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surfer

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Everything posted by surfer

  1. surfer

    [SP]_Tango_Down_by_Surfer

    Great you liked it! The SP is already up on steam workshop, the CP needs some testers first. Too bad about the ladder, it's part of the map, I can't edit it. You can find the ship under empty objects/ships, unfortunately the player can't stand on it. How about posting some screenshots, everybody?
  2. surfer

    [SP]_Tango_Down_by_Surfer

    Got the coop version finished, PM me if you would like to test it! I would need some feedback before I release it because I can only play single player.
  3. Can't wait to try this! Thanks mantls!
  4. surfer

    [SP]_Tango_Down_by_Surfer

    I need to rework "Hunt for Akazi" and "Abandoned Village" which are both beta before I will put out new missions. Thanks for your comments!
  5. surfer

    [SP]_Tango_Down_by_Surfer

    Version 1.1 is up - fixed levitating objects - fixed tasks - added marker - added further voices - this time just the .pbo Good hunting and don't hesitate to comment!
  6. surfer

    [SP]_Tango_Down_by_Surfer

    Thanks for your comments! So the containers are not falling down by gravity when you play it? Will also place the tasks on land even though they didn't show at all in my game. Will rework it and upload the new version once I have the Arma3 update finished.
  7. surfer

    Sidechat and Directions

    I'll have to follow this for later use. Thanks a lot!
  8. surfer

    [SP-CP04] Hunt For Akazi by Surfer

    Thanks for your comment! The AI won't react on the "disembark" command because they are afraid to jump of the height. That's why I included the message "Eject: Radio 6-2". So press zero, six, two! Once the AI eject you can continue as planned. Lowering the heli further to allow the disembark made it crash a few times, that's why I prefer the eject. But it shows I will need to make the Eject command more clear inside the mission. ---------- Post added at 08:50 ---------- Previous post was at 08:48 ---------- I was only able to test the mission in SP so any comments on Coop-playability would be highly appreciated!
  9. surfer

    [SP-CP04] Hunt For Akazi by Surfer

    Thanks a lot for pointing that out! Have included the .pbo to the folder. Hope it's ok like this?
  10. surfer

    A3 FreeAim Fix

    Thanks. I also understand why game designers do it like this. It still feels odd to me, especially in Arma and I would like to know if this can be modded out.
  11. surfer

    A3 FreeAim Fix

    Thanks for putting that killer phrase "it is like that and it makes sense" in ... People might have a different opinion than you. I'm not planning to start a discussion if this is giving you a handicapped feeling. It sure is to me. Just wondering if what I am looking for is doable.
  12. surfer

    A3 FreeAim Fix

    When I discovered this thread I was like "OMG, pleeease make this work! Where's the paypal-donate-button?" Unfortunately it doesn't seem to do what I was expecting or maybe I'm just being stupid :rolleyes: Here's what I expected: I place my Marksman in the editor, unscoped view, move my mouse 5 cm to the right, my view changes 90°. Next I go into scoped view, move my mouse 5 cm to the right, my view changes 90°. As mentioned it didn't work like this. Instead I had to move my mouse 30 cm to get the desired change of view by 90°. Did I get something wrong about your mod? Am I stupid? Can you do a mod that does what I desire? Pleeeeeeeease!!!! I put the mod into the /mod folder of Arma3 and added the -mod=@ ... to the start parameters. It showed correctly inside Arma/Extensions.
  13. Use "Get in" as the waypoint for the helicopter. This way it will wait until one single person or even a group has entered the heli. I even had it that when my team missed the flight and I ordered them to get in, the heli returned to the helipad, picked them up and continued on it's waypoints as planned. And as written before, check if inside the heli settings it is put to "unlocked". Also a test could be to start with the heli landed, without waypoints and see if you can get inside.
  14. surfer

    In Depth Effects Package

    How do you make a player fall over? Would you be able to make a script where your player is falling over with every major hit? So pistols would leave you standing but the hit of a rifle would throw you over. Thanks
  15. Hi there! I'm about to finish my second mission and if you happened to play http://forums.bistudio.com/showthread.php?159384-SP-CO-02-Abandoned-Village you might agree that I like to put a lot of emphasis on atmosphere and playability. I also try to keep mission design simple and so far I have done everything without external scripts. Now I would like to boost the new mission even further by adding two things: - Give the mission briefing and in-game communications a touch of real military radio slang but without scaring the untrained player away. It also shouldn't sound too much like sentences from radio school but how real soldiers communicate when they are on duty. - Add custom vocals to drive the story and create a feel for the characters and villain. What I'm looking for: - Eventually military trained personnel with experience in radio protocol and slang. - Voice actors female and male - (Someone experienced with scripting custom sounds) - figured this out already. What I'm offering: - I'm willing to learn. - Open mission file, showing what I've learned about mission editing so far. - Basic experience in audio engineering to spice up the soundfiles. - Fully equal credits etc. - Hopefully an interesting project to work on. Hope I caught your attention and look forward to get into contact! Thanks, Surfer
  16. Hi there! I'm about to finish my second mission and if you happened to play http://forums.bistudio.com/showthread.php?159384-SP-CO-02-Abandoned-Village you might agree that I like to put a lot of emphasis on atmosphere and playability. I also try to keep mission design simple and so far I have done everything without external scripts. Now I would like to boost the new mission even further by adding two things: - Give the mission briefing and in-game communications a touch of real military radio slang but without scaring the untrained player away. It also shouldn't sound too much like sentences from radio school but how real soldiers communicate when they are on duty. - Add custom vocals to drive the story and create a feel for the characters and villain. What I'm looking for: - Eventually military trained personnel with experience in radio protocol and slang. - Voice actors - Someone experienced with scripting custom sounds. What I'm offering: - I'm willing to learn. - Open mission file, showing what I've learned about mission editing so far. - A bit of experience in audio engineering to spice up the soundfiles. - I will participate in voice acting as well. - Fully equal credits etc. - Hopefully an interesting project to work on. Hope I caught your attention and look forward to get into contact! Thanks, Surfer
  17. What's your feeling about the below mobile rig I'm planning to purchase: Intel 4700MQ Radeon HD8970M 16 GB DDR Samsung EVO SSD Any opinions to prefer Nvidia GTX 770M instead? Thanks
  18. surfer

    [SP/CO-02] Abandoned Village

    The alarm is triggered by "detected by opfor", so someone must have spotted or heard you. Unfortunately the alarm in the new Beta doesn't sound as cool as the original one.
  19. surfer

    The sound thread

    Obviously the modern battlefield has a very high dynamic range. The player wants to hear the wind as well as gunshots which need to be so much louder. Atm the only solution is to turn your volume up until gunshots impair your hearing. As with many aspects of Arma also the sound department would do good to use a little common sense here and there instead of physically correct calculated loudness levels. Or they should give us sliders so we can adjust the volumes of gunshots/vehicles/conversations/ambient to our likings. I have the feeling the falloff of distance sounds might even be realistic db-wise, but I still dislike it.
  20. I found that a combination of setting them to "aware" and "open fire" (without "engage at will") works ok. Manually put their stance and after moving tell them to hold. The roaming has something to do with combat and stealth mode where they try use cover. Engaging at will also allows them to use their smart AI to figure a tactical plan... Using the editor there's also the possibility to disable parts of the AI like "move" or "target". I'm using this to make AI stay inside their fortifications etc. Will have to try how this influences your AI teammates, if you could still move them somewhere.
  21. surfer

    [SP/CO-02] Abandoned Village

    Latest Version 1.1 added Changelog: - dynamic fog added - fixed compatibility issues with latest Beta - Opfor adjusted
  22. surfer

    [SP/CO-02] Abandoned Village

    If you didn't play it yet, don't read the below spoiler!
  23. surfer

    [SP/CO-02] Abandoned Village

    Hi Simon! Thank you so much for your feedback, really appreciated! I had the addmagazine before addweapon but for some strange reason this time it didn't work. And in the end I kinda enjoyed how it gave you that "lock & load" feeling at the start of the mission :p What do you think about changing the armed IFRIT for a transport with specops? Or would this be too easy?
  24. Thanks a lot for your efforts so far! But imo it would make most sense to fall to the FRONT, correct? Because when I usually jump down somewhere I do this in a forward manner and not sidestepping or so. If I had your skills I would do it this way: Falling < 50 cm resulting in a forward crouch, not standing crouch or sidestepping. Falling > 50 cm resulting in a forward prone crawl. Keep it up!
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