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Kildar

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Everything posted by Kildar

  1. I don't know if this has been here all along, but I just noticed a section in the editor with deployable respawn backpacks in the form of sleeping bags and tents, which provide player and group respawn point, respectively, similar to some rally point scripts. I've yet to test them, but if they work they seem like an elegant BIS-implemented solution to respawn. No need for pesky scripts on the part of the mission editor, and also allows flexibility for the players. Not quite as gimmicky as a spawn on team member function (I think they have to be deployed before death), as complicated and risky as a HALO drop, or as annoying as having to necessarily respawn at the start of the mission. Since it's deployable, intelligent deployment, such as only before an expected firefight, could make things interesting. Of course, if you hate respawn with a passion, just don't deploy it. Thoughts?
  2. Hello fellow soldiers! Here's the first of hopefully a few more Arma 3 missions. Destroy an enemy shipment of UGVs. MISSION DETAILS Cooperative up to 5 players Single-player compatible No Respawn / No Revive Altis No addons required FEATURES Dynamic patrols* Tailored loadouts** Briefing gear selection CHANGELOG v1.1.0 2014-04-19 Added enemies along coastal approach Added enemies in buildings Fixed campfire spawn heights v1.0.0 2014-04-07 Initial release DOWNLOAD Available through the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=246995137 I may upload a PBO later for the tinfoil-hatters out there if there is a demand for it. * UPSMON by Cool=Azroul13, Beerkan, Monsada, Rafalski, and Kronzky ** Loadout Editor for ARMA 3 by [s.o.E] Team
  3. Kildar

    COOP 05 Shipping & Mishandling

    Updated with version v1.1.0.
  4. After making my first mission, I've noticed some interesting things. In single player, I can access my and my teammates inventory through Map > Team, and can also perform team switching for playable units, and can perform briefing gear selections. However, in multiplayer, the map inventory and team switching access disappears, and as a result, briefing gear selection is unavailable. Has any other mission designer come across this problem and perhaps found a way around it?
  5. Thanks for the headsup! I thought I'd heard that the briefing gear was reimplemented since beta, but did not know it had been disabled for MP. I did notice that weapon selection would sometimes fail in A2 MP, but I suppose as long as I give people the right loadouts by default this would not be an issue. I definitely think that BIS should reenable this even if this persists. I also miss being able to access gear while inside a vehicle as was possible in A2. It would have at least made gear selection enroute during initial transport an option, as I dislike having to spend time huddling over something to gear up. I dislike VAS as well. Never liked Mary Poppins boxes that can magically hold everything, and for small tailored missions like mine, can mess up the author's intended gameplay. Worst of all, it takes forever for everyone to get things just right, and then people forget to save their loadouts... It does have its uses, though, for persistent server missions where gear needs to be unlimited and potentially have access to everything.
  6. Kildar

    LEA - Loadout Editor for ArmA 3

    Would like to add that 9mm pistols are compatible with the 30rnd 9mm magazines from PDWs in game. Not sure if you want to reflect this in LEA, but just thought I'd let you know. Thanks for the great work!
  7. Just a very, very, simple script for converting soldiers into anti-air specialists, since there isn't a unit fulfilling this role by default in the A3 Alpha. Anyone who knows the least bit about scripting would be able to write this for himself, but maybe some of you will find this convenient. Simply copy the following code into "scripts\gear\aa.sqf" in your mission directory and follow the instructions. CHANGELOG v1.0 2013-03-24-2345 Initial release v1.1 2013-03-25-0045 Fixed missing semicolon, used addMagazines instead of addMagazine. /*//=========================================================================== ANTI-AIR SOLDIER CONVERTER v1.1 Created by Kildar --------------------------------------------------------------------------- DESCRIPTION: Effectively converts a target soldier into an anti-air specialist by giving him a RPG-32 with n surface-to-air missiles. The actual number of missiles provided is contingent on available inventory space. Magazines cannot currently be loaded directly into weapons, so there must be room for at least one missile prior to running the script. USAGE: Place the following in the init line of target unit, where nMissiles is the integer number of missiles desired: null = [this, nMissiles] execVM "scripts\gear\aa.sqf"; EXAMPLE(S): To provide an AA soldier with 2 missiles, use: null = [this, 2] execVM "scripts\gear\aa.sqf"; --------------------------------------------------------------------------- CHANGELOG v1.0 2013-03-24-2345 Initial release v1.1 2013-03-25-0045 Fixed missing semicolon, used addMagazines instead of addMagazine. *///=========================================================================== // Get arguments _soldier = _this select 0; _nMissiles = _this select 1; // Remove pre-existing launchers and munitions _soldier removeMagazine ["NLAW_F", 1]; _soldier removeMagazine ["RPG32_F", 1]; _soldier removeWeapon "launch_NLAW_F"; _soldier removeWeapon "launch_RPG32_F"; // Provide ammunition and launcher if (_nMissiles > 0) then { _soldier addMagazines ["RPG32_AA_F", _nMissiles]; }; _soldier addWeapon "launch_RPG32_F"; Chopper pilots watch out.
  8. Kildar

    New STEAM patch update 25th March 2013

    It seems that something has changed with helicopter weapons. AI pilots no longer use rockets first on the APCs. Can anyone reproduce this?
  9. Kildar

    Anti-Air Soldier Converter

    The heli should fire on the first pass as long as it has time to line up its run. Try starting the heli farther away, but make sure it also detects its target in time, maybe using doTarget or a destroy waypoint if necessary, and make sure its line of fire isn't obstructed by another building. If you get it working please do share. I imagine this could come in handy at some point. Edit: I have a mission in the works where 2 AH-9s attack 2 IFRITs, and after the new stable release they don't use their rockets first anymore even though the targets are vehicles. What a pain.
  10. Foreword I've been playing Arma 2 Free for about six months now, first starting off on TF Blackjack's graciously provided A2F Domination server. Then a few months ago I started scouring Armaholic and BIS Forums for all the A2F compatible missions I could find and hosting them on my own listen server. Some were great, some were bad. There was in particular this one mission pack by Sander with tons of simple missions with punny names* that was the source of hours of entertainment for myself and whoever managed to join me on my server. Last week, I made the jump into mission creation, and those same missions proved very helpful in getting me started. Recently, I've been encountering completely new players on my server who are mute until I give them the gift of speech by telling them "Press / to type." To these, I hope they stick with Arma despite it's high learning curve long enough to experience the moments of camaraderie when you're dragging buddies out of fire and screaming for someone to pop smoke, or the panic that ensues when your squad leader yells out "CONTACT 50 METERS!". Though I may someday crack open my wallet and purchase Combined Operations, or later this year, Arma 3, I also offer these A2F compatible missions in the hopes that that they find something more than the public madness (as fun as it was) of Domination, or looking at Arma solely for DayZ. With that, I release to you the first of my missions: Co02 Switch and Bait v1.35 Covert amphibious assault on Drakon Island Co02 Widow's Pik v1.00 (NEW) Scale a mountain for the shot Co05 Belly of the BMP v1.15 Get smuggled into an enemy base (personal favorite) Co05 Hedgetrimming v1.10 (NEW) Bushwhacking in the Old Fields of Chernarus Co05 Pepper Spray v1.36 Forest intel and demolitions raid Co05 Premiere in Theater v1.10 Utes I: Secure Strelka Co05 Second Entendre v1.10 Utes II: Push inland Co07 Third Strike v1.00 (NEW) Utes III: Seize the airfield with CAS Co07 Swamp Meet v1.06 Contested amphibious assault on Otmel Island Co10 The Long Haul v1.06 Convoy mission from Balota to Elektrozavodsk Co06 FOB Balota v1.15 FOB showcase with SECOPs Misison pack with all above missions (updated 2012-07-16) Armaholic mirror: Kildar's A2F Coop Missions (updated 2012-07-16) Notes: All v1.00 missions have been not been tested from start to end in a full multiplayer session, but there is no reason why they should not work. For Pepper Spray and Switch and Bait, I am also having troubles with getting scripts with addAction to work for all clients, and though I know this has been addressed many times there is quite the confusion as well. If anyone can help me with this, as well as provide feedback on any other issues or suggestions, it would be much appreciated. I am also trying to maintain a sort of continuity with my missions. Therefore, I intend to start most USMC missions from an FOB in Balota (derived from edgardeth's template) despite the fact that this will add about 200+kb of arguably unnecessary data and potentially long and buggy helicopter rides to each mission. However, this does give the chance for anyone who forgot some ammunition the chance to address this issue, and of course the cool factor counts as well. You will notice with some of my missions that the briefings (perhaps I wrote too much in them, but please do read them) also refer to previous missions as well. Finally, in my missions you will notice a lot of semi-dynamic clutter in my missions in order to address the painful lack of cover in Chernarus and Utes (trees hardly count). Hopefully most of this turns out well and doesn't create too many clipped objects or disrupts AI pathfinding. Mission Requests At this point, I am welcoming mission requests. Please keep in mind that I am attempting to keep my missions addon-free and A2F compatible, and as script (and therefore headache) free as possible. Helping design the environment goes a long way to making your mission a reality, especially if you want anything specific in your missions, as one of the most tedious parts of mission design is placing things exactly where you want them, something that requires multiple tries because the editor image doesn't match the actual object, or worse is represented by a gigantic question mark. ^ I usually host my own listen server whenever I play. Keep an eye out for 'Meat Grinder' if you're looking for some A2F cooperative fun.
  11. Kildar

    Anti-Air Soldier Converter

    All this script does is give a unit, be it AI or player, the RPG-32 with some AA ammo for shooting down choppers (and cars). I'm not sure what would happen if the script was run on a vehicle, but only infantry units can use the launcher. What you're looking for is best done using the editor. Right now there's an Invisible Target Soldier under the Objects (Training) class that the AI will fire at, although it won't use rockets because it thinks it's shooting at infantry only. Until someone creates something similar like a vehicle target, this is the closest I can get you to what you want. Somebody more experienced may know better. Edit: After some more experimenting, AI pilots will use rockets after expending all minigun rounds (which takes longer than you think, even on 4x speed). If you can figure out how to remove all the bullets but leave the rockets (the ammunition slider affects both proportionally), you can force a rocket run.
  12. Kildar

    Mission Requests?

    Starting to get back into mission making after a hiatus from A2, and was wondering if anyone has a scenario in mind that they'd like to see done. Ideally these missions would feature straightforward objectives and no respawn.
  13. Kildar

    Mission Requests?

    Group and side respawn simply means once you die you shift control into available (usually AI controlled) units of the appropriate category. When there are no more units, you become a seagull, and when everyone is dead the mission is failed. I feel that respawns beyond these are more appropriate for more persistent game modes such as Domination and TDM that allow players to jump in and out at their leisure and where restarting a mission can be detrimental to high player counts. The missions I have in mind are more along the lines of: your squad is sent in to take an objective, do your best with what you have. As such, I generally have group respawn missions, although I have started adding AI controlled friendly forces to give my missions more ambiance and scale. With regards to getting a second chance, Arma does have a save function dependent on difficulty, although I try to limit its use to saving gear loadouts at the start, or if I've had to travel a ridiculously long distance to the objective. As for starting over, well, you can just restart. That being said, hopefully you'll enjoy my missions nonetheless.
  14. Kildar

    Mission Requests?

    Whoops forgot to add that tidbit. Don't worry Variable :) Actually sorry Desaix. Should have read a little closer, but dynamic objectives are a bit out of my current abilities, and not exactly what I was going for. I don't know if you've ever played missions by Sanders but I can only hope to emulate him.
  15. Kildar

    Mission Requests?

    Thanks for the welcome Variable! I'll try to get around to fixing my A2 missions. If you just revisit that thread (link should be in my sig) and make sure all the bugs you remember are listed it would be much appreciated! That's exactly what I'm striving for. If you had specific scenarios in mind feel free to share. All the weapons are pretty much equal, but I'll consider starting off with ironsights, or at least unmagnified optics to force better maneuvering and suppression more. Also, has anyone noticed if gear is selectable in briefings a la A2/OA?
  16. Kildar

    Kildar's A2F Missions

    Don't want to necro anything, but since Variable and Phantom have asked me to fix the bugs I left with my A2 missions, I just wanted to compile a list of outstanding issues for when I get around to it. Right now I have: - Belly of the BMP Briefing - Switch and Bait (I think the whole concept is perhaps more trouble than its worth) - Make briefings JIP compatible Has anyone tried Hedgetrimming yet?
  17. Just wanna give you a headsup the link is empty.
  18. Not sure if it applies to physics/fall damage, but try adding "this allowDamage false" in the init line of the invincible unit.
  19. I personally use WINSE's PBO Manger. http://www.armaholic.com/page.php?id=16369 I don't know why yours stopped working though; the PBO fie format (really just an archive) is independent of A2 and A3 and hasn't changed.
  20. Hi everyone. I don't play regularly enough to join larger organized groups, so most of the time when I play Arma online I will host my own public listen server (you're all welcome to join me on Meat Grinder), and most of the missions I've downloaded (and will make) are small unit cooperative missions, usually without respawn and somewhat by extension without JIP. I tend to restart if someone new joins early in the mission, but for all the teamwork oriented pubbers out there who join servers like mine midmission, please consider sticking around. I know we all hate waiting to get into the action, but I would like to think that the chance of finding some more coordinated teamwork compared to dedicated server missions would be worth your while. Just wanted to get that message out there. I'll see you all in the field!
  21. Kudos for going out there and making it yourself. Looking at your script this should technically work in A3 as well. My knowledge of basic scripting is very limited, but if you're up for expanding on this, here are some hopefully easily implemented suggestions: - Keep the init line as clean as possible. I believe this can be done by simply passing the trigger (or maybe a marker area instead) to the script (a la [this, "stealth_area"]) and then running the addAction within the script. - Consider adding a chance to fail, perhaps based on unit skill. Not sure what the punishment should be; counterkill? Or maybe force both units to play an animation simulating a struggle, requiring you to have a buddy cover you in order to ensure a safe takedown. This is probably not within your abilities, but perhaps with the new physics engine and grenade throwing, knives can be implemented with a mod. Afterall, we already do have stones as an item.
  22. Kildar

    Co05_SP Silent Justice Stratis

    Just downloaded your mission off Armaholic and haven't gotten a chance to try it yet, but I was going through my standard renaming procedure and noticed your files didn't end with .Stratis. Not sure if this is still an issue, but just wanted to bring this to your attention. Keep it up these small scale coop, no respawn mission. I promise to follow in your footsteps as soon as I dust off my mission making skills now that it's finally Spring Break!
  23. If the squad HUD is turned on, #1 is usually the group leader, who is identified by the 2 chevrons in his diamond? marker tag. Other units in the group will have an empty marker. Group leaders by default (at least until the inevitable field promotion occurs) are usually of the squad or team leader unit class, which can be identified on the map (if server settings allow) with a slash through their unit icon. Finally, there is also a "Where are you" question you may be able to ask through the team interface (number keys) to which the AI should respond with its grid location. I don't have my game running right now, so hopefully what I'm saying is accurate and clear. And yes, strings of nonsensical orders are usually the results of having an AI for the squad leader, which is never a good idea to let happen if you can avoid it. With regards to the overwhelming chatter, there are mods available (noRumble or something like that) that can mute the AI chatter.
  24. Kildar

    Viable stealth options?

    I don't have the editor open right now but each unit has a field titled "Special" that by default is set to "In Formation". If you set this to "None" for the squad leader they should spawn where you placed them, although it's possible that the SL will order them into formation, so you might want to shoot quickly after you load the mission. Anyways, I'd like to see stealth options become more viable as well, since killing once person sets the enemy in DEFCON 1, at least for the group.
  25. I've recently purchased a copy of Combined Operations, and of course did my obligatory installation of ACE. Having tried it out, I am awed by the sheer size and scope of this modification, but I don't think I will be playing with it by default at this time. That being said, I've found it's weapon switch (the ability to assign a hotkey to a weapon vs. F cycling through twinkie, twinkie, cupcake, primary weapon) quite convenient, and I wonder why a mod like this has not been found its way into a non-ACE addon. As a beginning computer science student, I suppose I've had an easier time than most making sense of the sqf files in ace_sys_weaponselect.pbo in the Core module, but there's some sort of magic going on with the config.bin and/or CBA that is beyond me at the moment. So here I am asking if a kind soul out there would be willing to take it upon themselves to create/convert such a needed feature for the non-ACE community at large, or perhaps better yet guide me through the process of doing so.
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