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Everything posted by surfer
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Had the same error, streaming from Steam. Looking forward to play it once you get it fixed!
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[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
surfer replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
Looks great! -
I'm using it to infect civies with the "AGGRO" type and it works great! After reducing their health for the classic ZED look they drop a little quickly. Using this snippet of Celerey to let them handle more damage didn't help, any idea how it needs to be adjusted? this addEventHandler ["HandleDamage",{if (_this select 1=="") then {damage (_this select 0)+((_this select 2)/10)}}] Ah and sometimes I experienced the ZEDs damaging me even when they were still 10m away, following me. I could imagine this came from the checkdistance intervall being too long? Thanks so much, I love your script!
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Dear mission designers! I would like to share a mission template I have been working on for a while but which never got finished into a mission. It converts the Altis container yard into a scrapyard with hundreds of wrecked cars and debris. Additional features are a trigger for randomized time of day, weapons briefing, AI skill setup for CQC missions and some lighting to make it playable at night without NVGs. To create a pitchblack night, simply remove the hidden light objects. There are also some enemy AI soldiers set up to be untrained guerillas with basic equipment and one Bluefor player. The scrapyard is a closed area, defined by walls and razor wire. There are three main entrances and one hidden entrance. It should lead to atmospheric and intense CQC missions. Please feel free to use this template for any mission you would like to create! Download the open and editable mission file here, also including a .pbo to give it a quick test: https://www.mediafire.com/?owkkhx9cuzg9l6x http://www.armaholic.com/page.php?id=25795 More screenshots: http://i60.tinypic.com/2mdjln5.jpg (150 kB) http://i60.tinypic.com/dneh07.jpg (176 kB) http://i59.tinypic.com/2a69lyb.jpg (162 kB) http://i57.tinypic.com/2vcti6f.jpg (139 kB) http://i58.tinypic.com/1429bpe.jpg (172 kB) http://i59.tinypic.com/nxjcds.jpg (144 kB) http://i59.tinypic.com/zo7wnp.jpg (216 kB)
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Thanks, everybody! Kremator, the AI seem to handle and surround the obstacles quite fine, just once you let them roam freely they vanish through the walls. If someone knows how to bound the AI better I will be happy to edit this.
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Coincedently found this video of my first ever mission "Abandoned Village": I like the video very much, that's why I will give the mission a quick update and report here once it's done.
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Infiltrate an abandoned village at foggy nighttime, locate and destroy IFRIT APC, extract via boat Features: Foggy dusk to nighttime mission Allows multiple approaches: Stealth, Ambush, Rush Custom two man sapper team using silenced weapons Randomized OPFOR spawns and waypoints OPFOR reinforcements Moderate to high difficulty No respawns Usage: Put into your "Arma3/MPMissions" folder Create this as a multiplayer game Has 2 slots, for SP use the first slot This is my first mission, I have tried to put an emphasis on athmosphere, immersion and creative gameplay. Please share your comments or tell us how you completed it! Here's where you can pick up the V1.1 file: Abandoned Village Co-02 [bETA] v1.1 http://www.mediafire.com/?eukqtf2t1zl91fc Old versions: http://www.mediafire.com/?qromvmadnl01t8f http://www.mediafire.com/?vwxhr4uw1r0dd6v
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How to restrict weapons to difficulty levels?
surfer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm setting up the weapons briefing before the mission starts and would like to restrict some weapons like sniper rifles etc to veteran or expert difficulty levels. Does anybody know how to define this inside the description.ext? Here's the basics so far: class Weapons { class hgun_PDW2000_snds_F {count = 4;}; }; -
Congratulations, Genesis92x, this works great so far! My questions/suggestion would be: How do I set it up to spawn only ONE Zombie which is infecting any unit he kills? For me the whole cities and hordes mechanic is hindering mission creation. Would be great if I could set it up so the infection spreads only the way I want it to. I love the knockover feature! Does this apply to friendly units as well? So in case my mates see me knocked over they have a chance to cure me before I turn into a Z? Until you have a Zombie skin, why don't you double the Zombies' health and then damage them to 50%. This way they should have bruises already, identifying them as Zs. Thanks already! Surfer
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Hey hi,i really need a direction to go!!!!altis life by TONIC
surfer replied to CoLoNeL's topic in ARMA 3 - USER MISSIONS
HI CoLoNeL! I just wanted to give you a friendly "Hello, welcome to the forum!". Don't mind the above, they are just kidding and joking around about you not using paragraphs. But it's not in a mean way, so please don't take an offense! Unfortunately I have neither played "Altis Life", nor do I know how to decompile .PBOs. I think a good idea would be to contact Tonic directly. Good luck with your server! Surfer -
[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
surfer replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
I didn't mean to randomize it. Obviously it needs to be scripted to allow a flow of the campaign. As an example (for one mission, don't repeat it all over) drop the buddy once he gets damaged and have him recover from the vest-knockout once OPFOR NOT PRESENT. Don't overcomplicate it. -
[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
surfer replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
I agree that it's slightly lame and exploitable to make your buddy invincible. I think a balanced way would be to make him bulletproof sometimes and make him vulnerable at other times and let the player unclear about it. Also having the outcome and consequences of a mission unclear would make the campaing much more interesting and dynamic. An example could be that at missions where your buddy is vulnerable the consequences of him getting shot would be that you had to face the next missions alone until he recovers. Some missions might even get impossible to solve but hey, there's always the option to revert now. Think of further ways to make him believable: The vest stopped the bullet so he's getting up once you cleared the enemies, he's running away/taking cover, he's on overwatch, he's conced from a nade, his weapon jammed right in the heat of the action etc. And let him die now and then. Make the player feel the loss! -
N'Ziwasogo A3 terrain (Released)
surfer replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Works like a charm! Thanks so much! Already love the map from the first preview of 10 seconds!!! :-D -
N'Ziwasogo A3 terrain (Released)
surfer replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Having A3MP 1.4 and Isla Duala installed and running, also got Ziwasogo installed but it still doesn't show up in my editor. I used the foldername "Nziwasogo_V04" and additionally added the @ in front of it but neither works. When running Isla Duala some file of the GAZ jeep is missing. When installing @A3MP-AP in startup parameters as well it shows an error but still launches Arma. The folder sizes 457 MB (479.252.480 Bytes), it has 2 PBOs and 3 sign/key files. Any ideas what I'm missing in installing Nziwasogo? -
[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
surfer replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
I'm afraid I managed to break the stashing system and mission completion. Sorry :rolleyes: So here's what happened: In short: My character was killed, I had to revert and because of my full inventory my rifle was lost while I still had the explosives. Even when I reverted further into the past I couldn't get them back and I couldn't aquire the missions on my laptop anymore because they probably have been accomplished in the future :confused: Anyway, I had my fun again! Just wanted to drop you a note, hoping you would be able to fix the involuntary time travelling, paradox or whatever happened. Cheers, Surfer -
[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
surfer replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
I'm putting my continued feedback here instead of PMs. Watch out, spoilers ahead! Keep it up! Excellent work so far! One more: The music is a little repetitive, maybe switch it off and only activate chosen tracks at chosen locations or events. Thanks! -
Chessmaster's Wounding System
surfer replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
+1 I would be more interested in the script version :-) -
Authentic Gameplay Modification
surfer replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This seems just the right collection of stuff Arma3 needs! I would also like to see the additional desaturation once wounded. -
How does the object Empty/Evidence work?
surfer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would like to use the evidence object, found under empty objects iirc. For those who don't know it, it allows you to place an object via editor and once you approach it in game you can collect the evidence via action menu which is opening the map. Now I would like to know how to put markers or similar into the map to make it useful. Also does it sync in MP? Thanks a lot in advance! Surf -
Looking for Testers: Development Snapshot - Mercenary Campaign
surfer replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thought about the execution scene once more: Watchout, story spoiler: -
Looking for Testers: Development Snapshot - Mercenary Campaign
surfer replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looking excellent so far! Looking forward to continue playing it. The story is great and is leaving a lot of room to develop your character. Could be a little bit more dramatic when the group arrived and got their welcome gifts. It unfolds nicely and the first mission is well told and fun. I could imagine having a first mission that you would have to complete without even having a weapon. Technically it's all quite self explanatory, the laptop interface works well but I managed to break it: After confirming the first mission a second time the task dissapeared and couldn't be brought back. Reload helped. Another small bugger: At the shooting range the one guy was shooting the floor in reverse direction. After I completed the first phase of the daddy's mission and have seen the black & white screen the game crashed to desktop. -
New to Arma 3 and FPS on PC, need your advices and opinion.
surfer replied to Falconeye's topic in ARMA 3 - GENERAL
I'm running similar specs on my faster laptop nearly everything maxed, your game should run really fine. Concerning the use of keyboard and mouse: If you can operate Outlook with a mouse you should be able to adapt to Arma 3 ;-) Create an empty game, take your time to setup all the keys and then run around until you get the hang of it! Maybe you should leave the TrackIR off until you get used to your mouse. Once it works the additional TIR should be an additional help. And when it comes to special hardware ... I'm using just the keys of my laptop and a 10 € mouse and get along just fine. -
I've had reports on my steam workshop mission "[CP] Grey Ops" that my soldiers attend in underwear instead of the designated AAF ghillie-suits. When I test the mission it works fine for me. I have provided the Ghillies via "this adduniform "U_Ghillieblahblah_AAF"; Is there a better way to equip my team on a global/more reliable scale? Thx!
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I love it! Hope you'll do an old and rusty one as well!
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Put the below into the init of a Sphere 10cm or any invisible object like the grasscutter etc. There's some additional parameters you might want to google but these work just fine for basic lighting: lightF = "#lightpoint" createVehicle position this; lightF setLightBrightness 0.3; lightF setLightAmbient[0.3, 0.3, 0.3]; lightF setLightColor[1, 1, 1]; lightF lightAttachObject [this, [0,0,0]];