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f3n1xesp

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About f3n1xesp

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  1. f3n1xesp

    Updated Eden guide?

    Hi everyone. I've spend my good hours on every Arma game and have even made a few very simple (scriptless) missions in Arma 1 and 2, but didn't touch the editor in 3 until now. I've tried to make a very simple zeus coop mission for a LAN game with some of my friends and found out that the editor is not so noob friendly. I ended up creating the mission, but wasn't able to add simple things such as tasks or a briefing or even configure a working respawn point, all of my buddies kept respawning right where they died and with the default loadout instead of the one they had picked up in the Arsenal. Anyway, I did a lot of googling and found out LOADS of editor guides, but every single one seemed to be very outdated (almost all of them from when Arma was in Alpha, and some when the Eden editor was still in development branch). I've got lots of small questions about the editor and simple scripting, but instead of boring all of you with them (even though I'll ask a few from time to time, obviously) I'd rather ask if any of you has a link to a relatively updated noob friendly Eden guide. And that's all for now, thanks!
  2. Ok, i can confirm that the meeting does indeed happen, but i had to manually tell the president to move to the crowd. After a few seconds, the meeting started normally. One thing that bothers me with the VIP mission, though, is it's lack of immersion. I mean, the president is guarded in his house by a small army, IFV included, but instead of relying on them to escort him to a regular meeting, he trusts only a foreign black ops unit driving a light vehicle. IMHO you should change the meeting thing for some sort of secret reunion with some defective rebels, that would make much more sense, and would be a perfect setting for some well set rebel ambushes. As for the priest, i still can't find him. Just one question, have you set up a hiding place for him in case he gets scared, or did he run in a random direction, a la ArmA? If he has a predefined hiding spot don't tell me where it is, i want to hunt him down ;). PS: I'm really enjoying the mission!
  3. Lato, awesome mission! I'm loving it so far, but i've found two issues: First, when i find the priest i see him giving a speech to a group of followers at night by a campfire. As i was going to shoot him, a rebel patrol came out of nowhere and we had to kill them, but the priest and his partners had escaped. That was on day 1, and as far as day 4 i haven't found the priest again. Does he only appear at night? My other issue is with the VIP escort mission. When i get to the VIP marker, a guy in a pink shirt joins my group. I take it that he's the president, even if his name isn't Orestes, but some greek gibberish. I tell him to get into one of my Hunters and take him to the first VIP meeting, but when we get there he does nothing at all, just keeps following me. More yet, i shoot him dead and the mission is still active and i get no penalty (even though i get one skill point as reward, that's odd xD). Am i missing something? FYI, i'm using the following mods: ASR AI, VTS Weapon Resting, VCOM AI Driving, ShackTac FireTeam HUD and, of course, CBA. Maybe the problem is one of my AI mods? Anyway, great job dude, i've already supported you in MANW and i find you make more missions like this one.
  4. Hi! I love the pics of your mod, but i am unable to make it run on my pc no matter what. Could you post (or someone who got it working) the EXACT steps i have to take? This is what i did: First i downloaded your mod from PWS, only to learn later that your mod didn't work with it. Later i did the steps you said: change the name of @lt folder to LT, move it to ArmA 3 directory, download a small package (200 mb aprox), merge both LT folders, and start the game from your Launcher in the LT Launcher folder (also in ArmA 3 directory). Doing these steps, the launcher always says "server disconnected", so i click on Play ArmA. The first thing i notice is that the main menu has LOTS of chinese characters, but i guess that is something aestetical. Then i click on SOLOHOST and start a LAN game. I've also tried with an internet game, same results. Next i select one of the open slots for me and leave the rest for the AI, and when the screen changes to what should be a preview of your map, i get the message that i can't connect to the GPS system. Then i click Continue and the map loads, but i am in the air, falling down fast, and my screen slowly fades to black while a message in chinese keeps appearing on my screen. If i respawn, nothing happens. I hear the sounds of the forest, birds, wind and so, but i don't see nothing. Here are some pics of what happened:
  5. f3n1xesp

    [SP] IP: First Blood

    Ok I've finally finished it! I can confirm the bug is gone and that everything is working fine. The mission itself is highly immersive and I've enjoyed it a lot. I just found one little issue: I've gone through the whole mission without losing any of the original squad members and just one anvil squad died during my rescue, so I found myself with a squad that big that couldn't just fit in the Panther. You should consider adding a HEMTT truck or an unarmed Hunter to the convoy, just in case all of them survive. Except for that, I loved the MOUT feeling of clearing the town with an infantry squad and an APC!
  6. f3n1xesp

    WW AIMenu (complimentary commands)

    Windwalking, in my humble opinion, both of your mods work excepcionally well as they are, so don't be stressed if you don't have all the time you wan to work on them to your liking, they are still awesome! And now, my two cents: i hope you don't take this the wrong way, but there's been some persistent idea diving inside my mind ever since i saw this mod (more precisely, since i knew one could add a custom menu to command the AI). I've always thought that ArmA lacked a LOT of simple AI commands, and some of those commands i saw them on a different game: Combat Mission Shock Force. For me, CMSF is ArmA in a RTS way. Your own AI "thinks" as it should do, popping out smoke when they feel they are in need of it, ie. they are caught in the middle of an unexpected firefight and then looking for cover, and refusing to advance under "suicidal" situations, such as if you order them to charge against a MG nest or a tank without proper AT weaponry; or a vehicle would stop their advance, pop smoke and look for cover when hit hard by an AT weapon of unknown procedence, instead of just standing there and wait for the second shot to arrive, as they actually do in ArmA 3. And they do all that without the need of micromanaging it! They even toss hand grenades if given the chance! In my opinion, that would be the target of the AI on vanilla ArmA, but we all know that THAT ain't going to happen anytime soon, and that's when mods like yours come in handy. But what can be appliable on your mod are some sort of tactical "limitations" you can order to your own troops. There's nothing that annoys me most than being the driver of an ATV and watch as the gunner wastes valuable 30mm rounds on infantry when he could be perfectly mowing them down with the coaxial MG. In CMSF they had this resolved by using two different commands: "Target" and "Target Light". "Target" orders your troops to open fire with everything they can throw at the enemy, but in an efficient manner, meaning they won't hesitate using grenades or GL on infantry, but won't waste an AT round on them. The very same would happen to vehicles, order a tank to "Target" an enemy infantry unit and will shoot them with the MG but won't mind landing one or two shots of the HEAP projectile of their main gun if that gets the job done. "Target light", on the other hand, limits the weapons they are going to use to those strictly basic to take the target down. If we speak of that command on ArmA 3 it would mean that the AFV Gorgon would attack an Ifrit with the 30 mm cannon, but won't waste an AT missile on it, or the tank would simply use the MG. None of them are to be confused with some sort of "Suppressive fire" order. "Target" and "Target light" are the basic attack commands, as present in many RTS games. Of course, in ArmA our friendly AI soldiers will open fire at will, unless ordered otherwhise, but we should have an option to limit the weapons they are about to use given the circumstances. For example, if i have a platoon with two AT soldiers and find an enemy truck, unless both AT soldiers are told to "Hold Fire" (thus preventing them from using their main rifles on infantry, what would be useful), there is a high chance that BOTH of them open fire on the truck, wasting two valuable AT rounds that would be more useful later. So, here comes the difficult thing, could you achieve something like that? Is that even possible from the POV of a modder, or do these changes have to come directly from BIS?
  7. f3n1xesp

    [SP] IP: First Blood

    I'll give it a try later, i just want to see how the mission ends :P
  8. f3n1xesp

    [SP] IP: First Blood

    I've already commented your mission through Steam Workshop, it's quite immersive, i hope you can find the source of the bug. Anyway, i'll look forward to more of your missions.
  9. f3n1xesp

    TMR Modular Realism

    Well, confirmed that removing tmr_disposable.pbo prevents the PCML from being disposable and makes the AI not to throw the tube after the shot, and that removing tmr_u_loadouts as suggested by Gliptal and mantIs actually spawns the basic BLUFOR AT Soldier with its vanilla loadout of one launcher, backpack and three rockets. The problem is it also gets rid of the Thermobaric rounds of the basic OPFOR AT Soldier. Given the fact that i am a total noob with the editor and don't know how to change the default loadout of a unit, i can only suppose that the PCML MPV won't be there either, but every other aspect of the mod seems to remain the same. Thanks for your help guys, i hope Tao will be able to find a different solution (if he does want to, of course), but at least as of now i can play the SP missions the way they are supposed to AND enjoy the vast majority of this awesome mod.
  10. f3n1xesp

    TMR Modular Realism

    @gliptal: I'll give it a try tomorrow and post the results,I just hope it doesn't mess up anything else in the mod. @NikoTeen: That would be something, but the fact is that the vanilla basic AT soldier loadout is conformed by one reloadable launcher and three warheads inside a backpack, but the mod basic AT soldier comes with one disposable launcher and no backpack or spare warheads. Adding a different class won't fix the missions that have been made having the vanilla soldier in mind, they would remain somewhat crippled.
  11. f3n1xesp

    TMR Modular Realism

    It's a pity, truly. I DO love the launchers, but the fact that many mission makers depend on an AT soldier with one launcher and two or three rockets when they think of adding enemy vehicles breaks completely the mission itself, forcing the player to find a RPG-42 for himself or his AT soldier. This, when playing against AI, puts the BLUFOR player in a severe disadvantage, as their primary defense against vehicles of BLUFOR is limited to just one shot, compared to the three shots an OPFOR unit gets with an RPG. This, of course, from the point of view of SP missions. That's why i just wanted to remove THAT particular function, but not the rest of the changes, such as the PLOS system. ---------- Post added at 18:07 ---------- Previous post was at 17:57 ---------- Well, i've confirmed that eliminating the files tmr_disposable.pbo and tmr_disposable.pbo.tmr.bisign prevents the launcher from being disposable (big surprise!) without removing the PLOS system but, unfortunately, the BLUFOR AT soldier default loadout comes WITHOUT a backpack and spare rockets, this always with the rest of the TMR modules active. So the problem remains almost the same. Tao, as a personal request, couldn't you make a SP friendly version of the mod with just those two changes? Or at least, i would love to know how to get the default AT soldier loadout for the AI, as most mission makers tend to do.
  12. f3n1xesp

    TMR Modular Realism

    Sounds strange that BIS included a way to easily handle your mods (at last) just to leave it so partialy usable, but as of now i can believe anything like that :P. So, i'll stick with PwS, i can't stand using the command line thingy. Thanks for your help, Gliptal!
  13. f3n1xesp

    TMR Modular Realism

    First of all, allow me to apologize, i don't know why, but i thought L etranger was the maker of the mod. My bad, i feel a little stupid right now :/. My apologies, Taosenai. Second, mantIs, perhaps i didn't explain myself as i should have. Actually i'm playing the mods using the Expansions menu using the very own ArmA engine, not PwS, not command line. When i enter that menu, i actually see all the modules that conform TMR, and i can seem to activate or deactivate them at my will. So what i did was locate the one named TMR: Disposable Launchers and deactivated it. Simple as that. Now, i've found that the action didn't have the desired effect, i will make some tests in the editor as soon as i can, but i was just asking if there was any other module that should be deactivated, being for example the one named TMR: NLAW Attack & Guidance Module, or whatever. Perhaps the problem is that i should be using only the command line to launch the mods, or PwS, but not the Expansions menu. I'm still experiencing what works better given the actual number of mods i'm using. If that's the case, then your response would be very useful, and i would thank you for that.
  14. f3n1xesp

    TMR Modular Realism

    L etranger, somehow AI doesn't get along well with your disposable AT weapons, so i decided to uncheck the TMR: Disposable Launcher module. This didn't seem to have any effect, the AI still yells for ammo when he has just one launcher with one warhead loaded on it (with the right ammo on it, i swapped weapons with the AI and the launcher worked), AND drops the launcher after it's use, even if he has spare warheads on a backpack. Do i have to uncheck any other module so my AI actually uses the launchers as in vanilla? I'd rather have the whole package as it is, but you can't fight a retard AI...
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