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PHANTOM3013

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About PHANTOM3013

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  1. PHANTOM3013

    Aliens Mod

    Soon we might be getting a legit xenomorph mod by Maxjoiner, combined with this addon we have a solid Aliens experience. I'm hoping we can revisit and polish this mod, mainly the weapon sounds. The smart gun and pulse rifle sound a bit too over overbearing. There is no reload sound effect for the pulse rifle. I've run into an error with the dropship cargo ramp option. Overall the addon is great I love the textures and models, all the important things work. But dem weapon sound effects, no bueno. I'd be more than happy to create different sound effects for the weapons if you'd like, just give me the word. Lastly, would it also be possible to add scopes and flashlight attachments to the weapons? The smart gun doesn't show up in the virtual arsenal btw.
  2. PHANTOM3013

    Max Alien - The Xenomorph

    Good luck with the mod! I cannot wait to see the final product. I've been wanting to make an Aliens mission for a very long time. I have all the custom textures, sounds, music and map, still working on the story, all I need now is those wonderful xenomorphs. Question, would it be possible to add modules that gives the player options to how the xenomorphs will spawn? It would be a powerhouse to be able to spawn the xenomorphs in certain areas or around the players when the trigger settings are met.
  3. PHANTOM3013

    AI Discussion (dev branch)

    I have noticed the AI has been subpar lately. Things I've noticed is the path finding is worse, and team AI detection is way off, especially at night. In the beginning of the year I did a mission called Enemy Contact, the AI path finding was great the AI was able to follow you almost anywhere, even inside a small river with lots of vegetation and small trees. The detection back then was the most balanced, the enemy and team AI saw each other equally, almost. Nothing is perfect of course. Recently, I've also noticed in night missions if your team AI doesn't have long range night scopes they have a hard time detecting the enemy and firing back, even in full moon with night vision goggles. The enemy on the other hand has no problems seeing you and shooting you directly in the face. Changing scopes makes the AI behave differently now, if you equip them with CQB sights team AI goes blind, if you equip them with a night vision scope they become terminators that see all and shoot all. Since when does scopes determine if team AI will notice the enemy long range and shoot them? I literally have to equip all friendly AI with night scopes in order to balance the difficulty with the enemy. I think the best thing in the future is to keep things simple, the enemy and AI see each other equally day or night, nvg's or no nvg's and if the player wants to change things up, simply slide the skill level down or up to adjust detection. Simple like... how it was in the past. This doesn't seem to be the case anymore.
  4. PHANTOM3013

    Baphomet (Tactical Survival Horror Mission)

    Yeah photoshop ain't what it used to be anymore, had to switch my photos to another site. Should work now.
  5. PHANTOM3013

    Baphomet (Tactical Survival Horror Mission)

    Hello! Just wanted to say that I have begun to develop Baphomet 2, I'm like 1% done with it haha so it's going to take a while. No ETA on the mission, but it will definitely happen this year unless a catastrophic update takes place for A3. Here are some super early test pictures of the actual mission....
  6. PHANTOM3013

    Multiplayer Tasks

    Best thing you can do to help me is open the file mission of Enemy Contact 2, take a look at the tasks modules and triggers connected to them. Maybe you can spot what I did wrong. Makes no sense it works in SP but not in MP, it's strange. But take a look at it, it's a 5 star mission you might like it. http://steamcommunity.com/sharedfiles/filedetails/?id=917608054
  7. PHANTOM3013

    Multiplayer Tasks

    Ok I checked out the mission file, so far the only thing I haven't tried was the "server only" box. Maybe if I turn that on, all the objective triggers will work in MP now? I tell you what's also strange my older missions still work fine in MP, just the new one doesn't. Uses the same exactly code as the older missions. Maybe when I spawned new triggers and modules from the latest update things became complicated. If that makes sense.
  8. PHANTOM3013

    Multiplayer Tasks

    Been using triggers with modules for A3 for years and they always worked like a charm in SP and MP. Very recently though, the triggers linked to any modules don't work in MP for me anymore, not sure what I can be doing wrong. Mainly task modules don't tick complete in MP only in SP. It's as if all triggers linked to modules all went local. It's strange, the moment someone joins modules stop working. Has anyone else seen this issue? You can test this with Enemy Contact 2.
  9. TRYK Kickass, Apex, Marksmen DLC, Enemy Contact mission.
  10. PHANTOM3013

    Baphomet (Tactical Survival Horror Mission)

    Sorry for the late reply, been a while since I checked in last time. Thanks for the support, currently I'm working on a new mission in the jungle, I have started testing out multiple special effect scripts and making tweaks to recreate the world of Baphomet, I'll post some screenshots in the near future.
  11. TRYK, CUP weapons, CUP maps, L3-GPNVG18, Red Squadron mission.
  12. PHANTOM3013

    Aliens

    Sounds good, I have no doubts you can bring it to life. Really love what you've done so far. Huge fan of Aliens, always wanted to make an Aliens mission.
  13. PHANTOM3013

    Baphomet (Tactical Survival Horror Mission)

    Baphomet 2 will definitely happen early next year. I have a story in mind and look forward to revisiting that world again. I'd like it to take place in the future, new characters and the battle being fought in hell.
  14. As the war between the US and Russia escalated, Russia launches multiple biological weapons called the "Phantom" over American soil and allied countries. One year later, DEVGRU is deployed on a final mission to save the fate of humanity in a small American town against tyranny and biological terror. - CUP Terrian Full http://www.armaholic.com/page.php?id=30045 - RHS: Escalation US http://www.armaholic.com/page.php?id=27149 - RHS: Armed Forces Of The Russian Federation http://www.armaholic.com/page.php?id=27150 - Zombies & Demons http://www.armaholic.com/page.php?id=28958 - Hidden-Identity-Pack-V-2 http://www.armaholic.com/page.php?id=24936 - 4 players coop. - Custom dark ambient music and scary sound effects. - Zombies & Demons. - Revive - Thunder & Fire script special effects. - 57 custom textures to bring the apocalypse to life. - Enemy ambushes. Doomsday Night was my first big mission I did back in 2014. Doomsday Night was made originally to impress a friend of mine, but once the A3 community got their hands on it everyone wanted more. The past Doomsday Night series were very experimental as I was still learning a lot about editing missions. Today I can now make the Doomsday Night that I always envisioned. Doomsday Night BIO-Warfare isn't a sequel or a prequel, it has no ties to the old DN 1-4 series, this missions is a fresh start, a reboot. Hope you enjoy! Mission Link. http://steamcommunity.com/sharedfiles/filedetails/?id=769911611
  15. RHS,CUP, Hidden Identity V2, Ryan Zombie/Demon mod.
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