lucapec
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ARMA REFORGER POLL FOR MODERN ERA CONTENT
lucapec replied to Gu3rilla9one's topic in Arma Reforger - General
The content from ArmA3's Global Mobilization would fit perfectly -
Hello, I would like to start a conversation about surrender, negotiations and war crimes in Reforger. These are niche concepts but i think their complexity and the strategic implications fit an ArmA title more than any other game. Below are my personal suggestions for implementing these game mechanics to the game. I'd love some feedback, in particular about the balance in a pvp scenario and the difficulty of programming such features, and your suggestions to make this game even more unique. Game restrictions for implementing a surrender mechanic: - for a player to respawn it either have to be killed or to surrender to the enemy - stranded players could be given the option to respawn. Conditions for surrender: The surrender option is viable when: - a set percentage of his squad is killed - player is stranded from his squad beyond a set distance - the squad's total health is below a set value, simulating a morale buff. This should encourage squad cohesion. Surrender: - assign a specific button for surrender when conditions are met - animation and audio cues to notify both teams - disarmament: player's weapons are dropped upon surrender - a set time from the decision to surrender to its activation in order to allow the animation to complete and the disarmament to be evident. In that time the player could take damage without penalty for the enemies. Capture: - the capturing team must be in close proximity for a specific duration to complete the capture. This gives the surrendering player's team a chance to intervene. - conditions like running, crouching, rearming or the capturing enemy recieving fire nullify the surrender condition Captivity: The surrendered player respawns in friendly territory. An enemy base (maybe the closest to the capture) could be given the status of "holding captives". - Capturing these bases could become a priority objective or it could simply add points for "liberating" prisoners. - Attacking the base holding captives may pose risks to the prisoners. Alternative: Upon capture, players could be replaced with AI units, and prisoners could be brought to the nearest base and relocated to other bases (just like moving supplies). War crimes: - killing surrendered enemies - violating cease-fires (see negotiations) Penalty could include a withold of supplies in the entire AO for a set period of time, simulating lost of support for the cause. The support could be restored by negotiations. Negotiations: - It is agreed by both parties - This action sould be encouraged by giving points or supplies as rewards - Could restore supplies affected by war crimes Options: - Prisoners exchange: frees captives held in bases - Cease-fire in agreed areas: buys time for reinforcements
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Arma 3 Creator DLC: Global Mobilization - Cold War Germany
lucapec replied to mondkalb's topic in ARMA 3 - CREATOR DLC
HI! is there any prospect of seeing this in arma Reforger? -
hafm Hellenic Armed Forces Mod (HAFM)
lucapec replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This could be interesting for expanding the hellenic army, navy and cg helicopters.. thank you for your mods! -
Boeing 737 and Variants Release Thread
lucapec replied to pinaz93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello and thank you for this splendid mod! Is there any plan to add a p-8 poseidon variant to the collection? -
Aerodrome ICAO signs Mod
lucapec replied to NightIntruder's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello! I'm trying to enhance altis's main airport, but i cannot find the HOLD-TAXI horizontal sign (yellow lines). Is this something peculiar of Tanoa? -
HI! I've tried following the instruction on your version but I couldn't make it work.. I think it's in the script.. First it choose randomly a "replacer", then it replaces all the buildings which have the same classname with the same one hence the yellow Kavala
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Thank you! The script is working, but it replaces every building with the same randomly chosen color🤣
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Hello! I would like to add some variety to the cities on Altis, replacing the original buildings with random colored version (Altis & Malden buildings). Using Salbei's multiple replacement it would look something like case "Land_u_House_Big_01_V1_F" : {[_x, selectRandom ["Land_u_House_Big_01_V1_F", "Land_i_House_Big_01_V1_F", "Land_i_House_Big_01_V2_F", "Land_i_House_Big_01_V3_F", "Land_i_House_Big_01_b_blue_F", "Land_i_House_Big_01_b_pink_F", "Land_i_House_Big_01_b_whiteblue_F", "Land_i_House_Big_01_b_white_F", "Land_i_House_Big_01_b_brown_F", "Land_i_House_Big_01_b_yellow_F"]] call _replaceBuilding;}; etc I am not a coder meaning that I don't understand the first part (_pos, _type, _distance...), could anybody explain it to me and guide me to make this script work? in alternative I don't know how to add random variation to George Floros's script..
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GEORGE FLOROS GR started following lucapec
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Medevac Script or module that works for Arma 3
lucapec replied to william516's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Back in arma 2 there was the airfield support by Ozzyt109, it gave me hours of joy, and personally still one of the best! It also introduced me to the world of scripting, because I wanted to give medivac heli an ai gunship support circling around the lz, and pjs disembarking, securing the perimeter and treating the wounded..I have temporarily uninstalled arma, but good luck to you, this project is truly interesting! -
RealSound F-16C - Release thread
lucapec replied to LtShadow's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello! I really enjoyed the realsound mod for the F-18 E/F.. Is there any way to give the new EA-18G the same sound? Also, I personally prefer the 0.2 version of the F-16, but it came before Firewill's F-16D (different classnames I guess) so the twin seat version has the default sound.. any chance I can fix it in codes or something? I'm sorry if it's an old post, but every time a new plane comes to arma, well, it should have your realsounds :) -
RHS Escalation (AFRF and USAF)
lucapec replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for the quick reply! But I can't make it work.. I've also tried to save a configuration in the vehicle arsenal and export it to the init, but when mission starts nothing happens..- 16577 replies
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RHS Escalation (AFRF and USAF)
lucapec replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello! Thank you as always for the great work! I have a question regarding the MRZR 4: what is the script for folding the roll cage? (I want to start my mission with the car "packed") Editing vehicle appearance in the editor doesn't seem to work..- 16577 replies
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RHS Escalation (AFRF and USAF)
lucapec replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
buggy but interesting nonetheless- 16577 replies
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Hello and thank you for this awesome mod! I was wondering if there's a way to have a chance of starting a fire from explosions (bombs, plane/helicopter crashes, destroyed vehicles etc.) Last dlc inspired me to have a civilian role in a war-torn environment..
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