Jump to content

sproyd

Member
  • Content Count

    491
  • Joined

  • Last visited

  • Medals

Everything posted by sproyd

  1. sproyd

    Operation Goswell

    Thanks. In this case it's just Israeli intelligence given they would likely have assets in Turkey, through where the Shahab-3 is being moved. Perma-death, no respawns. ---------- Post added at 15:45 ---------- Previous post was at 15:43 ---------- I've just checked and can confirm the mission can be played in the following configurations: 1 Human, 2 AI 2 Humans, 1 AI 3 Humans 2 Humans 1 Human but not 1 human, 1 AI - as you need to disable AI either completely not per playable character. For realism sake I would keep the AI in, as having only 2 players assaulting will be difficult and not as realistic. Of course you could always execute your AI team mate once you get to the coast. Please let me know what you think as I need feedback to improve this and future missions. FYI - the enemy AI is fairly good, but your team-member AI is stronger (reflecting the fact these are SBS operators with better training and natural selection).
  2. sproyd

    Operation Goswell

    Sorry - I think this was my video capture software rather than the mission. In-game it is much lighter. The mission takes place at dusk - should take c. 30-40 minutes and by the time of extraction it will be night. There are NVGs for all units in their backpacks.
  3. sproyd

    Operation Goswell

    Just updated the OP with the PBO file, now released - check it out!
  4. One of the coolest vids I saw of TKOH was an F-35 cruising through the volumetric clouds. I held off buying TKOH because I knew Arma 3 had volumetric clouds and wanted to try it but alas the Alpha has no fixed wing (yet). Has anyone ported in any kind of Jet (pref F-35) to Arma yet? I couldn't find anything browsing the forum. This would be so cool although Stratis is a tiny map for fixed wing air assets.
  5. sproyd

    Operation Goswell

    Edit: not relevant any more.
  6. Hey guys - struggling to figure out how to play a SP PBO - when I click on PLAY in the main menu I only have the option of Showcases or Multiplayer? Showcases doesn't show my SP PBOs in Arma 3/missions folder. Is the solution to use a MP PBO and just play a LAN with AI? Seems a bit silly. Thanks
  7. sproyd

    What would an insurgency in 2035 look like?

    I agree with Instagoat - I think even a well organised anti-governmental insurgency would struggle as NATO military technology advances. In the 21st century the drone program and other modern technologies like thermal imaging, UAVs, guided hellfires etc means that insurgencies cannot stand a chance of 1:1 warfare. The best they can hope for is guerilla tactics, terrorism IEDs, ambushes etc. I would imagine in 20-30 years time they will be even further hampered. Of course, intelligence is really the best way to hamper an insurgency and that probably doesn't make leaps and strides quite like military technology does.
  8. sproyd

    ArmA 3 is a Beacon of Light

    Okay so I'm having a ball in the Alpha. Here's the thing: I feel like the limited content in the Alpha (limited weapons, vehicles and one island) is value for money. Like from now on if BIS didn't release a single update/patch/expansion/content for Arma 3, I would feel like I got value for money. For that reason I will be buying every DLC, expansion etc etc to further support BIS and their excellent business practices and development ethic. Oh, and I sold all of my EA shares this week :D no j/k. Oh and the dress-up GI Joe type mission that Dyslexci invented is so awesome!! It makes you realise how powerful the Arma engine is. Its like all my childhood playing soldier dreams materialised!! http://dslyecxi.com/arma-3-paper-doll-gear-selector/
  9. Anyone else having this issue? I have a circular Whole Group not present trigger which doesn't appear to be working - it acting as a group leader/vehicle not present trigger. The situation: - 4 diver units + an empty boat. - 1 of the diver unit is not grouped and is incargo as the driver - The other 3 divers are grouped (player + 2 AI) and incargo as passengers - The driver has a waypoint which he heads to, the waypoint is sync'd with a trigger that is GROUPED with the player. The trigger is activated only when Whole Group is not present. The idea being that once the driver arrives at the waypoint, he will stop as he won't complete it and the waypoint will only complete once all the divers leave the area (via swimming) and the trigger is activated. - Currently, it works but only when the player leaves the area - I can leave the other divers in the boat or in the water and as soon as I leave the trigger zone the driver takes off. I am by no means an expert at the editor but the game logic here seems pretty simple and I just can't workout for the life of me why it's not working as it should. Oh and the trigger bubble is bigger and incorporates the waypoint bubble. Is this a bug?
  10. OH - hah and then once BIS fix the issue it will ruin all the missions. ---------- Post added at 20:56 ---------- Previous post was at 20:33 ---------- Nope - for me this isn't the case - just tested it.
  11. Hi F2k Sel - thanks for the suggestions, I'll definitely try that. In regards to the any group member not present - that's not what I want. I'm simulating the boat driver not starting the outboard prop until all divers are safely out of the area - not just any group member of the group leader (as it currently works). Hopefully this is a known Alpha editor bug.
  12. There is a number of threads on this already.
  13. sproyd

    question on how to control a ai squad?

    space bar was in A2. Try the tilde key on the top left of your keyboard or F1-F10 keys for selecting individual units. Then aim somewhere and press space. There are many more complex commands but I don't want to boggle your brain if you can't figure out how to get the troops to move yet.
  14. Any other mission makers experienced this? I can't get the Whole Group trigger to work correctly.
  15. A simple mission: 3 divers all in cargo of an inflatable boat. I am the squad leader for the other 2 divers that report to me. A non-playable AI inflatable boat unit is dropping us at a set waypoint. When he gets within the waypoint I want him to cut the engine. However, this isn't working!! He is labelled as boat but the waypoint command linked to boat once present is not working.... the upon act. code is; boat EngineOn false; but the engine keeps running. Subsequently I want him to restart the engine and drive away to the next waypoint once we leave the area... but first things first. Can anyone advise??
  16. This ended up being the best option - because doing the EngineOff command worked for a second but then the AI driver (non-playable) would just restart the outboard to continue to the waypoint (even if he was 1m from the waypoint). I tried various options and this is the only one that accurately cuts the ignition. Then, I created a trigger linked to my diving group that when they are not present && there are zero of that group in the boat then the trigger activates and puts the fuel back in the boat so he can drive off. This simulates the boat leaving the area once divers are cleared for safety reasons vis a vis the outboard prop. While not entirely realistic (fuel doesn't vanish and reappear IRL) this has the most realistic effect when in game. I have noticed that the boat driving is a bit idiotic - akin to Arma 2 AI car driving (which seems to have been mostly fixed in A3). Here we go again :P
  17. sproyd

    Alpha lite invites ?

    Because you are from Turkey and don't like the idea or because you think it isn't feasible (which it most certainly is despite Turkey being part of NATO now).
  18. sproyd

    Comments on the Sea

    I have been working feverishly in the editor for the last few days. I've predominantly been working in the sea environment of the map - something that Arma 2 CO didn't really have. I just have to say that, BIS - the sea environment is phenomenal - amongst the best I've seen in a game. I feel I'm qualified to comment as a PADI Open Water Diver and someone who grew up on all manner of boats and beaches in Auckland, the City of Sails. - I'm most impressed by the wave physics and the way the boats sit on the water. This is really evident if you place the game in 4.0x speed mode (press = sign twice). The physics of the boats rolling on the swell is excellent - as is the ability to forecast the weather, and increase the swell over the course of a mission. - The lighting on the water is great - even the lighthouse causes a shine on it at night. - The outboard engine sounds and placement of units in the inflatable are really accurate. - The diving experience is great - the sounds are very accurate, as are the animations and speed. What I would like to see improved (some of this is probably due to Alpha); - Eject from boat animations for diver units - it would be great to see them roll backwards with a hand on the mask/regulator. - Where the water meets the shore - the whitewash looks a bit silly. - This would be difficult, and a nice-to-have, but it would be cool to see surf at the shore - making beach landings and launchings challenging (although I've never been to Greece so don't know if they get much surf). - Sea spray when boating at speed. - Realistic buoyancy for divers - currently Z makes the divers sort of jerk around and they sink and Q does nothing. Divers can micro-control their depth through breathing as well as swimming up or down. (I've suggested some other diving changes here but that is probably more suited to the mod community). - Losing light as you dive deeper and implementation of dive torches (drool) to explore wrecks realistically.
  19. sproyd

    Comments on the Sea

    What picture? There are no droplets when underwater and when above water you don't wear your mask. It has no similarities top flying. ---------- Post added at 12:04 ---------- Previous post was at 12:03 ---------- I think you mean spear guns
  20. I noticed this as well and just assumed it was SSD that was causing fast load. Fast CPU/RAM maybe?
  21. sproyd

    Comments on the Sea

    LOL is this a joke ? Why would you get droplets when you dive in? And when you surface your eyes are focused afar and not on your mask so don't see how this would be anything but a cheap effect. At the moment if a unit goes underwater without a diving mask they have blurred vision - even without PP effects enabled. Now that's realism. Go try it yourself - its awesome.
  22. Hey Guys I'm sure a lot of you are qualified PADI divers like myself and are very excited to see diving in Arma 3. Having tested out the underwater environment rigorously I must say I am impressed, it seems to be an improvement even over the previous diving showcases from E3. My brief dive video (for those yet to try it) I was thinking a great mod project (or incorporate into ACE for A3) would be to create accurate dive modelling. At the moment the sound effects and visuals are great and fairly accurate but I'd like to see the following; Working pressure/depth gauges and dive computer to replace the 'O' watch. Blood Nitrogen modeling - go too deep for too long and die, come up to fast you die Come up too fast and your lungs explode - die Colour disappearing at depth (like IRL) - doesn't seem to at the moment Buoyancy control, and changes in buoyancy throughout the breath cycle The divers seem to have some futuristic rebreather with only a backpack and no Air tank - maybe model a traditional air tank and have an air gauge - one that uses more air at greater depths like IRL Not sure if the sound is directional underwater (but it shouldn't be) - it should be almost impossible to determine directional sound Underwater torches for night and deep dives. Based on the above ground night lighting system this could be epic!! Physical diving maps like Cenotes or wrecks. There has to be people keen on this - it would create a whole meta game.
  23. sproyd

    Comments on the Sea

    Didn't realise that - probably on the BIS to do list though.
  24. What does OPFOR have instead of an F35? it's simple really... Solvency.
  25. Thanks for posting that ^^ interesting and of course it makes sense because that is the whole point of a rebreather - so you don't need a tank. Although having a big gear bag on your back would create massive drag.
×