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sproyd

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Posts posted by sproyd


  1. OP updated with a bug fix and changes.

    Some quotes from steam;

    Excellent and original mission!!! I did not run into problems... I avoid though to clear the outpost! Please more!!!
    Awesome! I love the custom music. The mission has incredible atmosphere, sufficient amount of action (at least for me), spectacular explosions and Snickers! Great job, thank you.

  2. I think it would be great to be able to launch user made missions straight from Steam.

    So you find your mission, click Play and A3.exe launches straight into the mission/briefing. Then once you are finished you are dumped back to the mission page in Steam back in Windows.

    Maybe I'm lazy but having to subscribe to a mission, launch Arma 3, click SP, Scenarios, wait for the scenarios to all download, try and find the one you just subscribed to and by now I have A LOT (usually alt-tabbing because I forgot the name)...

    This would be great. I'm not asking for a complex in-browser situation like BattleLog but BIS/Valve could definitely take a leaf out of their book because its a super-convenient and subversive way of doing things.

    Open discussion commence!


  3. 500 Views and not a single piece of feedback? Come on guys! I wanted to let BIS community play this mission before I put it on Steam and also I want to hear your highly valuable suggestions. What did you like? What would you change? I'm obviously biased but I think this is a really cool, high quality mission but some more objective feedback is welcome. Surely you've all finished the campaign by now ;)

    edit: okay now on Steam


  4. What would solve the problem for me would be a new type of waypoint, Teleport. You could place a unit on the map, give them a teleport waypoint locked to the building and you can instantly drop them into whatever building position you want (incidentally, those need to be named, 'position #12' is a lot less useful than 'top floor rear balcony' would be). I can also imagine it being really handy for setting up ambushes or other scripted events where you don't want to risk the players accidently stumbling across the units ahead of time

    Agreed. Having to set a WP for a unit's starting position and have AI walk to that WP is frustrating and leaves open all kinds of problems (like open doors, AI pathfinding issues, CPU utilisation, timing). Having a teleport waypoint would be very useful in a number of circumstances I can think of - not just starting positions.


  5. How am I using it - well any mission which is destroy X object I just create a trigger covering the area of the object (i.e. a lighthouse) and then group the trigger to said object. When you change the ID's the trigger then becomes grouped with a different object somewhere way off on the other side of the map so the whole mission is broken. Every time this happens I have to open all of my missions, regroup the trigger with the correct static object, save, re-upload to BIS Forums/Steam etc etc etc. So if this keeps up then you are going to have a huge Steam back-catalogue of broken user missions as I'm sure 99% of people don't know that there missions are busted or can't be bothered updating.

    The fix would be that each object has a static ID that does not change even if more objects are added removed from the map.

    So if you had a map with object ID's of

    1, 2, 3, 4, 5, 6, 7, 8, 9, 10

    and you added two more and deleted three it would look like

    1, 2, 4, 5, 6, 7, 10, 11, 12

    Otherwise 4 becomes 3 and so on.


  6. Okay I've just done a side-by-side test of your mod vs JSRS on my latest mission Chain Reaction. I have to say I actually prefer your mod and that's saying something! Great work. I put a video up at the link above but it doesn't sound as good in 2.1 as it did in surround sound in-game

    This is on its way to being a classic!! Look forward to the save game patch so I can play the campaign with this enabled.


  7. Probably already reported somewhere in this thread but;

    - 3rd person 7.62mm suppressed gunfire sounds great

    - 1st person sounds like its unsuppressed. Like its more than just the moving parts sound (which I like), it actually sounds like the supressor isn't fitted.

    - Also I can confirm that recoil is reduced using this mod (and only this mod)


  8. I am very pleased to present to you my fourth published mission...

    Chain Reaction

    overview.jpg

    WARNING: The video below contains spoilers.

    Features

    • An atmospheric and lovingly crafted mission using many sophisticated mission making techniques
    • You are inserted as an undercover black ops operative in the dead of a stormy night and your mission is to blow up the Solar Power Plant
    • Optional objective of taking out an enemy outpost
    • Fairly high degree of difficulty
    • 4 music tracks including music from Deus Ex and Frozen Synapse soundtracks and The Glitch Mob
    • Dynamic Tasking
    • Multiple save checkpoints
    • Custom Scripts (including an awesome explosives script at the Power Plant and a radio script that will tell you how far away a character is to the nearest 50m)
    • Custom Actions
    • Multiple Endings
    • A rich story and in-game dialogue between characters (text only)

    Known Issues

    - Alexandros can take a very long time to meet you at the Rendezvous Point. You can check how far away he is using the Radio. If his distance doesn't update for a minute or so, he may be stuck and you might need to revert. This is really a BIS pathfinding issue, it should work fine most of the time though.

    Releases

    v1.5 23/11/2013

    - Permanent fix to the mission-breaking bugs introduced by new BIS patches.

    - Added quad by the explosives. Use at your own peril.

    v1.4 22/11/2013

    - Fix: Mission breaking bug introduced by BIS patch

    - Fix: Reinforcement script

    - Added: New complexity to the extraction sequence

    - Should now work on both Stable and Dev Branch, a permanent fix is incoming that should minimise the incidence of game-breaking bugs due to new versions of A3 (caused by ID indexing changing)

    v1.3 13/11/2013

    - Changed: Radio Script now uses the Communication menu complete with icon and popup box.

    - Added: Custom radio sounds upon using radio script.

    v1.26 11/11/2013

    - Changed: Establishing Shot to NVG

    - Added: Fail mission if you shoot Alexandros

    - Tweaked: Extraction task description to clarify that you have to drive yourself.

    v1.25 09/11/2013

    - Added: Establishing Shot

    v1.2 08/11/2013

    - Overhaul: Optional objective now much more realistic, good base feel, tweaked AI skill level (one-shot headshots at night, in the rain from 200m is not cool!) and new reinforcements script

    - Tweak: Hopefully fixed a rare bug where the plant was blown up by the time you get there. I can't replicate.

    v1.1 05/11/2013

    - Fixed a bug that some Steam users were having whereby the insertion car just drives straight to the Rendezvous point instead of the insertion point. I was unable to replicate the bug but a user experiencing the issue reports it is now fixed (please let me know otherwise).

    v1.01 01/11/2013

    - Updated for use on Stable branch (post release of Survive Campaign)

    - Minor tweaks to save points and text.

    v1.0 27/10/2013

    - First public release

    - My fiancee nearly killed me given how much time I spent on this, so I hope you enjoy!

    Prerequisites

    None, however I recommend optionally;

    - a sound mod such as JSRS2.0 or SpeedOfSound. I prefer SpeedOfSound as the explosions sound amazing.

    Download

    - Now on Steam

    - Download via Dropbox

    - Armaholic mirror


  9. This has probably already been reported but

    1: Drawdown 2035

    - Voice of commander at Rogain is really quiet (like the problem we used to have with the firing drills). I'm using 5.1

    - When Kamino comes under attack I used my binos to see what was going on. To my dismay it looks like all units are set to invincible as I watched a firefight take place between two opposing units at a distance of 2m -they just kept emptying magazines into each other and doing that flinch thing. I can understand why BIS would do this - to make the battle look bigger than it actually is without having a thousand units taxing the CPU but just a detail thing that bothered me.

    2: Situation Normal

    - As per the name :D:p

    3: Maxwell

    - Same directional sound issue from the CO in the opening sequence.

    - Oooh -British insignia uniforms looking fricking gangsta!!!!!!!!!!!!!

    - Strategic map launched by the whiteboard map is a cool idea and works well

    - During Miller's briefing his mouth isn't moving.

    - Custom Kerry Backpack is awesome with nametag, zipties and carabiners

    - When approaching the armory I would expect the armorer to talk but oh well.

    Overall: Pretty damn sweet - who ever said you can't create an atmospheric, crafted SP experience with this engine... it just takes a lot of effort and knowhow, but the campaign seems to really play to the strengths of the engine - i.e. large open world terrain with stuff happening off in the distance. Pretty cool. I'm grateful that BIS released the game ahead of the campaign but I think its been slammed in the gaming media because of this, but hey that's what a great company that cares about their customers and not the press does. Luckily PC Gamer saw that.


  10. Hmm.. that was some old code I pulled from an arma2 mission I had. I assumed it would work here too. You could try hasitem or something similar. Good luck.

    hasItem is not a scripting command unfortunately...

    ---------- Post added at 12:43 ---------- Previous post was at 12:42 ----------

    "NVGoggles" in (items player + assignedItems player)

    Will make sure he has a set either worn or in his cargo. Remember NVGoggles is blufor the others are followed by their side name NVGoggles_OPFOR / NVGoggles_INDEP

    Cover all

    {_x in (items player + assignedItems player)}count ["NVGoggles", "NVGoggles_OPFOR","NVGoggles_INDEP"] > 0

    Thanks mate that's just the kind of simple and effective code I was looking for. Will test it later tonight. I wasn't aware that the various factions had different classnames for their NVGs - what's the point in that? Unless they use different models/textures which I'm not sure they do unless that's a new addition.


  11. A bit embarrasing but I can't seem to figure out a basic script to determine if the player has a particular backpack and NVGs both on his person at any given time.

    I've set up this script

    _backpack = unitBackpack player; 
    if (("B_TacticalPack_mcamo" == typeof _backpack)) then {gotpack=true};

    and then have the variable gotpack as the condition for a trigger but I can't seem to get it to work. The player basically needs to go up to a box and pick up a backpack and NVGs (I haven't got to the NVG bit yet).

    I know this is probably kids play but I can't get it to work! Help from you awesome guys appreciated!


  12. Feedback after an hour of play:

    Overall great mod, love most of the sounds

    - Ricochet needs some work of course

    - Had a popup error when changing to scope it was like "scope sound not found"

    - I was approaching firing artillery and the distant vs close sound is quite dramatically different. Like if I cross over a threshold the sound changed significantly.

    - Helicopters and tracked vehicles are great though and effective at scaring the sh1t out of me!


  13. Same issue as reported in this thread: just played Combined Arms showcase and the game auto-saved after the helis touch down. I got promptly killed on the hill face and the game couldn't load the autosave. I got some error to do with Speed Of Sound like "mission could not find dependable content" or something...

    Edit: The exact error is "you cannot edit/play this mission it is dependent on downloadable content that has been deleted.speedofsound"


  14. Hmmm yes its still invisible but wasn't working when I pressed B (not sure if they have removed RangeFinder from NATO Sniper unit because you can't bloody see it in the inventory.

    I just used

    this addWeapon "RangeFinder"; this assignItem "RangeFinder";

    at the start of the init.

    Thanks all for your help. This is quite a surprising bug to still be in the game post-launch given I remember seeing the RangeFinder in the inventory previously. I'm running stable branch btw.

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