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forzajuve

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Everything posted by forzajuve

  1. well yes, if you want the blufor to shoot opfor.
  2. forzajuve

    [SP CAMP] Liberation of Chernarus

    They aren't too good at most things most of the time :D
  3. put for all your opfor units 'this setcaptive true' so the blufor units won't fire on them. then just keep playing around with the waypoints to get the timing right, I would imagine. trial and error is your friend :)
  4. forzajuve

    [SP CAMP] Liberation of Chernarus

    well that's fine, I don't see why it should be criticised if you can do that. I think the fog also helps too, I noticed the ai definitely cannot see as well through thick fog. just a question, did you do it by yourself and made your squad wait behind? I would assume so.
  5. forzajuve

    [SP CAMP] Liberation of Chernarus

    Well as I've said multiple times, I'm not going for realism since I am not a military tactical expert and I am not interested in creating such a campaign. I made what I thought is good so I guess you might best be served playing something else then ;) having said that, there are still many other types of missions following those ones and I suggest playing them before calling all the missions 'not fun'. at least get halfway through or so before making a judgement like that after playing only 4-5 missions out of 25. everything in this campaign is created with a purpose, such as AAVs being destroyed, if it wasn't supposed to happen I would change it. also 'too much running'? every single mission and arma campaign I've ever played involves lots of running, some much more than mine. this just seems ridiculous to say this. I remember in the harvest red campaign in the last mission the player must run like 5km or something like that... One thing, you said realism, but now there is supposed to be us ammo dump or truck in the middle of a field ahead of the ambush? sorry but that sounds too unrealistic even for me, plus I gave the player 12 mags of DMR ammo, which should be plenty, plus there are also other designated marksmen who will usually die that the player can pick up ammo from. there are 2-4 patrols in the first woods first mission, you must have missed them (playing v1.0?). I guess you play too 'hardcore' though, i'm not sure how you snuck in and blew up the planes without killing anyone, but I never expected anyone to play like that... it's certainly not unguarded so I guess your skill if you managed to do it like that. I'm not going to make call of duty mission where 5 guys take down 50 enemies, now that would be too unrealistic. not to mention, it is only the first mission. also in regards to g36s, base arma 2 only has a few silenced weapons so I used what was available. plus a few missions you can choose weapons in starting brief, if you read the readme. I appreciate the feedback though, as you say, better than nothing :) just seems like overall you are criticising my campaign for something which it's not (i.e. hardcore military sim campaign) rather than for what it is. and one thing, if you think I can't take criticism of my work, the campaign would not be 30% as good as it is now thanks to a few people who helped me when I made it.
  6. forzajuve

    [SP CAMP] Liberation of Chernarus

    I suggest to not with play with mods that change gameplay and AI behaviour. If you liked mission #1 then I suggest to keep playing because there are a lot of specops missions as well.
  7. forzajuve

    [SP CAMP] Liberation of Chernarus

    I appreciate the feedback. A couple of things though, I have never experienced 'mounted flashlights', you must be using a mod. I am running a core2duo and 5-6 year old 512mb 3850 and I could run every mission without lag. You don't need to play on max graphics with 16xAA plus 6 movies, chrome/firefox and movie editor running in the background. For the jet mission, I did experiment with using AA but I found it was extremely difficult, because they would shoot down the planes much too easily. Also, never did I say this is aiming for realism, i.e. some silenced units and the ambush ;) ---------- Post added at 04:25 AM ---------- Previous post was at 04:20 AM ---------- yep, I am also running a core2duo and it works fine.
  8. forzajuve

    [SP CAMP] Liberation of Chernarus

    well I put a massive amount of time into it, some feedback on it would be nice.
  9. forzajuve

    [SP CAMP] Liberation of Chernarus

    definitely try to lower your settings first. I also find missions often work more smoothly the second time through, i.e. maybe play for 5-10 minutes then restart the mission.
  10. forzajuve

    [SP CAMP] Liberation of Chernarus

    '4th mission C-Day' he said it. day mission
  11. forzajuve

    [SP CAMP] Liberation of Chernarus

    That is strange, but it sounds like something more related to Arma 2 than my campaign, maybe try lowering your settings. I'm using core2duo 2.66ghz, 2gb ram & 512mb 3850 (old lol i know) on mostly normal-high settings (1440x900) and it works fine. Are you using CO? maybe there is an issue there too. But yeah if it doesn't work just use endmission = left shift + numpad - + endmission typed. The successful mission endings are always the first ending so endmission will always work.
  12. I'm currently using A2 v1.1 to make a campaign however through testing it was found that sniper scopes do not work with night vision in CO/OA etc. By searching I found that this is for realism because you couldn't put the NV up to a sniper scope. However will players with CO/OA be able to run the game in v1.1 mode so the scopes will work with NV? what about players with the free version? I only have A2 and not OA or CO. thanks
  13. forzajuve

    [SP CAMP] Liberation of Chernarus

    yes that would be appreciated. I think 'hours' in an understatement :p
  14. forzajuve

    [SP CAMP] Liberation of Chernarus

    #7 Guardian Angel #11 Grim Reaping #21 Danger Close The first two should be fine without NV, probably not the last one. I added many light sources for the first two where necessary but it's not that possible with the 3rd one.
  15. forzajuve

    [SP CAMP] Liberation of Chernarus

    Indeed I do, just noticed that. The rest should be 512, I must have forgot to resize after I added a border. Weird though because the image was working fine for me in the menu, probably why I didn't notice. If you want to fix just resize the image to 512x512 with the same filename. Delete the 522x522 version after.
  16. forzajuve

    [SP CAMP] Liberation of Chernarus

    hopefully this one is up the top :D
  17. forzajuve

    [SP CAMP] Liberation of Chernarus

    v1.0 is finally up! download here: http://www.mediafire.com/download/vxkfw6p06tr9fyx/LiberationofChernarus1.0.rar or check the opening post
  18. no need to triple post, did you add a h pad called 'center' where you want the arty to fire and changed the sleep times? I use this myself and I know it does work. edit: ok here is a test mission that is working. http://www.mediafire.com/download/4mg6521f3sp1t4r/arty%2520test.Chernarus.rar
  19. I'm having a problem with selecting weapons at briefing. this is an example of a selection I use. class Weapons { class M4A1_AIM_SD_CAMO {count = 5;}; class M4A1_AIM_CAMO {count = 5;}; class M4A1_HWS_GL_SD_CAMO {count = 5;}; class G36_C_SD_Eotech {count = 5;}; class M4A1_HWS_GL_CAMO {count = 5;}; class MK_48 {count = 1;}; class m16a4 {count = 5;}; class m8_CarbineGL {count = 5;}; class G36A {count = 5;}; class G36K {count = 5;}; class G36C {count = 5;}; class m8_Carbine {count = 5;}; class m8_Sharpshooter {count = 1;}; class M4SPR {count = 1;}; class MG36 {count = 1;}; }; class Magazines { class 30Rnd_556x45_StanagSD {count = 60;}; class 30Rnd_556x45_G36SD {count = 60;}; class 20Rnd_556x45_Stanag {count = 20;}; class 30Rnd_556x45_Stanag {count = 60;}; class 30Rnd_556x45_G36 {count = 60;}; class 100Rnd_556x45_BetaCMag {count = 30;}; class 100Rnd_762x51_M240 {count = 10;}; class 15Rnd_9x19_M9 {count = 40;}; class 1Rnd_HE_M203 {count = 40;}; class pipebomb {count = 2;}; class HandGrenade_West {count = 10;}; class smokeshell {count = 5;}; }; this works fine when the player is squad leader, but it doesn't work when the player is not squad leader. how can I fix this? thanks
  20. that's just a pain. I tried adding some AI first as well but player is still #1
  21. yes. although change sleep '150' to sleep 0 and sleep 32 to maybe sleep 15, I'm pretty sure this determines how quickly between each shell. set it how you like. the first one determines how long before the first shell fires. so 0 will be at the very start of the mission. you don't need anything in the game to activate the script, the init.sqf is doing that. as long as you have an object called 'center' to aim at. invisible heli pad works best because it will never move, can't be destroyed and won't be seen. that's ok, we all started somewhere :)
  22. it will actually execute the script go to notepad copy + paste _arty = [] execVM "arty.sqf"; Sleep 300; terminate _arty; save as 'init.sqf' sleep 300 means the arty script will run for 300 seconds (5 minutes) before stopping.
  23. player is pvt and squad leader is sgt.
  24. I don't know what windows you are using (xp for me). my directory is my documents/arma 2/missions/mission folder. scripts go in 'mission folder', whatever it may be called i.e. assault.chernarus for this script you don't need a m119. it just spawns the artillery shells. it's not a marker that needs to be called center, it's an invisible heli pad. go to units > empty > objects > heli pad (invisible). name it center. did you also create the init.sqf? if the artillery takes too long to come down shorten the 'sleep' times. i.e. change in arty.sqf sleep 150; _pos = position Center; _pX = _pos select 0; _pY = _pos Select 1; to sleep 0; _pos = position Center; _pX = _pos select 0; _pY = _pos Select 1; if you want it at the very start of the mission
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