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colosseum

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Everything posted by colosseum

  1. Understood -- hence why I am hesitant at all to divulge his secrets, or at least what I have obtained from the murk of the ArmA2 scripting language that I still have trouble with. But I will direct anyone to the notice in the Chernarus Apocalypse missions: My missions are credited properly (more so than they arguably should be), but any new mission makers should take due notice of this caveat.
  2. I just de-pbo'd Celery's missions using the Eliteness PBO extraction tool and reverse engineered the scripts. Most of his stuff is well-commented so it's not too difficult to figure it out. PM me if you'd like a detailed description of what to do. I'm not sure I feel totally within my rights to discuss how someone else's scripts work. Let's keep this thread focused on the mission. ;)
  3. colosseum

    Hell in the Pacific MOD

    Great! Love to see British/Commonwealth units, especially from the CBI/Pacific theater! I just finished reading The Unforgettable Army (about the 14th Army in Burma), can't wait for this to be released.
  4. Celery specifically designed his zombies to work only with human players. They are not designed to be used with AI units at all. I've tried a few test missions with AI subs, and they don't always treat zombies as enemies, leading to weird behavior etc. Sometimes I've even had AI teammates open fire on ME after I've killed a few zombies. The mission is solo-able (albeit rather difficultly), but it can be done. I am working on an SP mission similar to this one using zombies that should be ready for release fairly soon.
  5. Let me know how the mission goes. Even as the maker, I can't always beat it!
  6. Ah, that explains it! Thanks for pointing that out. I hadn't noticed that it was a requirement. I've updated the OP with the new information. And thanks guys, I am a newbie mission maker so I appreciate all the help with getting this to work!
  7. colosseum

    Degeneration-Redux- Zombie Invasion -

    I have a hard enough time getting Celery's zombie to function in my own missions. :(
  8. colosseum

    Degeneration-Redux- Zombie Invasion -

    While we're at it, why doesn't someone just remake the Quarantine mission for ArmA2?
  9. I really don't think it's a problem on your end -- I have a feeling my implementation of Celery's zombie scripts is flawed somewhere, but I genuinely cannot figure out what the problem might be. Let me know if a friend hosting solves the issue, and thanks for your patience. ---------- Post added at 08:59 PM ---------- Previous post was at 07:02 PM ---------- I tried to make a playthrough video but Fraps lagged out on me several times. Probably a good thing since I'm normally a pretty good player but knowing I'm being recorded made my performance atrocious. Maybe another time!
  10. That is SO weird! I've tried it again and again on my own PC with all the settings I can think of, and it always works. Single player missions will prompt the player to set their desired terrain detail (a feature present in all of Celery's zombie missions). This appears in SP because it's a parameter set by the mission host in MP games. Since all my zombie missions use a modified form of Celery's code, I spend most of my bug-hunting time trying to make sure that I follow his mission set-up to the letter. Today I noticed that what looks like a critical piece of script was not present in any of my previous missions. I've added it, and I hope it eliminates the errors. v1.5 Download Thanks for getting back to me so quickly. Let me know if 1.5 fixes everything. It's the only solution I know of at this time.
  11. That's so weird. I've run the game in the editor, from a LAN server, and an Internet server and have never had that problem. I've played it both singleplayer and COOP 2 and there's always zombies. I have v1.59 of ArmA2 Combined Operations. I haven't yet updated to 1.60 so I don't know if that causes the problem. Other than that I really don't know what to tell you guys. The island versioning is the same as the one in the Armaholic link provided. If you guys could get back to me on whether or not v1.4 works I'd greatly appreciate it. Just telling me I have a problem with the mission and then disappearing really doesn't help me that much.
  12. LOL, where is that? I could have sworn I had clearMagazineCargo and clearWeaponCargo scripts in all the vehicles! Here are a few hotfixes for the mission as v1.4: Sorry to keep releasing so many versions but I just keep finding problems that need to be fixed. As always I appreciate any and all feedback and suggestions! Download v1.4
  13. That's really odd... I've played through it several times with different people and always encounter zombies no matter what I did. I'm using Celery's scripts so I'm not an expert on how it's executed, but there's a chance that something just didn't fire correctly at mission start. No amount of stealth that I've (personally) ever been able to pull off has ever led to no zombies. There might have just been a problem with v1.2. At any rate, v1.3 is here and should hopefully have functioning zombies. Grub, let me know if it works for you. If there are any more problems I'd definitely like to hear about them! Download v1.3
  14. Hey, glad you liked it. I will be releasing v1.2 tonight which will contain a few bug fixes and balancing tweaks. I had a few friends play through it and they gave me some useful feedback. I'll post it here whenever it's done.
  15. Never mind, I've solved this by grouping the Independent units to a BLUFOR unit (rank Colonel) with a probability of presence set to 0%. Then I put Independents friendly to OPFOR in the weather menu.
  16. All, Have searched extensively and found out how to get two Independent player units to fight against their own side. Problem is that I keep hearing "2, BLUE ON BLUE!" through the radio. I'm not sure how the dynamic works here but I'd like to know a way to get rid of this. I want to have two player Independent PMC units that fight the rest of the PMC side, as in the last PMC campaign level. I use the "addRating=-10000" method but surely there has to be a better way to do this... Thanks Ian
  17. colosseum

    how to use mortars

    The Podnos 2B14 and the US M252 81mm mortars have a built-in artillery computer in my experience. You brought it up using the Action Menu when in the gunner's seat. I'm not sure that you have to use the artillery module? But this only applied when I was personally using the mortar, not sure how to make it work with AI gunners etc.
  18. colosseum

    COOP 10 Lingor Survival v1.0 (zombies)

    v1.2a is here. I've moved back to the old zombie scripts, which seem to work perfectly fine to me. Reason being that the newest iteration causes framerate drop in some players' games. I will update to the latest zombie scripts when I can fix this problem, but for now the old-ish ones seem perfectly adequate. COOP-10 Lingor Survival v1.2a Download Changelog: If anyone would like to volunteer to playtest with me on a server, I would REALLY appreciate it. All of my testing has been local, except for one game with a group of friends. It was amazing how many bugs were ironed out when playing with other people!
  19. I've wanted a mission similar to the Chernarus Apocalypse missions, but set on Lingor for quite some time, so decided to try my hand at making one. This mission uses Celery's zombies (scripts from CA Part 2) and IceBreakr's Lingor (v1.3) island. Aside from that, everything else is stock A2CO. Please keep in mind that I am an extremely amateur mission designer and this may contain many bugs, exploits, and flaws that I would love to hear about (and how to fix them!). I would really appreciate feedback on what I can do differently and what can be done better. Now onto the mission itself: Map: Lingor v1.3 Players: 1-10 (3-4 recommended...) Story: Your helicopter has been forced down during your attempt to escape Lingor. Realizing that there's no way to get the helicopter running again, you must find a way back to the safe zone at Conoteta Island. Description: This is a cooperative zombie mission akin to Chernarus Apocalypse, but set on Lingor. The players can choose to fuel up an An-2 at the Sargentas airport (which requires the Pilot as part of the team), or they can just venture to the safe zone on foot. If the latter option is selected, the mission will involve almost 60% of Lingor's usable territory. Features: Credits: Mission: Ian Scripts (and basically everything, most of what I did is totally derivative): Celery Apocalypse series concept: Zipper5 and Celery Noises and screams: Thief II: The Metal Age and freesound.org Lingor: IceBreakr Requirements: ArmA2: Combined Operations (or equivalent) BAF (recommended, but will work without) PMC (recommended, but will work without) Lingor v1.3 Installation: Put the pbo file into your ArmA 2\MPMissions folder. THIS IS A BETA RELEASE. Please report any problems you encounter! I'd really appreciate feedback on whether or not the mission is even fun. DOWNLOAD: Download for version 1.2a now available!. Armaholic Mirror for version 1.2a
  20. colosseum

    COOP 10 Lingor Survival v1.0 (zombies)

    v1.2 will be released later today. Among the improvements are a total move to Celery's newest zombie scripts which should increase the performance of the mission. Stay tuned. Edit: Strange issue: a small framerate decrease when playing v1.2 in MP, but not in the editor? This is while testing my mission with one player in a LAN server I host. Only occurs with v1.2 in the LAN server, never with anything else. v1.2 runs perfectly fine while testing in the editor. ArmA2 drives me nuts sometimes!
  21. colosseum

    COOP 10 Lingor Survival v1.0 (zombies)

    Awesome, glad you liked it. Celery's missions disable saving, but I reenabled it because we often have to take breaks during play. I have a feeling having it present will cause problems though, since the script wasn't originally meant for it. I will most likely disable it in v1.2. Celery's scripts support JIP, which means that if any client dies, he can click Abort and then choose one of the unused characters to rejoin the game near the rest of the group. This won't work for the server player, though, if he dies, he's dead and can't come back unless the mission is restarted.
  22. All, How exactly do user-placed in-game markers work? Do you have to be in a group with that person to see their markers they place? I've been in missions where it works and missions that are similarly set up where it doesn't work and wondered what the deal was. Thanks Ian
  23. colosseum

    COOP 10 Lingor Survival v1.0 (zombies)

    Sweet! And please let me know how it turns out. I'd love any useful feedback about how to improve the mission.
  24. colosseum

    COOP 10 Lingor Survival v1.0 (zombies)

    Several issues came to light today, and I have done my best to fix them. Download for version 1.1 now available. Changelog:
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