shotgunner
i hope you can still demolish buildings with those :payne:
TL - SFAriel
Rifleman - Redgord
edit-- just re-read Tinter's post and he needs at least one for himself so nvm this
Hello yes i'd like to take the postman slot
Tinter should add 2 civilian slots at the last minute for a Field Reporter and Cameraman, like in Apocalypse Now. Have everyone role play the op like it's the Vietnam War and then edit the footage into a war documentary.
edit: VVVVVVVVVVVVVVVVVVVVV you go ahead. sweden<->korea download speed is really slow anyway.
[QUOTE=Aurelian;48667624]edit-- just re-read Tinter's post and he needs at least one for himself so nvm this[/QUOTE]
He slotted himself already as a rifleman it's free to take :^)
[editline]12th September 2015[/editline]
i will take SL / postman then
god damn it
Aurelian took it first, but then withdrew, so I guess it's Tomoe's slot.
I really think that this vietnam-style radioless Arma is much more fun than the usual way of playing.
It went pretty well tbh
Good job toot
What do people think of the map we played on?
And did anyone record it?
[QUOTE=Tinter;48668573]What do people think of the map we played on?
And did anyone record it?[/QUOTE]
I watched through Fippe's eyes and I remember someone saying that they were recording it when you asked before you guys left the staging area.
The map was very monotonous imo fwiw but it's better then N'Ziwasogo.
I like radioless Arma a bit more since it means you have less people raping your ear during ops.
Isn't vocal distance via direct communication and radio chatter handled a lot better in ACRE, though? I recall people are easier to hear in DC and the radios are one way so you don't end up with 10+ people drowning each other when using the radio at the same time.
Sneaky fucking russians.
Baiting us with a supply depot full of weapons and ammo.
And then waiting for us to feel safe and rolling in with a couple of squads and a BTR to mow us down like blades of grass.
[editline]12th September 2015[/editline]
I remember ACRE in A2 having a "lower headphones" option that was really nice when you needed peace and quiet temporarily
[QUOTE=croguy;48668934]I like radioless Arma a bit more since it means you have less people raping your ear during ops.
Isn't vocal distance via direct communication and radio chatter handled a lot better in ACRE, though? I recall people are easier to hear in DC and the radios are one way so you don't end up with 10+ people drowning each other when using the radio at the same time.[/QUOTE]
Yeah the one thing ACRE does much better is direct chatter. TFR used to be better but I don't know, something messed up during one of the patches?
So cuel, how is that signup thing coming along?
Also if anyone has comments on my mission we played earlier, I'd like to hear them. I know there were bugs, especially the helicopters, but also something like the grenadier not having enough grenades. Important details for future missions.
[QUOTE=Tinter;48669964]Also if anyone has comments on my mission we played earlier, I'd like to hear them. I know there were bugs, especially the helicopters, but also something like the grenadier not having enough grenades. Important details for future missions.[/QUOTE]
The downside for me was the landing helicopters were very finicky about where they wanted to actually land and they didn't take off but yeah.
It runs a check for objects to make sure it won't try to land on a tree. It also check for brush which are treated the same as trees even though they don't pose much of a danger as long as you don't land on top of them. It was likely that which kept them from landing. Besides that, the sensitivity can be adjusted, I scaled it down to 4 meters.
[editline]13th September 2015[/editline]
Would've loved to get that heli evac working, but I don't even know what the problem was.
Off-topic, but I think there be should be an eastern equivalent of the AWM. Maybe an SV-98 I can find and work on?
[QUOTE=CSLeader;48670696]Off-topic, but I think there be should be an eastern equivalent of the AWM. Maybe an SV-98 I can find and work on?[/QUOTE]
Even Russia uses the AW series so it's not really necessary.
I'm going to have to opt out of today's op. Rosh Hashana cleaning is taking longer than expected
[QUOTE=Svinnik;48673818]I'm going to have to opt out of today's op.[/QUOTE]
i can take your place
Working on a collaborative campaign for the group I play with. One big thing that I want to nail is ambient elements to the mission - I want to feel like the area is an actual lived-in area, not just some arena that we're thrown into with some baddies.
One thing I've been working on is adding lighting to buildings using the #lightpoint entitity.
[t]http://i.imgur.com/bGp3Ugt.jpg[/t]
This is just one of those Military Offices buildings, which I'm going to use as the police station, where we'll be able to talk to the officers to get intelligence on the ground to find out where the insurgent eviltons might be, or any other information that we can get from them. I also plan on adding plenty of CBA-driven say3D, to add a whole lot of ambient sounds. One thing I did on the last campaign I made was add radios to some of the enemy positions I had built, with music playing on them. I also made some generators that had a looping generator sound on them.
Also currently working on an ambient civilian activities FSM, so that the AI Civs do more than stand about like mindless zombies. Instead, I'm working on getting them to do things with the objects that they're synchronised to e.g. synchronised to a chair, a radio, a car - they should then be able to sit on the chair, turn on the radio, or get in/fix their car. Hoping to add some dialogue interaction as well, with some conversation branches, so that we can talk to the civs and get some information from them.
[QUOTE=Mallow;48640586][B]CO40 Pearl of the Orient[/B]
[t]http://i.imgur.com/EdP0Kno.jpg[/t]
[B]What?[/B]
Pearl of the Orient is a coop mission for 40 players. The Chinese have begun a war of expansion in the Pacific, and with the USMC being busy elsewhere (presumably being drunk), Australian troops with Japanese support have been assigned to knock out Chinese air-defence radars and anti-ship ballistic missiles on the Chinese mainland.
[B]Who?[/B]
The mission is for 40 players. You can jump in on the day and take a slot, but there is a slot reservation system in place. If you have reserved a slot and don't turn up, then your slot is void.
Slots in bold and marked with an * are locked until the rest of the slots are filled.
[B][I]Platoon Lead[/I][/B]
Platoon Leader: Whitefox
Platoon Sergeant: CSLeader
[B][I]Alpha[/I][/B]
Alpha SQL: Croguy
Alpha AR: Destroyox
Alpha Medic: Diwako
Alpha Rifleman: Taepodong
Alpha FTL: Helari
Alpha AR: IrishBandit
Alpha AT: Killdozer
Alpha Rifleman: SixtyFour
[B][I]Bravo[/I][/B]
Bravo SQL: Ariel
Bravo AR: SFGeri
Bravo Medic: Rocka
Bravo Rifleman: Petrussen
Bravo FTL: Redgord
Bravo AR: Toadie
Bravo AT: MrDemonic
Bravo Rifleman: Tophat
[B][I]Sakura (Japanese Heavy Infantry)[/I][/B]
Sakura SQL: Mike
Sakura MMG Gunner: THATCAKEISN'TASPY
Sakura Medic: Reyjr
Sakura Asst. MMG Gunner: Orwell
Sakura FTL: H4b4sch
Sakura MMG Gunner: Caucassus
Sakura MAT Gunner: Krazykidd
Sakura Asst. MAT Gunner: leek
[B][I]Kaga (Japanese Recon Team)[/I][/B]
Kaga Team Leader: Fartparty
Kaga Marksman: Fippe
Kaga Medic/Nurse: Tooter
Kaga Automatic Rifleman: Zez
[B][I]Possum (Australian Demolitions Team)[/I][/B]
Possum Team Leader: Fragg
Possum Demolitions Specialist: Hlot
[B][I]Wombat (Australian MANPADs Team)[/I][/B]
Wombat Team Leader:
Wombat Demolitions Specialist:
[B][I]Mikami (Japanese Grenadier Team)[/I][/B]
Mikami Grenadier:
Mikami Asst. Grenadier:
[B][I]Nakano (Japanese Grenadier Team)[/I][/B]
Nakano Grenadier:
Nakano Asst. Grenadier:
[B][I]Emu (MH-6 Littlebird)[/I][/B]
Pilot: jonoPorter
[B][I]Morpho (CH-47)[/I][/B]
Pilot: Tomoe
Make sure you have your repo updated and task force radio working before joining![/QUOTE]
Reminder for tonight
[QUOTE=CMB Unit 01;48674032]Working on a collaborative campaign for the group I play with. One big thing that I want to nail is ambient elements to the mission - I want to feel like the area is an actual lived-in area, not just some arena that we're thrown into with some baddies.
One thing I've been working on is adding lighting to buildings using the #lightpoint entitity.
[t]http://i.imgur.com/bGp3Ugt.jpg[/t]
This is just one of those Military Offices buildings, which I'm going to use as the police station, where we'll be able to talk to the officers to get intelligence on the ground to find out where the insurgent eviltons might be, or any other information that we can get from them. I also plan on adding plenty of CBA-driven say3D, to add a whole lot of ambient sounds. One thing I did on the last campaign I made was add radios to some of the enemy positions I had built, with music playing on them. I also made some generators that had a looping generator sound on them.
Also currently working on an ambient civilian activities FSM, so that the AI Civs do more than stand about like mindless zombies. Instead, I'm working on getting them to do things with the objects that they're synchronised to e.g. synchronised to a chair, a radio, a car - they should then be able to sit on the chair, turn on the radio, or get in/fix their car. Hoping to add some dialogue interaction as well, with some conversation branches, so that we can talk to the civs and get some information from them.[/QUOTE]
It'd be great if there was a simple way to do all this stuff. Not having to meticulously set it up per mission.
You're using modelToWorld for the positions right? I'd hope so given that it allows you to make a script that can work by only differentiating between the different buildings.
[QUOTE=Tinter;48674192]It'd be great if there was a simple way to do all this stuff. Not having to meticulously set it up per mission.
You're using modelToWorld for the positions right? I'd hope so given that it allows you to make a script that can work by only differentiating between the different buildings.[/QUOTE]
Lol I literally just put down an invisible helipad for each light entity and called a script on their positions. Just managed to get lucky in that I guessed every position correctly.
[code]
_policeLights = [pslight1, pslight2, pslight3, pslight4, pslight5];
{
_light = "#lightpoint" createVehicle (position _x);
_light setLightBrightness 2;
_light setLightAmbient [0.1, 0.1, 0.1];
_light setLightColor [0.1, 0.1, 0.1];
_light lightAttachObject [_x, [0, 0, 0]];
} forEach _policeLights;
[/code]
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