

gotrek
Member-
Content Count
35 -
Joined
-
Last visited
-
Medals
Everything posted by gotrek
-
Taviana Island for ArmA 2!
gotrek replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Few issues so far: Some paa files cannot be opened, I get this for borje.paa, an arrow.paa and a p3d file. When the main menu video gets to the underground station I CTD, don't lag or anything just straight CTD. Love the main menu video and a great map. -
Yes I did it's got good ideas. but I edited it so the healing was a bit easier...
-
Simple question why did you not base your mission on Tigeria or Duala?
-
civilian counter for victory conditions script.
gotrek posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I have no idea how to go about making this one, so it's a request to the community. I'd like to make a trigger like a finish line that counts how many civilians pass that line and triggers a victory ending the mission once a certain number is reached. any ideas on how I could achieve that? Thanks. -
civilian counter for victory conditions script.
gotrek replied to gotrek's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thank you , going to give it a shot. -
[SP] MISSION for Arma CO : Afrikaners' last stand in Duala (Work in progress)
gotrek posted a topic in ARMA 2 & OA - USER MISSIONS
Is one of the things this section is for so that's what I'm going to do here. I've been fiddling around with the Duala island (Icebreakr's) and the missions/campaigns made for it. and the idea to make a white afrikaner themed campaign/mission occured to me since so many irregulars are available. Combined ops seems pretty stable for Duala, even though the map is intended for ArmaII only and some of the mods for it require AO per examples here: HERE So far I've managed to make a very basic mission, which has allowed me to pick the units I want featured in the mission, models and the villages the story is going to be centered around. So here's the story roughly explained: The setting: The mainstage will be that island to the East that's mainly covered in jungle and has a very big hill on it with some military barracks and a little town and some administrative building. Although there will be incursions in Molatian territory to check on farms and such... The Story: It's largely inspired from Namibia, Zimbabwe and such. After the civil war Molatia being the socialists they are, decided to nationalize the farms and local exploitations. Those mainly belonged to the white settlers there and they obviously weren't very happy with the proceedings. Many locals weren't happy either thinking power and riches were simply changing hands without them winning anything in the process. After all they had known the landowners for generations and the molatian government was just a corrupt bunch of communist rebels for all they knew. Thus a smaller conflict emerged and after dispossessions and displacements of populations the local Afrikaners (whites) settled in a last bastion on the eastern isle of the Duala island. they nicknamed it Duavaal (after Transvaal). Officially a part of Afrene who keep a symbolic guard post there at the Afrikaner's request. The movement isn't dead in Molatia has small farmsteads still resist the government's dispossessions or faint submission. The Molatians themselves haven't been inactive and finance wild mobs to raid the Island from time to time and harass the white minority , since official intervention would attract attention from the UN which is still present, though in tiny numbers. With the recent rise in the numbers of rebels raiders the Afrikaners have become a militia struggling for survival stuck between a government who wants them gone and a government who sees them as figures of the colonial past and embarrassing refugees. They therefore throw their last dice in recruiting mercenaries to make one last attempt at establishing their enclave and hitting the Molatians hard enough that either the Un or the Afrenians will intervene and stop the rebel raids for good. Gameplay: Playing the mission as one the mercs employed by the afrikaaners, leading a rag tag bunch of ex spec-ops mercs and local guerilleros in defending the island, patrolling for rebels and causing as much trouble to the molatians as their tiny budget can allow. One problem I've encountered is the map has many towns which are very close by. so much so that if you stand on a big enough hill you can see 3 towns at once, it's impossible to populate all that space without the game lagging (for me anyway), so I'm thinking this mission will have to be divided up into a mini campaign. Instead of one big mission that has objective 1: defend village obj2 pursue rebels, 3 destroy their base 4: check on inland afrikaners...for example (though it'll be roughly this) I'll have to have each objective in a single mission that way it won't look so strange to drive through an empty village or airport and think "hang on where's that big molatian army you're so woried about?". Or I could divide each objective with a cut to black screen type thing (I have seen it in missions bu have no clue how to do it yet).... Ideas to develop: A lot of story telling, showing the duality of feelings amongst the locals torn between their loyalty to the white landowners and their wishes for shared wealth. getting to define who the government backed rebels are...maybe the island's previous inhabitants, or drug dealers who had set up operations in its jungle... Setting objectives on the mainland to "visit" the afrikaners left behind who survive under the molatian government.Objectives t try and push the Afrenians for intervention in the conflict, or the UN.... I think the idea has potential and I'd like to develop this universe. My missions will probably be very simple and seem naive since I have very little tactical knowledge and am not a very good player,but that can be improved over time.. So there you have it. It's going to be quite the work since I have 0 experience in creating missions but it seems fun so far... I guess I'll have to ask permission from the mods I'll use if I want it public but that's still a while away. If anyone has clues or ideas or wants to ride on, they are welcome. someone who could make intro videos would be much appreciated... -
[SP] MISSION for Arma CO : Afrikaners' last stand in Duala (Work in progress)
gotrek replied to gotrek's topic in ARMA 2 & OA - USER MISSIONS
Progress so far: 3 missions created, need packaging ( briefings and objectives not triggering) and more testing so far they work as intended but I still to work on the difficulty. 70% done Issues I'm having: the briefings aren't working too well, but I don't think that'll take long to fix once I redo them completely; got to balance forces, finding the right number of AI enemies to keep it realistic yet fun to play; got to find the right scripts to simulate my victory conditions correctly, might take a while. -
ArmA 2's Artillery Module
gotrek replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry for half/resurrecting this topic but I have tried the same thing and got the same result. I was looking for a repeatable mortar support without using Som (avoiding the specops missions etc) and with this method all I get is the out of range message popping up every time I indicate the target. -
Simulation of the Battle of Ganjgal (Actual US ARMY AAR)
gotrek replied to meade95's topic in ARMA 2 & OA - USER MISSIONS
that is fascinating, thanks for the link ! -
[SP] MISSION for Arma CO : Afrikaners' last stand in Duala (Work in progress)
gotrek replied to gotrek's topic in ARMA 2 & OA - USER MISSIONS
Making good progress on this, it's proving easier than anticipated. Progress so far: Template base made with 3d editor, works fine in mission editor. Duavaal flag, propaganda posters spread about the outposts, other then the panels(object>panel) is it possible to include posters on any other objects? The Duavaal flag could do with a bit of artistic touch , but it'll do for now. And an introductory mission being worked on. One major issue I'm having though is the text scripting, as in including subtitles in intros or triggered conversations to appear for story telling (keeping away from proper dialogs now since it would mean options that I haven't thought of yet). I opened up missions I liked and that did tat but when I try copying their way of doing it it never works, so if someone could explain how that works, it would help. I did download,read watch every tutorial out-there. But that text part is never really explained clearly , that or I'm just slow (probable). -
Also it can be deactivated for mission purpose , for example to simulate a guy too heavily wounded to be carried and so on, same goes for healing...geez why do I know all his stuff already?
-
It's in the A2 and OA tutorial, go to the wounded person, scroll down with middle mouse button. then drag or 1st aid dialog options appear on your left . click drag, and then the option to carry should appear.
-
Super Simple Ambient Civilians on any map
gotrek replied to tpw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah I see well thanks for theanswer, I was despairing about my capacity to follow instructions...Since you mentioned the Duala civilians I thought it worked and in another topic Icebreaker said Duala worked with ALICE, guess it was before patches or something. -
Super Simple Ambient Civilians on any map
gotrek replied to tpw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for replying. Well I followed your instructions to the letter and I can't get it to work. It seemed simple enough I thought even I could do it :( I tried using the ambient civ normal and the extension one alternatively , but nothing happens... I included screenshots : ss1 ss2 ss3 ss4 -
Super Simple Ambient Civilians on any map
gotrek replied to tpw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
sorry for digging up this old topic but I wonder about this part : where would I find the code for other civilian types like Sarani for example? I looked in the config.bin in the pbo files and didn't see it there. Not that I get it to work....as it is. -
[SP] MISSION for Arma CO : Afrikaners' last stand in Duala (Work in progress)
gotrek replied to gotrek's topic in ARMA 2 & OA - USER MISSIONS
thanks, I'll look into how Royal gambit works. I took a couple of screen shots around the main base, to give the "theme some flavour", with propaganda posters and a faction flag. Units from Isla duala and various merc and armed civilian mods. The flag is a cross between the 1870s boer flag and the Molatian flag. And the rest in these links : flag poles guard post poster board -
Morten's ArmA Dialog Designer
gotrek replied to MulleDK19's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
PVPscene thanks once again. I'll look into that. Stupid question :it says "Place Functions module" so I assume that's in the editor, pretty straight forward... " and during game, execute following code: [] call BIS_fnc_GUIeditor;" how do I do that ? Correction: figured it out by myself once I got the sample mission working. -
Morten's ArmA Dialog Designer
gotrek replied to MulleDK19's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Same question and any progress on this front? -
ArmA2 / OA (low) performance issues
gotrek replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
thanks, will do, I assume you mean 88850 and upwards, great mod by the way ! -
Hello, Here is my issue: I installed BAF from steam and got to the start up menu and under extensions ( french menu, don't know if its same name for you) it showed all the add ons I have and also the mods I had in the AO folder, so I figured "that's cool I'll try ticking the boxes see if it works". Well it worked, only problem is now I want to untick those boxes and when I go trough deactivating them it doesn't work, nothing changes despite restarting the launcher over and over again like it tells you to. Any idea why it's stuck?
-
Yup, fixed it that way, all I need to do is erase the lines I don't want and add the mods I do want and rinse and repeat...In case it happens to anyone else. Strange I couldn't do it from the starting menu though. I think Ofrp was causing the crashes since I haven't had none since I removed it. Sad it's a great mod :(
-
thanks guys this campaign looks great just done mission one, it's quite the challenge. :)
-
No I don't use the -mod startup line. I tried taking screenshots but it didn't work so I took photos of my screen , sorry for the bad quality but you can see here I have them activated, try to deactivate the add ons, restart and nothing happens. If I used the -mod= command instead would I type: " -mod=@CBA;@OFrP; @Meafext;" or "mod=@GBA; -mod=@PFp;..."
-
I want to see if my crashes come from the mods or Arrowhead. And also I want to try other mods which aren't necessarily compatible with the ones I activated. and rght now I can't do that since the mods activated cannot be deactivated .
-
[CAMP][CO] The Duality of Duala
gotrek replied to SB Interactive's topic in ARMA 2 & OA - USER MISSIONS
Did this project ever get released?