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Everything posted by silentghoust
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Question, I can't seem to get this to work on my server at all, aside from just loading it into the mission itself. My command line looks like this. -ip=104.192.226.186 -port=2327 -noPause -noSound "-cfg=A3DS\basic.cfg" -ranking="" -par="" "-config=A3DS\server.cfg" "-profiles=A3DS" "-servermod=@Advanced_Sling_Loading;@Advanced_Towing" "-mod=" -world=empty -maxMem=6144|
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Any idea how to disable certain objects from being picked up even if spawned in? For example, the intel items, laptops, ect.
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Obviously sounding like a Arma 3 vulture ready to pluck jucy morsels from this project. But I would donate you guys $60 if it met getting that unarmed Marid and some other unarmed apcs in. I managed to dig my notes up earlier and had a few more highlights. The first one I noticed is the double doors sadly they have always been clunky for Arma 3. I have a few suggestions. 1. Make it so they interact and open at the same time, meaning only just one interaction prompt. 2. Just decide to keep them open and remove their interaction options.
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The maps are set up in such a way, that you don't need the vault. You won't find many small fences and other things typically in the Arma environment in each mission. Out of my 2 hours I only wished I had it once when I got stuck climbing some scaffolding, but even then it seemed to correct me by itself. Rather it was just luck or a script I'm not sure.
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Project Argo, my 2 hour tour and thoughts. After a successful offensive to take Objective Echo, our team planned it's next move. After some discussion about terrain and approach of each objective, we made a plan. We would go for Objective Bravo, After we discussed this plan, we spawned in and made our move. The approach seemed to be working, however another merc from the opposing team had other ideas. About 200m from the objective we received a cloud of LMG fire. Thinking fast we use the trees as cover as we lay down smoke for the rest the squad to get into position. The fire was getting far more accurate and casualties were expected to happen. Luckily for us though our quick thinking marksman silenced the LMG and allowed us to continue. Despite the fire fight, it appeared the opposing team hasn't responded so we continue our advance tell we are around 80m from the objective. A few grenade tosses and some dumbfounded defenders cut down. We secured it. That was the highlight of the 2 hour tour of my play through of Project Argo. A project that aims to bring a streamlined competitive scene to Arma 3. But was that moment a truly Argo moment, or was it a Arma 3 moment? In Argo you will find that slower paced mechanics such as vaulting, scroll menu, and zooming have all been taken out. The UI has changed drastically as well, with a more arcade system showing the grenades, fire type, and ammo count in the bottom right of the screen. Stamina seems to exist but only long 100-150m sprints seem to wind you. Health is also not shown and currently no way to heal from wounds. The change may surprise you but ultimately you forget about this as your opponent is only 50m from you. The current game features 3 missions to play on. LINK features a capture the middle scenario, were you must keep a link between points to capture it, players can disrupt this link to create audibles in what is a more centralized firefight. The next scenario I played is called CLASH, a objective by objective series of rounds were players get to decide which objective to attack. The final mode called RAID has one team attempting to breach and hack various computers in a compound, why the other team attempts to fend them off. Out of the three mission types, CLASH probably stood out as my favorite so far. Having only one life and several ways to win. I found my team would often discuss the best parts about Arma style of play. Such as terrain approach, over watch positions, ect. Bringing out the best in long term goal planning that many FPS lack these days. On the other end of the spectrum was RAID. On paper it sounds right, a one life situation were a team needs to hack a device in a well guarded compound. However, it never seemed to work that way due to the nature of the current map. With no way to properly suppress the defenders, the attackers are heavily limited on options, why the defenders have dozen of firing points that guard each of the few entrances to the base. I felt that the overall game mode was clunky at best, and down right cheesy at it's worst. Despite the new modes, the question still burned in my head. Is this ARGO or am I just playing a user made mission in Arma? Obviously from a technical prospective its pretty easy to say it's Arma. But I found that the CQC and overall map designs were almost a step away from what makes Arma a strong fps contender. The CQC was fun but how many other games can boast they can have PvP matches were players have to deal with logistics, transport, approach, terrain analysis, and many other factors that other games don't? Sure you can apply some of these here with certain modes, but do they really matter when the game pushes for a faster pace? Many questions will still be there as we watch Argo develop, and ultimately I expect all of them to have a response in years to come. I say good luck to Bohemia Incubator and their future endeavors!
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Zeus locks me out after such and such time
silentghoust replied to darkxess's topic in ARMA 3 - ZEUS
CBA has been having issues with Zues in general. I would try disabling CBA for a session to see if that helps. -
To get the custom units. You need to switch your Zues GM module to "all addons(including unoffical)". If that doesn't work drop a Addon manager module, sync 1 of each group of units(1 infantry, 1 vehicle, ect) and then simply delete them on mission int.
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Zombies & Demons 5.0
silentghoust replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just finished up our horror Zues op. After investigation turning into survival, the local police of Tanoa managed to catch the last bird out. It was pretty epic, minus the AI deciding to crash into a mountain. It actually let me do some pretty extensive testing with Zues and the zombies, I found a few things that I could consider request more then features and findings. Make "wondering" behavior get disabled when given a move way point. I found the AI take there sweet time when simply moving to a location before spotting players in this state. But then again I enjoyed dropping them in towns and letting them scatter. Give me option to bash cars and jump when remote controlling zombies. The resurrected zombies don't get deleted with the zombie module, and they can't be deleted by zues even in a edit state. Maybe a Feast Zues module? Something that will just make zombies wounder and eat dead bodies (aside from them actually killing the units) Anti-Viral supply crate, just a skinned crate full of the stuff would be nice. Edit: If you don't mind could you publish on this forum the transparent logo you use for your mod? I like to post them in the mission previews so people like the zues, faction, ect. Would like to include yours in my mission! -
In regard to single player tank missions. The Bear mission from Arma 2 is by far the funnest. What made it so great was a couple things. Commanding a tank platoon. AI were efficient at formation changes manually operated KORD, some times you have to put your inner Fury on to enjoy things. Combined arms approach, with none-command AI moving in with you. Honestly it just felt good, the AI were responsive, you could for example do a line formation and slow roll to the town, as you let the infantry clear out the town, you could order a file and your tanks would fall in extremely efficient. It made everything smooth, and the little pausing time I did waiting for proper formations was no more then waiting for a player platoon.
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TAC-OPS DLC discussion (speculation and hopes)
silentghoust replied to goldblaze's topic in ARMA 3 - DLC
Don't think will see shotguns, they just are to big of a pain to simulate in the current engine. I agree though that the more weapons the better though. -
I actually played it a bit, it's pretty fun. I think the biggest thing is the voice acting. It just makes the mission so much more immersive. I plan on doing tournaments and such with it when my group gets a bit larger.
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Any chance will see a flashlight attachment for the Protector? It seemed planned since the police equipment box has them in it. Kinda kills the use of the weapon for police action if you can't even have a flashlight on it.
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Zues Manage Addons module, remove apex buildings
silentghoust posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to remove the ability for Zues to spawn apex buildings. However I don't really like the idea of having to spawn 2000+ objects on the map, then "deletevehicle" them. Is there some general umbrella CfgPatch term I can use that covers all of these? -
TAC-OPS DLC discussion (speculation and hopes)
silentghoust replied to goldblaze's topic in ARMA 3 - DLC
After the adjustments I actually enjoyed the Apex campaign. It was a great demonstration of showing off how stealthy you can make a mission. Having synchronized shots on targets was a fantastic experience. I agree, that the more features that are user friendly the better for the overall community. Eden did a wonderful job to open up mission making to lot of people. -
How to make AI break combat, and how to force a player stay in the vicinity of a unit
silentghoust replied to scottdog62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can't give you a scripting solution. But turning them to careless mode will make them ignore all combat and move to the next waypoint. -
orange Orange DLC (wild) SPECULATIONS !!!
silentghoust replied to Persian MO's topic in ARMA 3 - DLC
Going with most people on logistical or support of some sort. Maybe even going so far as a civilian focused DLC. It would be interesting prospective to play a game focused on say a ambulance crew rescuing people from a airstrike, or some other refugee style play. -
TAC-OPS DLC discussion (speculation and hopes)
silentghoust replied to goldblaze's topic in ARMA 3 - DLC
Flash bangs and none-lethal gear would be awesome. As well as a fully animated "captive" system which allows players to be tied up but still walk with their hands tied behind them. Then a option to "escort" aka carry the player around why they are captive. Even if they didn't make the system, providing the animations for us would be epic. Bringing CTI in some form back. A radio "simulated" voice effect for players using VON. Nothing special, just give us the effect. Make more gear visible on the player such as actual mag count. For example a vest can display 6 mags, even if the player has 9. But if he/she goes below 6 it will start showing the mags vanishing from the vest. Snow and Desert camo variants for all factions. Light AT for CSAT, NATO, and AAF. Ow and finally, a option to set 1st person infantry, 3rd person vehicles. -
I really don't get the argument for physics for jets. People asked for better helicopter flight, so we got the helicopter flight model. Then everybody simply shelved it and went back to vanilla flight. Of course you can argue it didn't have A or B or didn't get it right. But ultimately it was provided and people simply ignored it. I rather see BI flesh out the overall air experience. With ideas that people suggested such as more HUD improvements, and a better combat system for jets. A big plus coming from this DLC for me would be proper SAM or even modern AA gun platforms.
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Advanced Sling Loading (MP & SP)
silentghoust replied to duda123's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Question, is there any way to adjust this so the system is more in line with the actual weight limits of the Arma 3 sling loading system? I like this one because of the manual hook up, but don't really like the idea a Huron can lift a massive tank. -
CBA - Community Base Addons - ARMA 3
silentghoust replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So I almost lost my mission when trying to use CBA tonight, I don't know if it was the way BI set up how mods intergate into missions or CBA itself. Basically I noticed in order for some of the Achillies -Ares expansion modules to work I needed CBA. So I installed it to test it out. I then get this error. 1:09:20 Error in expression <= _pos distance curatorcamera; if (_dis < _fadeEnd) then { _coef = linearconvers> 1:09:20 Error position: << _fadeEnd) then { _coef = linearconvers> 1:09:20 Error <: Type code, expected Number,Not a Number Ultimately it spammed it enough to annoy me, so I'm like fine. I'll just use the mission without CBA for awhile. Anyways I boot up and open it in the editor. All the sudden the mission "requires" CBA and cannot open. Simply giving me a blank map. I'm kinda irritated at that point, so I go back, load up CBA see what there is that made it require it all the sudden. Welp my editor decided to save as well, because my mission was officially wiped. Luckily I was smart for once, and made a back up copy. although it was 2 days in development old. Anyways, for more helpful none-ranting info. The error persist but doesn't really hinder anything besides leaves a fat black error screen on my hud. It builds up big though, going almost 2mb worth of errors. I have tried this without any mods in Zeus mode and I still get the error. -
Linking one Diaryrecord to another.
silentghoust posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/createDiaryLink I am trying to create various links between subjects to allow the user ease of reference when reading. However I don't quiet understand the example given it's for the older "briefing.ext" method. Could some one give me a example in the newer form with using the record modules? -
Couple of my thoughts on the upcoming DLC I would like to point out that modern APFSDS round won't typically "deflect" like some people seem to think. Even a glancing hit is going to dig in to the armor to some degree rather then simply bounce off like old WWII solid kinetic rounds. The current damage model probably won't get overhauled but I can see some changes, such as better crew damage simulation. Maybe even specializing the hit points so they mean different things to the game "tracks vs a ammo storage for example" I use to be part of the interior crowd for tanks for a long time. Then I realized aside from checking if your buddy next to you is dead, it's kinda meh. I'm willing to bet a copy of that tank DLC that they will add amphibious abilities to tracked assets. I'm sure will see a drastic improvement of the AI by the time we hit this roadmap when it comes to driving armor.
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Getting pretty cold now in North America. Was wondering if you guys plan on releasing some hoodie apparel? I could make my own, but I like to support you as a developer. Edit: I'm referring to merchandise not ingame.
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IgiLoad script - logistical support
silentghoust replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Question, in what part of this script is the actual "coordinates" per say to tell were the boxes load at? For example I would like to make it so the ATV's can carry the basic ammo crate in the back. -
Gentlemen, gentlemen....We are forgetting the most interesting possible outcome out of this whole DLC. Even though they mentioned air superiority fighters directly, who says we might get a set of LARGE TRANSPORT PLANES!