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Everything posted by foffy
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bIdentify - a community-driven open file-index utility for usergenerated content for BI Games.
foffy replied to jerryhopper's topic in ARMA 3 - GENERAL
Coming out of the internet coffin here to wish a project like this good luck. It was very unfortunate to learn Armaholic closed without any warning or plan to back up files. If there's a way I can help by sharing files, I'd be willing to do so. I was mostly a single player person, so I only have content on that end. Most notably content released around ArmA Rearmed, which I believe only had its most updated version released to Armaholic. -
Wasn't there a proper SP version of Apex protocol in the making?
foffy replied to flv*venom*'s topic in ARMA 3 - OFFICIAL MISSIONS
I believe they mentioned in November of 2016 they had plans to make a single player version of Apex Protocol. Unfortunately, due to the silence from Bohemia about this push for over a year now, it may appear to be cancelled. Unless they plan on releasing this with the Tanks DLC, I don't see it coming. -
ArmA 3 Laws of War - Whereabouts of Chernarus
foffy replied to pipewr3nch's topic in ARMA 3 - QUESTIONS & ANSWERS
I suppose it's fair to say that you worked on this campaign? I got a lot of visual similarities clicking in my head in regards to presentation with your Resist campaign. -
single Deficit and lack of amount single official missions.
foffy replied to EmeraldTiger's topic in ARMA 3 - OFFICIAL MISSIONS
I think the biggest thing that has disappointed me with ArmA III so far has been a lack of official single player content. Bohemia has shown in the past they've been willing to give out notable chunks of playable single player content when it comes to expansion/DLC releases, but it seems this time around the DLC is largely a feature set of elements for the engine first, and actual curated content for that stuff second. I can actually understand this approach because by making it lean towards engine features, it becomes more encompassing to the whole experience; everyone gets the perks of the Jets DLC, for example, and not everyone who bought it will even play the mission that comes with it. That said, BI really missed the ball by not making a Marksman, Jet, and presumably, Tac-Ops and Tanks campaigns. One of the things I liked about previous releases of content was that they tended to show off a theme of warfare: Cold War Crisis did this by having playable characters represent different gameplay styles. Resistance was about being part of a Resistance. Harvest Red emphasized being part of a team. It would seem both East Wind and Apex Protocol seem to be infantry, and Apex Protocol really has botched as far as a campaign that punishes players: they really made a multiplayer scenario out of it. If we consider "affiliated" content, there's the Make ArmA Not War winning campaign of Resist, which is a great companion campaign to East Wind, but it rightfully emphasized infantry in its scope; Bohemia likely has limited their experience to infantry because the AI might be less refined in other aspects of gameplay. -
Hey friends. I know you can manually add items to units in the editor, but how exactly would one go about making a script or something of the like that ArmA II can access that would add items to all units in the game? For example, if I wanted to give everyone a medkit, how could I go about this without using the editor and manually adding one to each unit? I was curious if this could be done, and if so, how. Hope my question isn't dumb or impossible for the game. :P
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It matters because when they talked about either project, they stated where the team working on the project is. Argo is not the Orange DLC because it's been stated these are two different teams because of where they're residing. I believe Jay Crowe stated as such on Reddit regarding Argo.
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Pulling assets negates the fact this is a free game. How can it be a free prototype if it depends upon an ArmA III purchase?
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Argo is a separate project from ArmA III. Argo's goal is to be a standalone game. Orange DLC is planned to be an addon only for ArmA III. Further still, Argo is being made in the Czech Republic. Orange is being made in the Netherlands.
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I think Clash works well to ArmA's strengths with the back and forth, and of course no respawns. ;)
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TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
foffy replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Okay, so this still expands upon BI's base supression system. I didn't know that. I actually thought this got obsolete when BI added suppression to their engine. I know it was great for ArmA II as there was no suppression system. Would the embedded LOS still be worthwhile to use, or has ArmA III's AI improvements negated it? -
I think it depends upon the degrees of your injuries. With ACE and their wound system, I do believe that becomes irrelevant. Injuries can be taken care of by both you and the AI manually, and because of older updates that force the ACE system to work now on top of the vanilla system, this includes action to downed/unconscious AI top a degree. IIRC, anyway. It's been a while since I tampered with ArmA II.
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TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
foffy replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Pardon me for asking, but doesn't ArmA III now have a suppression system? What is the need of this when compared to that? -
You have to manually select the Medic to heal, so it does work. It's not autonomous I believe. That said, I believe ACE works in ArmA II as is, outside of the initializing of the autowounds system. I ended up making a script that forces it on, which, strangely enough, allows it to interact with ArmA II's wounding system, so the AI will naturally try to help downed folk. https://forums.bistudio.com/topic/187765-is-there-a-way-to-automatically-give-units-items-as-a-mission-loads/?p=2975515
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ACE3 - A collaborative merger between AGM, CSE, and ACE
foffy replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi friends, I've been out of the loop of playing ArmA III, but I recall reading some time ago that AI self-healing was added to the game, but under the basic wounding system. Does this auto-initialize for the AI, or does a module have to be placed? If it's the latter, anyone got an idea on how I can make it the former? EDIT: I was worried it was a mod that was preventing the AI to act, but it appears to be that the module has to be placed...any idea on how this can be auto initialized as a mod? I'd like to play already-made content with this enabled, like Bohemia's missions. -
If you don't mind me asking, what is JAM? As for this mod, cool stuff! One of the cool things about mods like this is they add something that when you look at it in retrospect, you're surprised it wasn't done sooner. Keep it up.
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I believe the Bohemia Incubator video on the game mentions how they hope something from Argo can be used for ArmA III, both for the core game and perhaps for modders.
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I believe Argo is considered an entirely separate project than anything on the ArmA III Roadmap, with only Malden being a shared asset between the two projects.
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Real talk: when I first saw footage of Argo, I thought the footage was on one of ArmA III's vanilla islands. I actually thought the premise of the game being on Malden was a goal for a finalized product. I actually couldn't tell before playing it that the island was Malden.
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Could you explain what you mean by "properly converted?" Are you talking ports of older works to ArmA III, much like how we saw ports of Iron Front, Operation Flashpoint, and ArmA I into ArmA II? If not that, then please explain, because I do not follow.
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Maybe a mode or system that kind of emphasizes...I dunno, tactical operations? Small squad gameplay in urban environments is about the only thing I can think of that fits the "Tac-Ops" name without just being something ArmA already doesn't do. Tac-Ops could be more urbanized in nature, to differentiate them from Spec-Ops, which does the same in more open environments.
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I believe the grey shows that they are former players. They stay logged until the end of the match. I once had Flames show 9 names, but that was because people dropped in and out a lot :P
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What's do a squirrel and oranges have in common? They exist in nature. We have to look to nature to find out the answer. Maybe we're rangers to protect wildlife from poachers on Tanoa.
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Some of my comments... - I like how you autozoom down the scope. Normally I use mods for this, as I don't like the default zoom, so this out of the gate is cool. - The stamina system is totally casual. I have no idea if it's simply not in this build, but the only issue you get by sprinting is that visual effect that happens when you're fatigued in ArmA III. There is no effect on weapon sway in this regard. - Vaulting is missing...? - Stance has very little effect on weapon capability, as people are dancers with strafing out of cover. - As said in an earlier post, you have to quit back to the server list to actually start another game, otherwise you get the 0/0 mission download. - There's no AI in this build, despite the pitch video showing AI as a slot to fill in. Would have been nice to test game modes without going online and getting bodied in no respawn games. :P I think it can be fun, but I think we should be asking, straight up, who this product is for. Is this for the ArmA fan who leans milsim, or the dude who leans Call of Duty?
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If something comes out of it, maybe Bohemia can try more CQB projects. We've seen what Bohemia can do with general warfare, helicopter piloting, and even projects about Mars. I've always been curious how they would do a close quarters conflict, kind of like a Rainbow Six. Not Rainbow Six Siege in particular, but the kind of operations in more urbanized environments with hostages on the line in an official sense. This would appear to be a small glimpse for such a project, even it it's still "loose" in the sense that both sides are PMCs and what's on the line are assets from a space station. :P
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Could BI confirm if Argo is linked to the Orange DLC? I see an oddity here. First is the development of each project. Argo is being made in the Czech Republic, according to the devblog on the Agro website. On the ArmA III Roadmap, it claims the Orange DLC is being made in the Netherlands. Second, the Roadmap talks about an "interesting and unique experience on the battlefield" and that the direction of the project isn't finalized. Is that really a 5v5 gametype? Maybe unique and interesting in ArmA terms because the franchise is usually far larger in scope, but by itself it doesn't sound that unique. Finally, the roadmap seems more likely to explain the Malden DLC. Malden is the main island Project Argo takes place on. Would the Malden and Orange projects, announced separately, actually be one with Argo?