of the mission. I used to upload both together (thats what you have), but now they're seperate downloads. The already mentioned DOWNLOAD link gets you the .pbo which is all you need to play. And if someone is interested in the code, the link for that is there too (under the DOWNLOAD link).
Edit: btw enjoy the mission ;)