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Blueberry

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About Blueberry

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  1. I was hoping somone could make the yugoslav Partisans (Wiki) and Chetniks (Wiki) and Ustase (Wiki), anyone willing to do this?
  2. hey Feint, Testing the actual functionality on the go isnt the issue, when i say testing i mean "seeing how it goes with the 'shipped package' ending up with players, and then using it the way they feel like" then gathering results of that. I guess that's called beta testing? ocean yes, ponds no, if you would send me what you could then i'd absolutely love that and likely use it in the mod.
  3. We're stuck! The guy that was goign to take care of the HUD is having problems finding time to do it and so i'm looking for somone else who's willing to help out! If you're interested send me a forum PM please!
  4. How about a safety switch for guns ?
  5. Glad to get so many positive reactions :) The waiting is currently for the Hud guy, when he's done creating it we can start dishing out test versions.
  6. I play missions with a realism unit, it's nothing uncommon for our missions to take at least 3 hours in playing time. With this in mind you can imagine that it's very, very off-putting to be looking forward for a whole week to these epic missions (who are only played on weekend nights) and then 2 hours in just dying because you were lying under the wrong tree kills you because of physics bugs or whatever. Another example of the extremely unfortunate results of bugs would be the following. Player BabylonCome is one of the most serious players in ArmA2 that i know, you can easily see by the way he plays that once he goes into action he goes for full 100% immersion and effort (something which sets atmosphere for everyone near him, leads to serious effect on the battlefield, and ofcourse just a whole ton of fun which is why we play ArmA anyway). Right when he was about to take our squad into to a very hot zone after hours of careful planning and stealth movement, he randomly got cought up in animation bugs which did not only break immersion for him and the rest and crippled a team leader at his 100% performance for pretty much no reason at all, it also messed up the flow of the operation and forced us to spend several minutes on something we would've otherwise spent on being a tightly operating unit. Long story short: the feature wishlist is rich in great and creative ideas that would be amazing to see in-game, though i would hope that one of the absolute top priorities of BI is to hand over the game to the players in a state as close to flawless as possible so that the whole tension around "risk of things messing up due to bugs" is simply of the past, and has no role in one's approach to playing the game anymore.
  7. Updated the first post a bit with some recent developments :)
  8. Would love to see extensive close physical person to person interaction: * Punching * Kicking * Cuffing * Taking a cuffed person by his arm and taking him along * forcing a cuffed person into a vehicle * Sneak-kill with melee, suffcating or weapons (using a stock/pistol whip/ melee weapon) * Rolling a corpse on its side to take cover behind it * Disarming an enemy from close range
  9. Wow that sounds incredible! Perhaps it's an idea to implement that feature too. Feel like having a chat on steam or IRC? I'll send you a forum pm. Also i heard a bunch about Dayz though i want this script to remain non-mod and functional on arma 2 and CO, will do my best to get that happening.
  10. Hello, Survival Plugin Script is an attempt at creating a simple to install (into any mission) package that adds survival functionality (hunger, thirst, fatigue, gathering wood, making campfires, hunting, cooking food, looting cars and people for items to suffice your needs). Though after the work has been under way for a little while now, we've realised the package won't be as easy to install as we first thought. There will be several options available to possibly choose from, from bare script packages usable in other projects to the light package to go for a 3 click install, and some mid way that requires a bit more editing but will have great results. The reason for this is that the scripting language used in ArmA2 has limitations in the places just where we don't want them, and that's really just too bad. Though expect results soon! The script is well over 70% done so it won't be long before you can get your survival on. Have a look at the features: And there will probably be more to it, keep an eye on the thread to stay updated. Once it's finished it will be released for usage and also for players to make their own changes to it ( As long as you give us a bit of credit ;-) ). Imagine adding this to a mission like Escape Chernarus, or using the script as a base for the mod you've always wanted to create! Since i have some webspace at my disposal and like hosting websites i am also thinking of creating a little website where people can upload their mutations of the script, or versions of missions that have the survival script built into it one way or another, but we'll have to see about that. Never say never though! Hope y'all are as thrilled as we are making it! Cheerios!
  11. * Combat & Weapon Handling - Similar to that of Red Orchestra 2 (the way a player looks past his gun, the movement of the weapon, stuff like that. In RO2 it seems very smooth and comfortable to handle a weapon, best ive personally ever seen in a game, it would be great if weapon handling comfort in ArmA 3 was similar as opposed to the somewhat rusty feel of arma 2. - Usage of melee weapons (in example for stealthy kills/knocks) such as blunt and cutting weapons. - The usable melee weapons. - Non-lethal ranged weapons (such as tasers, rubber bullets, maybe even maze, and similar). * Extensive fast-roping/abseiling abilities (heard it was already going to be put in in one way or another) - From chopper to ground. - Quick pick up by chopper (hook up to rope and get pulled out). - Abseiling from building edges/cliffs/balconies/anything that allowes to be abseiled from. - I'm sure that if the BI brains think related features over they can come up with a lot of great additions. * Smoother animations - Example in ArmA2: Player is prone and selects launcher through scroll menu, in arma 2 this reacts very clunky and sometimes gets the player stuck in a series of animations (especialy when danger is near this is frustrating and can lead to death or mission failure), hopefully in arma 3 this can be improved. - Smoother transfer between animations, more animations * Smoke and Fire - Realistic fire and related (objects being able to catch fire, players being able to catch fire/drop and roll to put it out, fire spreading, fire being influenced by weather (wind and rain/snow in example) and other physical interaction and so on). - More realistic smoke behavior (In arma 2 smoke would very abrubtly stop which resulted in a strange looking play of particles and smoke disappearing, hope this can be fixed in arma 3) * Editing - User friendly island creator * lighting - Inside vehicles and buildings. - Functional lamps, lights, lightpole, lighthouse etc objects. - Any type of light/lamp breakable by damage. * AI: Civilian & Authorities (very useful for modding purposes involving anything non-military) - A large variaty of civilian player models/outfits/vehicles. - A large variaty of public service player models/outfits/vehicles/buildings. (Police, fire department, hospital and ambulance, postal office, stuff like that). - A large variaty of rebels/insurgents/criminals looking models/outfits/weapons/vehicles/ PS. Not sure if this is my first post or not, but i'm gonna use the oppertunity anyway to give BI a quick thank you for being such a respectable studio that listens to their fans and sets standards for patching and all other sorts of support in the game dev industry, i'm goign to be a life long supporter and if i make it in game dev one day i hope to be able to work with you guys!
  12. Hey everyone, I have some ideas that i would like to be realised, and considering the fact that i have no scripting skills whatsoever i am hoping somone from the community will be able to help me out. I would also eventually like to see this posted on ArmAholic so that everyone who wants to try the somewhat unusual features can do so. What i am dreaming of is a Domination 2 version with the following changes/additions made: - Disable ranking system (everything is available to everyone from the start, can be toggled with a 'variables' setting) - All vehicles present in the base, directly from the start. (can be toggled with a 'variables' setting) - Artillery/drops enabled. - Air Taxi enabled. - Healing/reviving enabled. - Campfires can be made one way or another. - Slightly increased appearance of wild rabbits around the player(s) - This is where it gets a bit more interesting. To give a roleplay and survival twist to the gameplay, i'd like to see a hunger and thirst bar that gradually run out over the course of time. If either bar runs out, the player will die. Food and water can be brought from the base (pickable from the ammo boxes using gear menu), meat can be gathered from shot rabbits (do 'gear' at a dead rabbit, and you will get a random amount of meat, between 1 and 3). This meat can be cooked at a campfire and then consumed. Also a player can somehow collect water from lakes and rivers, boil this on the campfire to prepare to be consumed. - And there are some other small ideas. If you think you want to help me achieve this, for free or even a small paypal donation (i dont mind investing a few euros into this), please do contact me either with Forum PM, or send me a message on steam (you can add me with lennie1989@hotmail.com). Thanks for reading everyone! - Blueberry
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