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Hulahuga

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Everything posted by Hulahuga

  1. Thanks kecharles28 for the prompt update! Could you update the dependencies as well?
  2. New update released! Update 1.2 - Streamlining ## Completed ## * Removed RHM4s as a dependency * Removed AV_IndUS as a dependency * Major work on removing CAF AG as a dependency, only the RPG remains (until a solution is found) - The equipped ArmA2 OA turbans and head-wraps are now included in the mod. * Added HLC AR15 and M14 packs - This should not add any difficulty for most users, seeing as HLC users seemingly tend to subscribe to most of their mods * Updated ASDG Joint Rails to the latest version * Guerrilla Marksman - Changed weapon and mags to HLC M14 from CAF SVD - Added a scope to the rifle - Changed grenade type to vanilla RGO grenade - Changed the name and class name (it is now HulaZone_Guerrilla_Marksman) * IS AT - Changed grenade type to vanilla RGO grenade * IS Guard - Changed weapon from RHM4 to one from HLC AR15 - Changed the vest from a AV IndUS vest to a comparable vanilla arma vest (also looks better) ## In Progress ## Completely removing CAF AG as a dependency ## Outside Dependencies: CAF AG, HLC Core, HLC AKs, HLC AR15s, HLC M14s ## Known issues: Cfg issue with ASDG JR remains, as well as one for CAF AG for the RPG. Doesn't affect anything though.
  3. Escape From Chernarus - HulaZone by Hulahuga Now with spanking new hosting! Page on Armaholic: http://www.armaholic.com/page.php?id=20862 Download now: http://www.armaholic.com/page.php?id=20862&a=dl Dev-Heaven Project Site: https://dev-heaven.net/projects/hulazone/activity Description: The purpose of this mod is to expand upon what Engima created with the original Escape Chernarus mod by adding a host of new features (see below for implemented, in the works and planned features). My friends and I have been enjoying ourselves with playing this mod for the past couple of months whilst I have been continuously iterating on it, and now we are sharing it with you! This is still quite an early build, and it is also my first attempt at modding ArmA 2 (I usually use CryEngine 3), but there shouldn't be any major issues as we have given this a go now with up to full squads of eight people without any major hickups :). Everything implemented thus far has been in line with the lore/context of the imagined scenario to the best of my abilities. Nota bene that I do not want to bloat the mission with too many variations of the same weapons, or too many different weapon types with different ammunition, but rather up the variety a bit with an emphasis on creating new gameplay possibilities. Features: More weapon types (among other things OA weapons that fit within the context of the mod have been added so far, with some tweaks made to the original loot drop values as well. NV scopes and silenced weapons are among the extremely high value loot) More cars, tanks, APCs, motorcycles added to both the civilians and the Chedaki forces, as well as to roadblocks. More enemy variation, village militias/undercover Chedaki forces will now stalk you as well Searchlights on the airstrips Helicopters & Planes added to the three airstrips, watch out though, the enemy might use them against you(!) "Micro-" and "ultralight" gliders added to some locations on the map (including grenade drops on inattentive enemies) BD-5 - Microjet GNT - Cessnas New fixed defenses on the northwest airfield, including a number of AA defenses, as well as a parked tank New/edited/removed journal entries; should now prove for a bit more entertaining, as well as efficient read plus some other minor text tweaks. Boats Saves have been enabled for all of you who enjoy longer campaigning. Norrn's Fastrope mod has been added for all your co-op raid needs (please report any issues you may find) Inko Disposable launchers have also been added to properly represent launchers such as the rpg18 and save you a bit of inventory space (please report any issues you may find) VANT - Tactical Shield (don't know who would actually find this supremely useful, but heck it is fun, and could create some interesting gameplay when protecting the medics reviving your team-mates in battle) AEK 971 & 973 R3F French weapon pack (FAMAS, new snipers, Minimi, HK417 & a new AT-launcher) Westernized Russian w-pack (Magpul AK & Vituaz KN; two new SMG/short barreled assault rifles) Vilas Eastern and Western w-pack (select pieces) RQ-11 Raven scout drone Backpacks (including Len’s)! Place-able heavy weapons (such as a mortar)! Configurable day/night cycle. New longer enemy spawn distance options. Host options for setting view distance. Switched to a date with full moon. This also means that as time progresses (especially if you are playing with a time speed up), and you play for a number of days, the nights will grow darker, as you also improve and find new equipment. Due to your high-profile capture and, soon to be, daring escape the Russians have taken an interest and sent a Spetsnaz company to the area to help the Chedaki hunt you down. Installation: If you haven't enabled a mod for ArmA 2 before you just extract the .rar file to your Arma2 install location, start the game, click "Expansions" in the main menu and enable the Escape From Chernarus - HulaZone mod. To play it single-player you either simply host it as a LAN-game or take the mission file (which is available both as a separate download and in the MPMissions folder of the .rar) and put it in your Missions folder of Arma2 and start it as a regular single-player scenario. You also need the Community Base Addons (you need it for most ArmA 2 mods already) which you can download here: http://www.armaholic.com/page.php?id=6231 Planned features: Greater enemy variation (more boats, helis, airplanes, APCs, tanks, trucks, cars and motorcycles as well as more diversity among enemy infantry forces with different patrol sizes). Civilian interaction Military and Civilian camps out in the wilderness Bunkers (both manned and long since forgotten) Military bases (extremely high value loot, but also extremely challenging) Greater town & airfield garrisons Optionable OpFor players with side-swap/respawn that will try to track the escapees down/defend high value targets Radio transmissions from the guerrilla leading the players to the location of some of their camps in the wilderness. This could be dependent on players' scores to simulate a Quid Pro Qou situation where the players have incentive to stick around Chernarus for a while, whilst also committing themselves to more dangerous escapades. The score in this situation would also be extra interesting as it gives negative score for killing civilians. Bounty system? Intel system? More/changeable outfits Notes: As this is still a work in progress I would love to hear what you think of it, what you think needs changing, something that could/should be added or if anything simply doesn't work [the way it should be]! Credits & thanks: The original scenario was made by Engima of Ostgota Ops, and kudos goes to him for laying the foundation for this mod (http://forums.bistudio.com/showthread.php?130988-Escape-Chernarus-%28Mission-Release%29) There are some addons/scripts implemented/"in the works" that are originally created by other authors, and all credit goes to them for their excellent work. All rights are retained as stated by these original authors (their readme files are included in the modfolder and I've kept their .pbos as is and also named them below in the list of features :)). You are free to redistribute this mod for non-commercial purposes. Derivatives are usually allowed but you need written permission by me to do so :) - Package included (<500MB) & there is also an option to only download the mission file (1MB)! Page on Armaholic: http://www.armaholic.com/page.php?id=20862 Mission download: http://www.armaholic.com/page.php?id=20862&a=dl Changelog: 2013-07-01 - Update 0.45 Massive rework of the dashboard of the mod: everything is now properly sorted, the spawn chances, number of weapons and magazines dropped homogenized, new statistical analysis of the probable number of unique drops per depot per category (see: http://forums.bistudio.com/showthread.php?155860-Escape-From-Chernarus-HulaZone&p=2425672&viewfull=1#post2425672 ). Some code reorganization, following the rework of the dashboard. Lower spawn chance per item overall to account for all the new weapons, albeit a slightly higher drop chance for some place-able heavy weapons. Boats. New airplanes (minijets and Cessnas) and different kinds of gliders spawning on the airfields and countryside. New fixed defenses on the northwest airfield, including a number of AA defenses, as well as a parked tank. New/edited/removed journal entries; should now prove for a bit more entertaining, as well as efficient read plus some other minor text tweaks. New guard type (introducing a new weapon for the guards, which should be able to diversify the early gameplay quite a lot), as well as some new enemy types. Two new roadblock vehicles (including one that is quite deadly ;)). Some new ambient vehicles. The roaming ATV with the US soldier should now be removed. 2013-06-20 - Update 0.41 All form of backpacks have been properly added and are verified functioning in-game (this includes the UAV, Heavy weapons, backpacks and ammo packs). 2013-06-05 - Update 0.4 Removed the starting backpacks of all players. Fixed the time speedup; the host can now set the length of the day/night cycle. New longer enemy spawn distance options. Host options for setting view distance. Switched to a date with full moon. This also means that as time progresses (especially if you are playing with a time speed up), and you play for a number of days, the nights will grow darker, as you also improve and find new equipment. Due to your high-profile capture and, soon to be, daring escape the Russians have taken an interest and sent a Spetsnaz company to the area to help the Chedaki hunt you down. A new guard type at the prison. ALICE Pack re-added to loot list. 2013-06-02 - Update 0.33. All new backpacks (25 of them), place-able heavy weapons, rpg and metis ammo-backpack for the loaders 2 different rangefinders RAVEN UAV-drone New outfits (as the ArmA 2 models can't use backpacks - these are still not the final models though as I have found some really cool ones among the OA units which I think you will enjoy, but as they are different "sides" the revive script starts acting up, any help would be appreciated) Longer hijacking and transmission countdown to make it a bit more realistic (the "spotter" can crack it faster than the others). 2013-06-02 - Mod taken to 0.3! 88 new weapons Some new vehicles New stationary weapons and one or two new enemies! 2013-06-01 - New hosting And there I broke the bandwidth of dropbox. Darn. Re-hosted now on google Drive which shouldn't have a limit on the amount of files set to public (link to mission file updated). Have also sent a request to host it on DevHeaven. 2013-05-31 - 0.2 Quickfix Quick change in the dependencies. See below for a list of current dependent addons as well as the current addon package that is in the works. 2013-05-30 - 0.2 Hotfix Tiny fix for the Fastrope script which should work now exclusively on the UH-choppers, will look into if it might work on the Mi-7. Somewhat edited some of the texts. Current dependencies: CBA_CO INKO Disposable launchers Norrn SP/MP Fast Rope Tactical shields - VANT_ArmA2_OA Eastern weapons - Vilas AKS Pack Vilas Weapons Pack Update Westernized Russian Weaponpack R3F_ARMES AEKS 971 & 973 Len's backpacks RQ-11 RAVEN Current addon package: Equipment RQ-11_RAVEN VANT_ArmA2_OA Vilas AKS Pack _Westernized Russian Weaponpack R3F_ARMES AEKS_971 Vilas Western Pack Vilas Weapons Pack Update Len's backpacks Scripts INKO Disposable Launchers Norrn SP/MP Fast Rope Vehicles BD-5J Cessna c185 Kyo Microlight
  4. Hulahuga

    Escape From Chernarus - HulaZone

    @dj3hac - Be vary when you add weapons if you want to retain the balance btw. That was actually one of the considerations that took the most time from my part (big spreadsheets and statistical analysis). For the MON_surrendered. That was actually code put in by Engima, but yes, that is a legacy from UPSMON, which I really wouldn't say is needed anymore. Try commenting it out with /* */ for backup purposes.
  5. Hulahuga

    Escape From Chernarus - HulaZone

    Hey man! Good to hear it is still being played haha :D. Feels really quite valuable then. Have you tried the PvP mode to any extent? Well my project started as a fork, and it seems like you are going for solid. I don't mind, as long as the mention is clear that you have used my mod as a base-plate :). I wish you luck, and make sure to keep me updated, I would love to see what you do with it! All the best, Hula Also, @ArmedPuncher - . Sorry for not getting around to answer you, but I always valued your post. The feedback is solid, and I agree on most of the points (jet might be too random and punishing though), they would up the ante quite a bit!
  6. I actually messaged the Six guys about that as we changed the dependencies, but nothing seems to have changed so far. If you are in contact with anyone there, please feel free to let them know :). Regarding the icon issue I've actually never seen that, can take a look next week once we will put a bit more work into it! We are in the process of phasing out AV-mods currently actually
  7. Hahaha, wtf just happened? :868: Thanks though guys for the quick moderation!
  8. Thanks man! Huh, no clue honestly. Never had this issue nor heard of it before :/. I would advice you to try arma sync and see if it all loads correctly or not, but I honestly can't tell.
  9. Hi Nivimar, Thanks for your interest! The mod is still alive and kicking, but unfortunately neither NIN3 nor I have had much time to work on it lately :/. We will get back to it soon though!
  10. Now that is quite an interesting channel... :) Thanks for the tip! Yeah, sorry for that. NIN3 and I have both been quite busy with school starting and whatnot, but we will get on it once things cool down a bit =). Adding a more army-version of the Ukrainian fighters would be quite interesting to do, I agree!
  11. Maybe. Not the highest priority as of yet, but it might very well be coming in a not too distant future ;) Edit: To clarify, yes, I have looked into it.
  12. They have light AT ;). But yeah, have to find some proper models for the AA. Thanks!
  13. Thanks! Currently there are 4 main dependencies (HTC can be counted as one) that have to be downloaded separately, and we tried to keep them among what is already commonly used among mod-users out there. We will stick with HLC and RH M4s, but yeah, sti is now gone and CAF and AV IndUS are being phased out. So yeah, we are acutely aware of the situation :) Also, very happy to receive confirmation that it works with Alive now! Can't multi quote from my phone, but you have my thanks. These have been some hectic, but pretty awesome few days. For now both NIN3 and I are off for the weekend on our respective trips (back monday-tuesday), but I'll try to keep an eye out on the forums anyhow. Cheerio! ---------- Post added at 11:14 ---------- Previous post was at 11:13 ---------- Regarding the vehicles. Check the changelog, it is coming ;) ---------- Post added at 11:16 ---------- Previous post was at 11:14 ---------- CAF only needs an audio hot fix for their weapons I believe, but I don't think it affects our mod that much now
  14. 1.1 - First update!!! ## Completed ## * HLC Core and AK pack added. Remade almost all of the loadouts to incorporate it. Most noteworthy from a gameplay POV is that the Guerrilla now use AKs and RPKs. The same goes for the AR of the IS. Thus removed STI as a requirement in the process. Sounds, visuals, gameplay and general immersion should now feel a lot better. * Recieved permission by Robalo to bundle ASDG Joint Rails (a req for HLC, although actually not for the weapons we are using from the pack...), so as to make it easier for the end users. /* Thank you! */ Completed a first take on the bundling, which still looks a bit wonky though due to the one pbo nature of steam workshop. * Created a group for all the units for their respective faction. Should work with MCC and Alive. // Coding groups in ArmA is exceptionally weird * Added proper changelog and class list * Some minor code tweaks/additions ## In Progress ## * Hard at work on a complete retexture of the uniforms of the IS, using 3 versions of the ArmA 3 independent uniforms as a base. Once done, we should be able to remove AV IndUS as a requirement. // This really is a pain due to the digital camo applied to the textures * Gathering ref to retexture and add some vehicles to the factions. * Looking into the possibility of porting some content from ArmA 2, or some other solution to further reduce the number of dependencies (in this case CAF AG). ## Outside Dependencies: CAF AG, RH M4/16, AV IndUs, HLC Core, HLC AKs ## Known issues: Cfg reference error on startup for a checker function for ASDG Joint Rails. This doesn't seem to affect anything though. Will look for/make a fix after the weekend. ## Note: Duplicate active copies of ASDG JR work flawlessly.
  15. Please note though that the class names of the individual units will remain the same =)
  16. We just received approval from ASDG Joint Rails, expect HLC in the next update for both factions. When I first made the guerrillas I intended them not to use too many dependencies (they only use STI actually), so I wanted to keep it core, but yeah, they will receive weapon update in the next patch! :)
  17. Yeah, that is what I have been leaning towards actually. Have already made IS loadouts with HLC, although haven't I haven't converted them yet into a config format. The only with it is that you would then need joint rails, HLC Core and HLC AK to make it work. Going to check with ASDG if we could add it perhaps so as not to scare off the steam subs...
  18. I knew this topic was going to come up sooner or later :P. Aight so first off the bat nothing says that you actually have to play against any of these factions, you can play as them if you like, it is up to you. Plus we actually originally made this mod without any thoughts on publishing it. In terms of using something that exists in real life, well why do we have NATO then? And what happened to the entirety of ArmA 2? =). The film and TV industries have used contemporary issues as their backdrop for ages, as well as some select parts of the games industry, perhaps due to their long development cycles. To me at least it is particularly interesting to simulate these conflicts simply due to their most contemporary nature, and it really does lend itself to some interesting scenarios. Why shy away from reality? Furthermore, like Drongo69 said, IS have committed some particularly atrocious acts during the last 2-3 years, so I must second him on that point. Lastly I have grown quite tired of the whole "random islamist/taliban/afgan" (previously "nasty Russian/eastern european") thing to be honest. Why not skip the romanticised stereotyping in favor of trying to capture something that actually functions and to some extent looks like a modern military unit and do a realistic take for once (seconding Nivimar)? I honestly think that would actually be doing this genre a service in terms of tastefulness comparatively. If you on the other hand posit the argument that it is distasteful due to the victims of the current conflicts, well no one said war wasn't a horrible state of affairs. Although I would rather say doing it this way raises awareness and hopefully somewhere along the way makes you think about what is actually happening in the world. I am nothing but concerned about these conflicts myself and have been following them closely them since their inception (especially the Ukrainian). Thanks! As linked previously, do check out this album I put together with ref of the IS http://imgur.com/a/AEEC7#8. Hmm, well the honest reason is that we started with the mods our unit used. Secondly I do prefer weapons that aren't straight (and often lackluster) ports of the ArmA 2 weapons, as it really raises the level of player immersion in my book, as well as usually does the whole attachment thing a lot better (seconding MikeTim). As you might guess I am looking into a replacement for the CAF AKs ;). --- On another note, what would you guys say about adding the Peshmerga as an independent force? Also, we are working on a new set of IS camo as well as faction names for both units right now!
  19. Damn, this really exploded =). Thanks guys! Well what we thought was that seeing as the IS have been getting their hands on large stockpiles of US military gear left over in Iraq, this was the closest thing we could get for now :). It is a question of what was plausible and also most similar to the references available. But yeah, seconding NIN3, we might very well be making our own uniform textures in the future! There are some technicals already in the game for the guerrilla factions actually and Humvees and BMPs are available in other mods of your choosing ;). But yeah, who knows, we might do it to expand the faction a bit! IS textured technical anyone? EDIT: Updated the Imgur album with some of the ref used: http://imgur.com/a/AEEC7#8 EDIT 2: Yepp, will add this later today probably as a separate text file. For now use this as ref if you dont want to open the .pbo: Addon Name: HulaZone Factions: OPF_G_F (for IS) and IND_G_F (for Guerrilla) Guerrilla Units: "HulaZone_Guerrilla_Light_AT", "HulaZone_Guerrilla_SVD", "HulaZone_Guerrilla_MG", "HulaZone_Guerrilla_GL", "HulaZone_Guerrilla_SQL" IS Units: "HulaZone_IS_Officer", "HulaZone_IS_Guard", "HulaZone_IS_Rifleman", "HulaZone_IS_SQL", "HulaZone_IS_Grenadier", "HulaZone_IS_AT", "HulaZone_IS_MG" Then there are some of the uniform names and whatnot. If you want them either send me a pm or check the config file in the .pbo :)
  20. Awesome, thanks man! =) Sent you a pm!
  21. Hulahuga

    Escape From Chernarus - HulaZone

    Haha, all right :). Good to hear! Btw, a lot of good balancing is on its way for the 0.5! Expansion of content for all play-styles is also on its way after that update is finished.
  22. Hulahuga

    Escape From Chernarus - HulaZone

    Thanks man =). So have you survived yet? Also, do you save when playing single-player? Have a test coming up the 13th, will probably be able to put some more time into it then. What I would really like to come out of this now are some let's plays so that I can actually see how others play it and what they like or not... Seen some streams though, and a couple of youtube vids :)
  23. Hulahuga

    Escape From Chernarus - HulaZone

    Skype would be best probably. Same name there ;-)
  24. Hulahuga

    Escape From Chernarus - HulaZone

    You might have it installed in your documents folder :). Both bluefor and opfor (as in Spetsnaz) units can only be played by human players :) If you want to you guys could join me and some pals in trying out the pvp, we need more people to do a proper test...
  25. Hulahuga

    Escape From Chernarus - HulaZone

    Cfg errors are a known issue inherent to the addons, however they don't matter, you can still play the mission with all the content, just click ok. Regarding the two expansions I have no clue as to why and haven't seen it before, use both? The Vilas you don't have to enable, just use cba and escape and you are fine :-)
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