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frankfranconi

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Everything posted by frankfranconi

  1. frankfranconi

    [COOP] Vigilancia Aeternum

    Very nice, especially love the objective target icon at close proximity and the AI spawning changes with cleared houses. Those are going to take care of the last remaining possibilities for frustration. This is an extremely polished mission by now and I'm happy to say that I was able to get some friends more involved with Arma thanks to it! Are you thinking of porting it to Tanoa any time in the future? I'm very glad you released the mission under APL-SA so we can do it ourselves in case you don't have the time.
  2. frankfranconi

    [SP/CO8] A 3 - Antistasi Altis.

    Thanks!
  3. frankfranconi

    [MELB] Mission Enhanced Little Bird

    Can confirm, it's broken right now.
  4. frankfranconi

    [SP/CO8] A 3 - Antistasi Altis.

    Just a quick question: is there as of yet any mechanism to facilitate the collecting of gear from enemies? Something along the lines of "load everything inside a certain radius in vehicle"? I was going through the changelog since the last version I played, but couldn't find anything. I tried the mission with two friends some time ago, the main problem for us was the hassle of collecting enough gear to unlock optics and more sophisticated weaponry in the arsenal. With only few people this process took ages and felt like work. I realize the mission is intended for more players, so no worries, I'm not complaining. Great mission by the way! :)
  5. frankfranconi

    [COOP] Vigilancia Aeternum

    Those are exactly the changes I was looking for, very excited to try it. Thanks a lot!
  6. My feed reader won't show me updates for the Dev Hub anymore, because apparently the feed is broken. The W3C Feed Validator backs this up, there appear to be multiple problems. Anyone experiencing the same issue? PS: Sorry to cross-post, I already wrote this in Arma 3 - General, but I think this is the proper place.
  7. frankfranconi

    Dev Hub RSS feed broken?

    My feed reader won't show me updates for the Dev Hub anymore, because apparently the feed is broken. The W3C Feed Validator backs this up, there appear to be multiple problems. Anyone experiencing the same problem?
  8. frankfranconi

    [COOP] Vigilancia Aeternum

    This is a great mission, we've been having fun with it for a while now! I love how it gives players just the right amount of freedom to allow for some variety in gameplay without getting too sandboxy and being too easy. Also a huge thank you for still actively working on improving it. A few thoughts: As was mentioned before, AI spawning is ridiculously aggressive. In towns they spawn in houses that have been cleared just before and in open terrain it often happens that multiple groups come out of some reeds in the middle of nowhere in intervals of 2 minutes. There seems to be a problem with people having their original backpacks replaced when getting revived. Not sure you can do anything about that though, as you're using BIS revive (great decision by the way, I think it works very well and I'm always in favor of using the 'platform option'). Good job on bringing back the rank system, as some players find it very rewarding. On the same note, it's great that you offer support for CUP vehicles. IED spawning is out of control, there are sometimes 5 in just 100 metres of road. I'd say a maximum of 5 on a kilometre would be a more appropriate count, as the roads are basically not usable right now. It's great that we can now select respawn positions with multiple tents. An option to spawn in the base would be much appreciated though. I think you managed to balance the vehicle count per objective really well. Before it was overwhelming, but now it's perfect. Don't get me wrong, even with those criticisms the mission is very much playable in its current state and extremely enjoyable. Thanks for the amazing work!
  9. frankfranconi

    Firing from vehicles using launchers?

    That's right, but I think if the backblast is small enough for the weapon to be fired from within an enclosed room, it should be no problem firing it from the back of a vehicle in open air.
  10. frankfranconi

    Firing from vehicles using launchers?

    I'd love a simulated backblast too, I remember the first time I experienced it back in A2:OA with ACE, it was amazing! I don't think the recoil would cause problems on the Hummingbird though, as you're already able to fire handguns without the recoil affecting the vehicle you're on.
  11. frankfranconi

    Firing from vehicles using launchers?

    Luckily, launchers are considered recoilless, and if the missile ignites only at a safe distance the backblast becomes irrelevant too.
  12. I was wondering if it would be possible to change the loadout of the Pawnee for a mission. I found out that it's quite easy to remove the existing mounted weapon and ammo and replace it. chopper removeMagazine "24Rnd_missiles"; chopper removeWeapon "missiles_DAR"; chopper addWeapon "missiles_DAGR"; chopper addMagazine "24Rnd_PG_missiles"; In this case I'm replacing the DAR missiles with the DAGR ones, which is the change that makes the most sense as the only difference between DAR and DAGR seems to be the fact that DAGRs can lock onto their target. Otherwise they're using the same model, cause the same damage and come in the same amount per magazine. Now even though they look exactly the same, the amount of missiles doesn't show on the rocket pod anymore, as it's empty. It's not a complete mess though, the missiles are fired from the correct proxies, alternatly from the left and right pod. Also, when removing the DAGRs and adding DARs, the amount of loaded missiles in the pod shows up correctly again. I believe it has something to do with the Pawnee's config only allowing for the display of the original DAR missiles. I really hope there's an sqf command that allows me to sync what's visible externally with the ammo count or that there's some way to make the rocket pod believe it still has the original missiles loaded.
  13. frankfranconi

    Firing from vehicles using launchers?

    This should definitely be a thing and is not that unrealistic, especially for some launchers with soft launch capability such as the FGM-148 Javelin. In these launchers, the missile is ejected first and the flight motor only ignites after the rocket has reached a safe distance from the operator. Since the Javelin already has this capability I would like to believe that the Titan as a successor works in about the same way, so I don't see why we shouldn't be able to fire it from vehicles. EDIT: Just wrote a small script that switches to your launcher using selectWeapon even if the game doesn't give you the action to do so, but unfortunately it doesn't work when firing from a vehicle. The launcher is technically selected (ammo count and weapon type in the top right corner switches), but you still have your handgun equipped. So it looks like firing launchers from vehicles is prohibited at engine level, which is too bad. Creating a ticket for deltagamer's approach would be the way to go, but since I don't think Bohemia has the resources for these wishes, I doubt it would help.
  14. frankfranconi

    Armor Improvement System (AIS)

    Yeah it's too bad I don't have it anymore. I know how annyoing this is, I've been in the same situation once where the thing I was waiting for all the time was just a byproduct of someone's scripting adventures and they didn't have it anymore. I'll try to find some time to look into how I did it back then, maybe I'll be able to get back to you later today. EDIT: Reconstructed what I did, only took a few minutes thanks to the amazing modular structure of the script, which is very well-made! If you want to include the script in a mission, you have the mission folder with mission.sqm and paste the folder Baked_AIS and the init.sqf script into it. The only thing you'll have to modify is Baked_AIS\Baked_AIS_init.sqf. Right at the beginning of the file there's the config block, where you can change the most important settings. One of them is baps_enabledFor, which is used to select the array of vehicles that are protected by the APS. Note that this is already the modified version, I added more collections and combinations of vehicles to protect. // Get config values baps_startHint = 0; // Show hint on startup? baps_startDelay = 0; // Delay script for x seconds baps_enabledFor = 6; // Enable for types? 0 = M2A1, 1 = ALL TANKS, 2 = ALL ARMOR, 3 = ALL NATO ARMOR, 4 = ALL CSAT ARMOR, 5 = All Armor & Aircraft, 6 = NATO Armor & Air Some lines down, there are the different arrays with the vehicles in them. These are also the ones I defined, the lists are not complete though. // List of vehicles that defend baps_defenders = []; if (baps_enabledFor == 0) then { // FOR M2A1 SLAMMER ONLY baps_defenders = [ "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F"]; // Merkava Mk4 }; if (baps_enabledFor == 1) then { // FOR MBT ONLY baps_defenders = [ "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F", // Merkava Mk4 "O_MBT_02_cannon_F"]; // T-100 }; if (baps_enabledFor == 2) then { // FOR ALL ARMORED VEHICLES baps_defenders = [ "B_APC_Tracked_01_rcws_F", "B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_CRV_F", "B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F", "B_MBT_01_arty_F", "B_MBT_01_mlrs_F", "O_MBT_02_cannon_F", "O_MBT_02_arty_F", "O_APC_Tracked_02_AA_F", "O_APC_Tracked_02_cannon_F", "O_APC_Wheeled_02_rcws_F", "I_APC_Wheeled_03_cannon_F"]; }; if (baps_enabledFor == 3) then { // BLUFOR / NATO ONLY baps_defenders = [ "B_APC_Tracked_01_rcws_F", "B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_CRV_F", "B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F", "B_MBT_01_arty_F", "B_MBT_01_mlrs_F"]; }; if (baps_enabledFor == 4) then { // OPFOR / CSAT ONLY baps_defenders = [ "O_MBT_02_cannon_F", "O_MBT_02_arty_F", "O_APC_Tracked_02_AA_F", "O_APC_Tracked_02_cannon_F", "O_APC_Wheeled_02_rcws_F"]; }; if (baps_enabledFor == 5) then { // Air & Armor baps_defenders = [ "B_Heli_Light_01_F", "B_Heli_Attack_01_F", "B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "B_Heli_Light_01_armed_F", "O_Heli_Light_02_F", "O_Heli_Light_02_unarmed_F", "O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F", "I_Heli_Transport_02_F", "I_Heli_light_03_F", "I_Heli_light_03_unarmed_F", "I_Plane_Fighter_03_CAS_F", "I_Plane_Fighter_03_AA_F", "B_APC_Tracked_01_rcws_F", "B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_CRV_F", "B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F", "B_MBT_01_arty_F", "B_MBT_01_mlrs_F", "O_MBT_02_cannon_F", "O_MBT_02_arty_F", "O_APC_Tracked_02_AA_F", "O_APC_Tracked_02_cannon_F", "O_APC_Wheeled_02_rcws_F", "I_APC_Wheeled_03_cannon_F"]; }; if (baps_enabledFor == 6) then { // NATO Air & Armor baps_defenders = [ "B_APC_Tracked_01_rcws_F", "B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_CRV_F", "B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F", "B_MBT_01_arty_F", "B_MBT_01_mlrs_F", "B_Heli_Light_01_F", "B_Heli_Attack_01_F", "B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "B_Heli_Light_01_armed_F"]; }; You can get the vehicle classnames from the assets page in the BI Wiki. I hope this helps, at least you can get it to work in your own missions that way. If you want to have it enabled for all missions, you'll have to de-pbo the mod-version and rebinarize it yourself.
  15. frankfranconi

    Armor Improvement System (AIS)

    Oh my, looking forward to that one!
  16. frankfranconi

    Armor Improvement System (AIS)

    Quite some time ago I did exactly what you want. I modified the AIS script to include aircraft, and that was all there was to it. AA missiles were just blown out of the sky by an unknown force. I don't have the modified script anymore, but it's really easy to replicate as you just have to add the vehicle classes of the aircraft you wish to protect to the array of protected vehicles in the script.
  17. frankfranconi

    Armor Improvement System (AIS)

    I'm glad you're continuing to work on this. Lately I've been playing a lot of DUWS and it's really amazing how worthless armor of any kind currently is. Nearly every AI Squad running about has one AT-Specialist armed with a Titan and they really fuck things up. I'm not even talking about High Command Squads because not only do they 'catch' every missile coming at them, but they also like to drive their vehicles into walls and ditches. But that's another story. It's just outrageous that a $6 million piece of hardware lasts about 5 minutes on the battlefield with limited use and is destroyed by an $80'000 missile fired by some poor sucker sitting in a bush. I'm really looking forward to seeing armor retake its rightful place in battle ;)
  18. frankfranconi

    U.C.S.V. Cargo & Support Drone

    Looking forward to it!
  19. I've been experimenting a bit with the ejection script and I think I found a possible bug which caused the player to not separate from the seat. In FA18_Ejection_E.sqf I commented out line 76: // _Ejection_Seat setvelocity [0,0,0]; And everything works as intended. As soon as the pilot drops below 300m he separates from the seat and the parachute opens. I find this really strange though, as this is a valid command with valid parameters and therefore script execution shouldn't be aborted. Update: With setVelocity [0, 0, 0] the player does not eject from the seat when _Pilot action ["eject", _Ejection_Seat] is called. With any other velocity however (e.g. setVelocity [1, 1, 1], everything's fine. This means that the player does not eject from a vehicle in midair when it doesn't have any velocity, which seems to be an engine thing. So one way to fix the problem would be to set the velocity to any other small value but 0, but simply removing the command works as well. I personally fancy the second solution, as the seat would then keep its flying trajectory after detachment (instead of stopping in midair and then dropping like a stone), which is the way it should be. But there are probably other implications to this I don't know about, as I'm sure this command is there for a reason.
  20. This strikes me as the best aircraft mod I've seen in a long time. Flying's fun again! Just one problem, when ejecting from the single seat version (haven't tried the double seater, though it shouldn't make a difference) everything goes well but I'm not separated from the seat and fall to the ground while sticking to it. Then on touchdown the parachute opens and closes again and with a 50/50 chance I live or die.
  21. The right place for the pbo to be is the C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\Campaigns folder or something similar. So if you put the pbo in there you should be able to find the M.E.R.C.S. campaign in Play->Campaigns->M.E.R.C.S.
  22. There really is a surprising potential for comedy in making up fictional timelines :) And it's not even such a long shot. Since the last polls we know that a (slight) majority in Switzerland cares more about "rampant" immigration than about economic ties to our neighbours. So it's not at all surprising that without the most important trade partner the Swiss would look for some new (possibly ethically dubious) sources of income, and you know, in Switzerland we never thought money stinks ;)
  23. I see, so ION cleverly has all its assets parked in the tax haven nearby :) Unfortunately (at least for ION), swiss parliament actually banned contractors from operating in armed conflicts back in autumn. But I guess there's nothing wrong with providing tourist flights over beautiful Altis in company of some well-built men ;)
  24. Since I don't live too far away over in Switzerland I was actually aware of that, which is why I found it (and good ol' Credit Suisse of course) particularly funny :D I have started an attempt to strip out the glass system but I doubt I'll be getting anywhere with it. Right now it's just an empty mission with glass in it, we'll see if I manage to turn it into a full-fledged addon. In case I should, I'll obviously publish it under APL-SA and credit you accordingly.
  25. I've been praising your work in another thread already, but today I continued playing your campaign for a bit and I felt I really need to tell you how much I love it. Storywise it's one of the best campaigns I've ever seen, the dialogues are great and funny throughout. I especially loved the ones with the german businessguy. The overall attention to detail is really amazing, e.g. that you took the time to even make up a believable IBAN number that really could belong to a Credit Suisse account in one of the contracts. Or the fact that the Glass system by Böhmen Integrated Systems is running on "Java Quantum Machine 1.7". It's really the little things that make this campaign what it is. From a technical point of view I'm absolutely impressed. For academic purposes :) I had a look at the source and from what I can tell it's flawless. I think every missionmaker should check it out because it's so much easier to see all the best practices in one place instead of scraping knowledge together from half done Biki pages. And the time you spent on the architecture of the whole thing really pays off, because performance couldn't be better and the missions are as bug free as Arma can get. You see, I can't stress enough how blasted away I am and all I can do is thank you for your contribution to this great game and hope for more to come (especially the standalone Glass system :p).
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