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h34dup

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Everything posted by h34dup

  1. Hey all, sorry I've been MIA for so long. Work-life balance has been non-existent and I haven't had time to do much of anything else. However, I got some time and energy to work on TF42 this past weekend and last night, I'm still quite excited for people to play it. The project has never left the back of my mind and I'm determined to get it out one way or another no matter what. Most recent updates are some bonus missions for the Addon+ version, which will help bridge some technical gaps with the intros/outros and the special Addon+ version of the last mission, which takes place on a different map. One bonus mission is nearly to 100% completion, you get to play as the sniper team shown in an intro to Mission 2 in both the Lite and Addon+ versions. Stealth and surveillance meet a cool alternate perspective on a mission you will have already played through. The other bonus mission is in ideation phase but shouldn't take long to finish off. Then it will come down to just tying everything up and submitting to Armaholic. As for the future of the RWO initiative, I want to be involved as I can but obviously I don't have the bandwidth to be the official leader this project deserves. I'm confident the initiative will live on and thrive thanks to the involvement and dedication of the team as a whole, and when I can contribute I plan to, both in terms of getting out my A2/OA projects, and migrating to doing stuff for A3.
  2. Hey Wiki - I did implement ADuke's choppers into the Addon+ version, and they are really looking great! I have been completely swamped between work and my recent purchase of a PS4, but TF42 WILL come out one way or another. I also got sidetracked for a while playing the A3 Adapt campaign and then started porting some of the custom support scripts used in TF42 for medic and attack chopper support to A3 - good news is that they work fantastically! Recently, I've just been overloaded with work, travelling, and recently, playing with my new toy - the PS4. However, as soon as I can, I may just pack up the camp and release it as-is, but I know RCMW was tweaking things and making welcome improvements the last time we spoke.
  3. h34dup

    Scouting missions...?

    Thanks Variable and Tom! I updated the 2nd immobilized armor AAR (for the one farther from Gori, near the elite warriors objective), and added two more placeholders for missions I didn't get until completing the last 8 missions and RTB'ing, for the Vet Clinic, and the Illegal Weapons. Looks like there's another one on top of that looking at the link Tom just posted above, that affords the player all manner of weaponry and attachments, haven't gotten that one yet, but I'll keep an eye out for it. EDIT: Updated the Vet and Illegal Weapons AARs above
  4. h34dup

    Scouting missions...?

    I've been having a lot of fun with the side-missions. Yes, it feels a bit goofy being all by yourself for them, especially in the face of rather daunting odds...however, after having my ass handed to me in the first mission of Adapt more times than I'd like to admit, I can say that being able to pull off the side-missions solo really adds to the feeling that I am "adapting" to the changing situations. Here are some quick AARs if anyone gets stuck and could use some help (or if the devs want some user feedback outside of the normal channels) Recon for UAV threat Sniper Coastal Checkpoint Abandoned Battlefield Immobilized APC (closer to Gori) CSAT Checkpoint Elite Warriors Immobilized APC (farther from Gori) Next Missions come after completing the above: Vet Clinic Illegal Weapons
  5. @Mat at the bottom of the first post, there's a code snippet with the signature. @cimalex-- How come the player and some units in the "Troubles" mission are wearing OA BAF Woodland DPM and not units from CWR2? I was looking fwd to looking like a badass and was surprised to find my character wearing modern gear.
  6. Cool, thanks for the ongoing additions to Ex. Friendship 86, Mathias! I've updated the description in the first post to note the third mission. As for something completely different, RWO in A3, I don't have A3 installed at the moment (tho I plan to re-install once TF42 is out to attempt an AiA playthrough and play Ep. 2 of the campaign), but I am all for the initiative extending into A3. I think maybe Kommiekat should take charge of the A3 thread, as he is more active in general and with A3. Also, KK, if you were an astute Steam peeper, you'd see most of my free-time over the past week or two has been playing Company of Heroes 2 -- I discovered the pause key on my keyboard and have been crushing the fascisti whenever I can get the three hours needed to complete one campaign mission. ;-)
  7. For sure. I should mention that after seeing Jester's awesome videos of Lions of Kandahar being played using All-in-Arma, that I plan and intend to explore AiA-compatibility for TF42.
  8. Quick update on TF42: RCMW and I are collaborating on the final stretch. He had some time to test the latest build out, and he came back with some great suggestions for improvements and tweaks. Fortunately, he has the bandwidth to make the changes while I toil away in the office by day, then I'll have time to apply my changes this weekend. So, things are definitely moving, hopefully we can see a release in the next couple weeks!
  9. Great stuff, cimalex! I remember seeing these releases on Armaholic and thinking how they would be appropriate for the RWO initiative. I gave this one and the Mozambique missions a play-through and really enjoyed the addon, the setting, and the detailed scenario. Good work, looking forward to future releases. I'll add this to the first post.
  10. Good stuff, I see some Arctic Camo hostage rescue scenarios in my future if this comes out!
  11. Yes, the task description explains the AQ invaded the village, drove out all the residents, and set up some two-dozen IEDs on all the roads leading in and out of the village center (so you know that's where the target is). They are not armed unless the player is spotted in the vicinity. Whether armed or not, they're highly dangerous, and if shot will explode. For the challenge, you have to use one of two IEDs planted directly-next to the target's building to kill him.
  12. Good stuff, Mathias! I've updated the first post in the thread to add that there's a second mission in the existing Exercise Friendship entry. Let me know if you think this warrants a separate entry or if it's cool to keep all missions related to this project in one. Also, so people don't miss it at the bottom of the last page, a brief teaser video from my testing session with the final mission of the Addon+ version of Task Force 42. Release is not far off --
  13. Got a chance to test this FATA-version of Mission 6 of the Addon+ version from start to finish last night. Not to toot my own horn, but it was one of the most enjoyable missions I've played in Arma. I ended up capping a video of one of my favorite moments of my playthrough-- knowing the challenge objective for this particular assassination task was to take out the target using one of his own IEDs, I found a very nice vantage point and sniped the sucker from almost 600m away! I also put the laser-accurate L115A3 to good use in an earlier challenge objective, sniping out one of the targets, and then devastating the Talibs surrounding him outside of one of their notorious madrassahs. This unlocked the sniper position as a fast-travel point, so getting in and out of the AO and my safehouse was much faster. Experiences like this are not far away...stay tuned!
  14. This one features the 101st in Afghanistan, semi-Real World (if you can excuse the presence of M16s in the hands of the regular soldiers). It's based on Op. Surak Basta III. http://www.armaholic.com/page.php?id=18581 I also have a Desert-Storm SOF scenario I started but never finished, need to finish the exfil phase of the mission. It uses Delta Hawks 80s 90s 2000s US Mil addon, as well as BB OA Mercs for watch caps. I was planning to have a whole second part of the mission involving USMC search and rescue, but that's probably not going to happen...
  15. I've tried a couple times recently to do the most minor things for mission ideas in UNS and just always see my performance take a nose-dive. A couple weeks ago, I decided to try messing with damaging a helicopter rotor and simulating a crash landing. I got it working exactly the way I wanted, but the FPS dive made it unplayable. If either of you guys want what I put together, I can send the above to you, just reply here or PM me. So I've just about given up on doing something in UNS, which is a shame because the mod itself is really quite fantastic, but I can't make missions for a mod that I can barely play through.
  16. My fear with that is two-fold: (A) People will play the Lite version and skip out on the Addon+ version (big mistake, if anything you wanna skip the Lite version, Lite is only for bitches who don't want to download and manage extra addons) (B) If I release the Lite version now, I'll lose my motivation to finish and release the Addon+ version, or I'll end up getting sidetracked supporting the Lite version I have about 2/3rds of the "meat" in the special final mission for the Addon+ version. After a little play-through of my progress, I can report that things are looking excellent, I had a real blast-- the sense of being a lone operator, no matter how elite, in a wide-open space where you know enemies are waiting and hiding everywhere, sneaking around, picking off targets, being overrun and successfully evading death. It's a much better way to end the Campaign than in the Lite version, I'll say that!
  17. Hehe, not recently though, I've been up until 2am the past three or so nights, and putting in work daily over the holidays to get the Lite version together. The Lite version is together, but the Addon+ version is getting some special attention that I guarantee 100% will be worth it. I can't wait to play it myself! The PR FATA map is getting some serious love with the special endgame mission I adapted...same basic setup as the Lite version, but with way more to do. Also, with the release of this handy unit cache script, I think I can really boost performance on some of these missions with all the units and setpieces, so I'm implementing that. http://www.armaholic.com/page.php?id=23929
  18. You guys can look forward to this FATA map being featured in the upcoming RWO SP campaign, Task Force 42 (Addon+ version) -- there's a light version in which the mission takes place in Reshmaan province (although in the story it's supposed to be the FATA). The mission I'm converting from the Light version has the same basic mechanics, but will make use of most of the northern part of the map, be semi-open-world, feature a safehouse with armory, challenges to go with the main objectives, and of course, an optional drone strike for taking out your primary target. Keep an eye out, and thanks to the authors of this flabbergastingly-fantastic FATA island.
  19. The Lite Version is basically tied up, I'm waiting on a few final things. But I've begun working on the Addon+ version in the meantime and it is going to rock! The expanded weapons selection is drool-inducing, with a wide range of weapons confirmed to be in-use by the SAS/SBS! The MH-47E feels so much cooler than the BAF Chinook because you can ride on the back ramp, and it includes tow cables! ...but best of all, I'm adding the FATA map to the required addons for the Addon+ version, and transferring the final mission there, where it actually takes place in the story. The final mission will be a much meatier and more satisfying and challenging experience in the Addon+ version... tons of cool functionality I was able to extend into it already, so now I'm just fleshing things out a little more. It will be worth the wait, and the extra addons, I guarantee it!
  20. Yes, that worked for me - thanks for the rapid response, panther42! Konyo, you should consider adding the above to either the Readme or the first post.
  21. You couldn't attach and detach it using scripts to simulate but not actually use the load system? I'm finalizing a SP campaign showcasing the UKSF, and the MH-47E will be used in 3 missions with the 160th SOAR providing Airlift and Transport support. In one of the missions, I have them dropping off a pair of Jackals, the Jackals are attached directly to the choppers in their inits, along with some ropes attached to the chopper as well. When the script says, the Jackals are detached, and the ropes deleted. My question that I couldn't find an answer to is, if I want to animate the cargo ramp closed using a similar script as what's used in the vanilla Chinook, for example: this animate ["CargoRamp_Open",0] What is the proper code to do this with the MH-47E?
  22. Added Exercise Friendship 86 to the first post's index of current mission releases! Thanks to Matias (and apologies for the delay in getting the first thread updated). In other news, I am getting back to tying up the last bits of work on Task Force 42-- adding voice to the cinematics and trimming them where possible, campaign variables, and finally, Addon+. If it's possible to have this release submitted in time for the end of the year, I will do it! So please, stay tuned and thanks to everyone who has waited so patiently for this release!
  23. Voice acting is really coming along and is almost complete! It's head and shoulders above any voice work in my previous projects, TF42 is a step forward on all fronts! Huge thanks to everyone who submitted some voice lines, as well as to those of you following the project for your patience and support!
  24. h34dup

    [SP/@] Codename Farrington (RWO)

    Hey Mat, was thinking as I saw a new update to the German Weapons pack-- you should release an Addon+ version with some stuff like the Bundeswehr mod (love their ISAF units), and the German Weapons pack, perhaps some YuraPetrov chopper action!
  25. Voice Acting efforts continue for TF42, we should have enough help to get everything done soon. Many of the main roles are complete, so now it's just a matter of getting all the minor roles delegated. Also added some extra soundtrack music and bug fixes/tweaks, I'm only now getting a chance to test the "complete" missions for bugs, fortunately most of it seems solid.
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