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izen

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About izen

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  1. I didn't know iron front was on the way. it looks really great. my info was that nothing is really in the pipe in this regard. IF might see reduced popularity due to not many people owning the IF game. Interested to see how this is gonna turn out
  2. Hello everyone! Not sure about you guys, but I'm craving for a WW2 mod for ArmA 3. With all the new features Arma has I think that might just be awesome. I've done some research, but didn't go all the way into detail, so I know there have been other posts similar to this one before. So instead of just making a request, I thought about how you could realize such a thing with a manageable workload and it is important to have a general development plan, so I quickly thought through some ideas and came up with a pretty reasonable plan. Unfortunately I don't have the time to work myself deeply into the ins and outs of modding, but if we can gather a strong enough team I could gladly do the project management and PR part. (I work in the games industry already, so I have a pretty good idea) For all assets (models, animations, sounds) a high quality is presupposed. Also, historical accuracy is presupposed. I only want absolutely authentic equipment and game mechanics. It should be developed with usage in conjunction with ACE3 in mind. Plan: Cut up the entire package into small manageable parts by dividing the entire mod into 3 stages: Early War (39-41), Mid War (42+43), Late War (44+45) Obviously starting with the early stage. This means less equipment needs modelling and it can later on be scaled. However it also dictates the factions that are in at the start. The might be germany and USSR or UK, or all three. I would probably prefer USSR, but an option for the African theatre would also be nice if we could have a desert texture style as well for german and british equipment. So you can see this complicates things, where we actually just want to get started with a small workload. Lets say we start with germany and USSR, we would need roughly the following equipment for a first release candidate. (Black = Critical, Yellow = Non-Critical, Red = Add Later) Disclaimer: Obviously this is a concept so I didn't go into detailed researching of what the right names for every uniform piece etc are) Example: You might notice theres weapons missing in below example. The MG42 would only appear for the mid war release era, the STG44 in the late war era, and so on. Early period: Germany 39-41 Infantry: Guns: Kar98k (+ZF Scope) MP40 MG39 Stielhandgrandate 39 Launchers: None Pistols: P-38Uniforms: Trooper uniform Officer uniform Vests: Standard Koppel Backpacks: Tornister Pioneer-Rucksack Headgear: Stahlhelm M40 Officer cap +A lot more optional stuff is possible, like the dust goggles etc. Cars: Kübelwagen Opel Blitz or B3000 BMW Bike Halftracks: SdKfZ 251 Hanomag Tanks: Panzer II Ausf. F Panzer III Ausf. F Air: BF-109 E3 Ju-82 Stuka Ju-57 "Tante Ju" + A similar list for soviet equipment. Now this isn't nothing, but it definitely looks achievable for a small team of reliable and disciplined modders. A downside of this might be that many people will miss their "fancy" STGs, Tigers and US forces until the late era release, which might result in a smaller popularity. On the other hand I could imagine a large part of the ArmA community to actually be interested enough to go to the less medially experienced theatres and vehicles. Did you know the Panzer II was actually the most produced german tank in WW2? Yeah I know most people never even heard of it. With this set of equipment you could definitely create realistic and intersting missions. Now what do you guys think of it? Would you love to see this? Are you overfed with WW2 in general and WW2 mods for OFP/ArmA titles in specific? Do you think there is a good reason why theres no WW2 mod on the way right now?
  3. @joe: Thanks, but that doesn't solve my problem. I either want the entire group to spawn, or nobody. @david: grp_leader = leader (group this); alive grp_leader I tried this out in a ton of variation, as it would exactly solve my problem, but it either doesn't work or the code isn't accepted. Something still isn't right...There must be a way to solve this. I know I could manually change variable names but I WANT it to work on its own, just because I want perfection in the code.
  4. Sorry, I don't know any syntax :( I tried everything but how to use the leader command in this example?
  5. So I want to make AI groups with Probability of presence. I currently set a probability for the leader, and for the group members a condition (Alive leadername); This works perfect, but on copypaste I need to adjust all the values for the leaders name. It would seem to me that there must be a relative variable for this to call up a units leader so the condition (Alive ThisUnitsLeader); always works?
  6. So I've made somewhat stealthy coop mission that stretches over whole stratis. I've set up patrols etc. and a test run determined it was working fine. Now I'd like to add a specific AI team (optimally with a vehicle) that is dedicated to hunt the players down. I know the workings of scripting somehow, but I can't actually do it. I know zero terminology or syntax, so I will need a pretty precise answer please. I'll try to put down precisely how I want it to work so it can be put into script. If any Player engages in combat with any enemy AI (detected), the HUNTERSQUAD gets a Search and Destroy Waypoint generated within a 100x100m radius around the player position. If a players gets detected afterwards, before the waypoint is reached, that waypoint should be deleted and a new one generated at the new position. If the Huntersquad reaches that waypoint and doesn't find the players, it moves back to a "staging area" So, I don't want the players to be constantly hunted /the AI to always know the players position. Would this work with a large trigger spanning the entire AO, set on repeat and set on blufor detected by opfor that then triggers a setpos-getpos-thingy and creates the waypoint? If I use a squad with a vehicle will the AI be smart enough to board that vehicle for longer journeys? Thanks guys, Prussian
  7. Persistent World RTS Mod: Idea: Make ArmA 3 into a persistent MP RTS. Core features: Start off with NATO and CSAT factions both invading Altis, itself being defended by the AAF (Non-Player-controlled) Straightforward RTS using the Zeus mechanics. NO option for players to play the game in first person or control a unit directly, so that AI cannot be exploited. Ressources should be extremely low in the beginning. Units should be able to build simple structures. First Landing Zones have to be predetermined in order to prevent lame starts and to build up a true front. Every player has to do this, even if he joins a match that already runs. Every player has only the control over his units. New units can only be called in to a location close to a unit belonging to that player. If a player leaves, his units stay in the game and can be killed, but can not be controlled by others. Encourages FOB's, checkpoints etc. If a player loses all his units, he has to start over. Persistent game: The server has to make regular backups of the game in case of crash. Max allowed amount of player TBD. I reckon something of 8 per team, maybe more, maybe less? Depends a lot on performance. Units have to be expensive in order for players not to clutter up the entire map with units (performance). Advanced equipment like APC, tanks, or even helicopters for that matter must be even more expensive and extremely hard to come by. Focus should be infantry heavy, NEVER evolving into mass tank/helicopter battles. These should remain special. Resource management done like in Classic Warfare. Every town creates a certain income for every player on its' side. Additionally, every unit has a worth in money that the player gets when it manages to kill it. Every player should have a "population limit", which can be raised in several levels by expensively paying for it or by other means, like a certain amount of kills or similar. This is to provide larger armies only to players who prove themselves capable and responsible. Don't want noobs to call in 5000 infantry all over the place. All Units will not be "built" in barracks as in classic RTS, but will be flown into and dropped at player designated LZ's. LZ's have to be close to a UNIT OF THE PLAYER calling in reinforcements (NOT ITS FACTION) Including tanks. Air units will obviously fly in themselves. Infantry can only be called in squad-wise. Not one type of infantry squad, but several: Light infantry: Lightly armed, able to build the small sandbag fortifications (Round and straight), able to be called in as Paras (?) Heavy Infantry: Well armed including AA launchers, but cannot build fortifications. Pioneers: Can lay mines, sweep mines, and build large sandbag bunkers, tank traps, barbed wire. Also has explosives to blow up stuff. A custom UI has to be made to incorporate new functions, like abilities for the soldiers: Throw Frag, Throw Smoke, Build Fortifications, Repair, Provide first aid or drag/drop wounded soldier to safety, suppressive fire etc... Secondary priority, but Standard Zeus UI could be improved and adjusted to this game modes needs. You will not need placement, but you will need stuff like formations, awareness etc. (Already in but complicated, not a priority though) maybe accessible more easily, more intuitively. What do you guys think? This came to my mind immediately when I saw Zeus, and I want to see this implemented really hard so finally I wrote it up =) Regards Should be looking upon classic RTS to make easy access and provide pre-scripted orders like "patrol".
  8. Hi guys, I'd like to buy a T-shirt like these guys have: http://media.pcgamer.com/files/2013/09/arma-3-video.jpg (249 kB) Any idea what to look for and where to look?
  9. Alright guys, let's think about this. Trying to fix the symptoms isn't possible. -It is NOT possible to reach every last player and tell him to restart after he's received the "virus". Even then, it would be utterly annoying to restart the game ever so often. -It is not really that important to find out "who that player is and ban/sue/whatever him". He can, after all, still get a new game at a discount and furthermore, he is not the only hacker in the world. Finding the guy won't help anybody. The only solution to this is to stuff the hole the dev's created. Right now, I am very annoyed. As always because of hackers, but OVER BIS. They know hacking is a major problem since ArmA caught attention by a wide audience. I hosted a DayZ server and quite a large Community back a few months until the game got completely wrecked by hackers. It now is an absolute No-Go to be having such security holes. Yes, it is an Alpha, but remember you had people pay for it, and right now one half-decent hacker has ruined your entire multiplayer landscape. This is really bad PR for your game. I play with passion since OFP 1.0 but right now it's freaking me out this is even happening. Nobody can play your game right now, and be it Alpha or not, I'm somewhat in a mood to ask my money back, just because its impossible this is happening and we are still customers. Telling us to "simply ignore" the hacker is also not very helpful. How am I supposed to "ignore" being unable to play/flying in the air all the time? You should have learned more from the past experiences. I know this text is admitting defeat to the hacker and I'm doing just what he wants, but seriously? Hacks were annoying in the alpha already ever so often. I haven't been able to play a decent ArmA2 or 3 round in the last year due to hackers. Every hour you let guys like that idiot lock 90% of the players out of the game, you lose long-term players. I have no problem in not playing ArmA3 right now, but I will eventually come back at some point...other people who are less appreciative of this game might not. You are effectively losing money and I cant understand what gain you could probably have by it. Sincerely, iZen
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