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gfresco

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Everything posted by gfresco

  1. Thank you very, very, very much. I don't know why that page didnt pop up during my google searches, but I owe you one!
  2. gfresco

    ASR AI 3

    Sorry if this is a stupid question, but does this mean that they don't move to re-enforce eachother? If not, do you know of any mod that would work in conjunction with ASR to help have squads back eachother up if they're not in combat and recieve information from a squad that is?
  3. Fair enough, I was a little worried that MicroAI would cause conflicts if enabled.
  4. My apologies if this has been brought up before, but one thing I'd find would really enhance ALiVE would be either through OPCOM or not if squads/profiles could call upon nearby squads for assistance. The one thing thats a little annoying is when one infantry element gets engaged by hostiles and another infantry element from the same side is within 300-400m and just continues to patrol without a care in the world. I had one situation that was kind of amusing where on CLAafghan OPfor attacked an OP on a hill, 3 to 1 odds in their favor, and around the other side of the hill maybe 200m out at most was an additional infantry squad meandering about. It'd be nice, for example, if upon elements engaging eachother if opcom directed near-by elements to come to their assistance. This would make more sustained/pitched battles occur I'd think.
  5. Sorry if this has been asked before but I didn't see it, is there a config faction\groups name for the Canadian forces, to use with the ALiVE modules?
  6. gfresco

    Middle East Conflict mod

    The Hezbollah/Hamas are fantastic looking. They look like they fit that sweet spot between armed civilians and an organized army, ie: they look like proper paramilitary forces. I like setting up middle eastern insurgency maps so its nice to have various degrees of insurgent-style combatants to bring to bear.
  7. Is there a way to do this? I'm currently using Massi's rangers on CLAafghan with Alive instead of the Desert Marines (which I would prefer to use) because I can't figure out how to do this.
  8. Hi there, fellahs. So I've been fiddling with a few of my own missions. I've been aiming to create a sandbox style, ideally singleplayer/co-op, mission where the player(s) are a small guerilla squad. My usual method for doing this has been using various scripts (EOS, Upsmon, Spawn script pack) to fill areas with patrolling units. I do a combination of zones (towns, etc) that can be cleared out and secured and general areas of patrolling groups. However that on its own is insubstantial. Its basically a wander-here-and-engage-on-site type thing, which doesn't really capture the actually nuances of guerilla warfare. I watched this video and it gives me several ideas, but I'm not sure how to accomplish them? Natural troop movements, more then just ambient patrols Cycling convoys. *I can do a simple convoy but ones that go on pepetually?) Blending into/interactions with a civillian populace So, I'm asking two things: Does anyone know good ways to accomplish the above? Does anyone have additional ideas (and ways to accomplish them) on ways to create a guerilla experience?
  9. I dunno how/why I totally over-looked these. These are some awesome toolsets that give me a lot more to work with! Still, if anyone has specific ideas/suggestions or commentary on how to make an ideal guerilla warfare style mission, please say so.
  10. I think its okay to release if its not an edited version of their .pbo but rather a entirely new one. Not sure. Ohally, if you're reading this would you be okay with an unofficial soundfix until you are available to do an official one? I'm going to take a read at that thread and see if I can do it myself. I haven't done a lot outside of editing SQF's for missions but this seems to be within that ballpark.
  11. I'm new to online play, but I've been a long-time singleplayer. I like to make custom missions, etc. I'm looking forever a tactical/realism group that isn't super strict, in particular I'd like any group that frequently/sometimes plays as guerillas in asymmetrical warfare situations. My timezone is EST (GMT -5), I'm 22, I have a working mic, and can use any sort of mods (I tend to use a few for my own scenarios) and can play more or less whenever. PM me and I'd be happy to share steam info.
  12. gfresco

    Zee Identity Pack

    Awesome job with this mod, looking forward to updates. Drives me batty that unlike A2, we don't even have female civvies let alone female soldiers.
  13. If someone points me towards a guide of how to properly update the weapon sounds I'd be happy to make an unofficial patch for this mod. I love the Canadian Forces and am bummed to omit them from my current missions in CLAafghan.
  14. Hi, I'm using EOS for a custom mission. I would like to be able to put in custom init lines for units spawned by EOS (For example UPSMON, or a specific script to make units hunt the player so when the player enters a certain area they're constantly attacked) but I cannot figure out how. I'm not really a good scripter I just cobble together what I find on the forums, so any help would be appreciated.
  15. Every patrol I've gone on I've had at least one firefight. Its entirely possible though you won't bump into a VC patrol, but over 40 patrols are set to spawn across the entire map. If you want to "cheat" you can go into the mission folder --> scripts and open init_Upsmon and change the debug value from "0" to "1". That'll show you where the enemy patrols are, and where they are heading, on the map. The little message on screen just means CB caching is working
  16. Sorry people are having trouble making this work. That kind of bums me out. I will try and clarify where I can. Helo for transport: By default in your middle-mouse scroll wheel you should have an option "Call for extraction". One you select that, hit M and click on the map where you want the chopper to land. If you spawn at the airfield you can just hop inside the chopper, wait 2 seconds, and on the middle mouse wheel you will get an option "Select chopper destination". Same deal as before, hit M and click where you want the chopper to go. Its a direct usage of Norin's helicopter script. I haven't changed/edited it all. AI soldiers: Go to the barracks building on the airfield and when in proximity of it use your middle mouse wheel to "recruit soldiers". It'll open up a menu where you can select what infantry units you wish to spawn. Whatever you want - I usually fly to an LZ and go along a patrol route. You can also investigate the marked areas on the map and attempt to search and destroy the officers. Do note: Its a fucking jungle. Its not a simple task to find and take out these officers. This mission was made to be a long-lasting one. I don't use the tripwires/traps in the mission so you can remove it from the SQM without issue. However, for me, on my two computers just having the uns_tripwires addon/modfolder works for me. I'll remove the UNS_Tripwires addon in the mission SQM myself for the next update. I am going to reupload the mission in two hours once I've redone a FULL test to ensure there are no typos or errors I've created. I'm really sorry this has been a hassle for some folks, I only want to help people have fun and not hinder them! ---------- Post added at 23:03 ---------- Previous post was at 22:58 ---------- Alright, I removed the tripwires addon in the SQM and I have doubled checked to ensure the helicopter and recruitment is working. Here are the updated DL links: Should be error free in these missions (I also made sure there was a marine squad, a marine recon squad, regular infantry squad, and a tiny pilot squad that are all playable) http://www.mediafire.com/download/jasvrggh96a46tt/BugTestedFix.zip http://www.sendspace.com/file/n1xo1d Sorry for the hassle guys. I am still new to mission-making so I'm not an expert on optimizing them and making them bug free.
  17. If you downloaded it from armaholic the file-name for their version has a typo on it. The Armaholic reupload of the mission file is titled "sp-co@x_truenam_v1-2.csj.sea" when it should e "sp-co@x_truenam_v1-2.csj_sea". The map name is CSJ_SEA so the incorrect "." will cause errors. That'll probably be fixed when I put up a new version and the armaholic file gets changed. As for "uns_traps" they are a seperate mod. They're apparently included in the current version of unsung but I've experienced errors without it being loaded on its won so I've included both. http://www.armaholic.com/page.php?id=8108 --> DL for uns_Traps Also be sure to enable the "@UNS_ACE_compact" folder (comes with unsung) if you're using ace like I am. Does that help? Let me know if you're still having errors or need clearer instruction.
  18. Finally got around to updating this. New links in the OP and here as well: http://www.sendspace.com/file/wy4h67/url] http://www.mediafire.com/download/ekveimomg03fyl6/TrueNam_1.20.zip Fixed a few bugs and added an extra playable marine squad at the F.O.B and pilot slots as well.
  19. Sorry about the errors. I'll try and get those fixed today. Thanks for the feedback. As for chopper problems that really baffles me as thats one area where I've had no issue. You probably need to remain the group-leader (the officer) for the chopper to work. I *believe* if you're not the group leader you may get some errors with it. I have to double check the script but I believe it is tied directly to group leader. Edit: RMM error is an easy fix it was just some absent-mindedness of mine that there was any issue. The briefing one is a bit more annoying but I'll just rewrite the whole briefing.sqf and hopefully that takes care of it.
  20. Hrmm. I'll take a look with the chopper but I must admit it works pretty flawless for me. I certainly agree being stuck out in the jungle without a ride out is very annoying. Typically the script keeps you notified as to whats up with the chopper. For me it'll prompt "Chopper returning to base", "Chopper refueling", "Chopper awaiting orders" etc as the chopper cycles through its stages. All it is Norrins taxi script and I havent edited/changed his script at all. The Intel is a good idea, I'll look into ways to do that. Hm. Usually I make contact within 25 minutes of playing, but I made the missions so I know where enemies tend to spawn/patrol a bit better. I could add more enemies and more spawn points if one wanted but I didn't want to risk over-doing it. Let me know if you think there need to be a bigger enemy presence. As it stands throughout the map theres at least 30 squads that spawn and can respawn. IF you're looking for quick action however the rice-paddie areas and the patrol starting at F.O.B Julie should bring you contact quick. Anyhow, glad you're having some fun and I hope the improvements help. If just one person enjoys this mission that puts a smile on my face.
  21. Alright. New version dubbed "1.1" is up. What has been changed: 1) Upsmon debug has been switched off so you'll no longer be able to track enemy and friendly positions and destinations (was never intended to be on).m 2) V.C activity area markers changed and adjusted to give possible search locations for the VIPs/Officers to help make the mission less confusing. 3) Briefing edited/updated to make objectives more clear. Also I tested the chopper taxi script again and I was able to call for an extraction about 1-2 minutes after being dropped off. The chopper simply has to fly back to base, land, and then the call-for-extraction action is re-added.
  22. Hey Delta. Thanks for the constructive & candid feedback. Very helpful. I too have at times experienced the error loading the mission without the @UNS_TRAPS addon which is why I referred to it. I admit I'm not entirely sure how to resolve the issue so it only references what is included in the current version of the unsung mod. Also yeah, I realize I left the upsmon debug on. That was an unintentional fuck up. I'm switching it off of course for the update, but you can manually do that by going into INIT_UPSMON in the scripts folder for the current version. So, I should probably fix the briefing and as well include a a read me since its clear what to do is a little bit vague. I'll clarify here for now Patrol routes: These are suggested patrol routes for you to go on. The blue "X" indicates where a chopper can land without problem and as such are the insertion/extraction points. I have designed these patrols to edge you through areas where there will be some enemy activity. The red area's on the map: These just currently highlight areas the player is likely to encounter vietcong. These areas aren't the only places one will encounter them but it'll guide the player to an area with a general enemy presence. In the update I'm working on I've switched these markers to highlight the areas the officers are in. The VIP's/Officers: These guys are currently not marked very directly and are in specific areas of the map that take some exploration to find. In the update I'm working on I'll highlight the areas with markers to give the players a general area to search around for them. I however don't want to give exact locations - the idea being one has to search somewhat extensively to find them. The transport chopper: That should, and has for me, been able to do extractions. Its pretty much run directly on Norrins helicopter taxi script. The way it works is the helicopter will drop you off, fly back to the airbase, refuel and then you should be able to call for an extraction via the middle mouse button (default binding). It is set to respawn if shot down/destroyed too. You should be able to conduct a patrol, reach an LZ, call an extract, return to base and re-arm/resupply. Also, Harzach, thanks for the link. I've browsed over that stuff briefly and using it to set a hunger/thirst system isn't intuitive to me but I'll fiddle with it and see what I can do.
  23. Hey man. Glad you enjoyed the mission. I intentionally didn't put specific task markers, although I tried to put task descriptions in the briefing (via the briefing.sqf). The idea behind hunting down the 4 NVA officers is that they are moving around the map and require a fair bit of exploration and search-and-destroy attempts to locate, rather then simply searching for the officer-squads in a specifically marked area. I did however put markers showing vague areas of V.C activity to "guide" the player to areas where they may be able to intercept them. Putting in food & drink like Dayz would be very cool but I have yet to so another mod, other than Dazy, do that so I'm not really sure how to implement such intensive/complex features. I do regularly scan the BI forums and armaholic for script snippets and guides that can help me add/enhance missions, though.
  24. Oh, didn't realize they were. Glad to hear it, though. The download link works for me but I'll reupload at another mirror to be safe. Added two new DL links and updated the old one.
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