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Kavlarakos~SPARTA~

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Everything posted by Kavlarakos~SPARTA~

  1. Just had a look on this addon: http://www.armaholic.com/page.php?id=8182 Looks really great especially at night. i was wondering if we may can add this into the list of allowed addons for arma2?
  2. I fear that the Ace-guys will then introduce an addiction system. So that when you take 4 stamina packs in one hour you get addicted and need to take them constantly otherwise you either pass off from your turkey or in the end stadium when not getting anymore packs you run amok killing everything near you...
  3. I just finished a TvT map for jet pilots only. It is meant as a simple just-have-some-fun 4vs4 jets mission with no tactical depth. Requirements: - Ace2 mod - fast pc with good cpu performance (as I have to set view distance to at least to 5000 m) - good flying skills for fixed wing (should be at least able to land a jet) The mission: There are 2 airfields, Balota (west) and Krasnostav (east), which have each 4 jets available. The west side has 4 AA Harriers with 6 sidewinders and its Cannon. East side has 4 SU27s with 4 R73 and 4 R27 missiles + cannon. The timer for the countdown can be set from 5 minutes to 60 minutes. The side with the most points when countdown reaches 0 wins. I will have a test run tomorrow. I have to check the balance between the 2 types of jets as I never flew against a human pilot. And then we can have some dogfight action on the weekend...
  4. No, I accidentially dropped a few times into such a server but realized very fast that this was not what I were looking for. I even have no idea what Chernarus Life is about.
  5. Do you remember an old game called "Strike Commander". I think it was one of the last big titles which came out for MS-Dos in those days before WIndows took over. Strike commander was a kind of military flight sim with a small economy sim part in it. So you had to take assignments in order to get some cash and so you could buy some better equipment. I thought why not creating something similiar with Arma2. I know that there is a Warfare gamemode for Arma2 but it is not what I want to do. Here is the idea: A 20 coop mission on the map Isla Duala. The player starts at a small airport with a dirtroad-runway with very basic equipment. The leader of the mercs can then go to his contact person and pick out a mission in order to get some money. The missions vary from easy to hard. There is also a shop in the next village where you can buy new eqipment, weapons, vehicles,aircraft etc. Side effects of some missions could also be that you get as an extra for example a special item like a vehicle, or a better location like an airport with a real runway. Each time when you get a new starting location also you get a new contact person with new, more advanced missions and also a new weapons dealer. Also I thought to let the purchased vehicles after being destroyed respawn after a time. Anyway this is just an idea and I would like to hear some opinions to this merc gamemode...
  6. Thanks, but there is no rush. Take your time to continue your excellent work. The previews are looking great aswell. I like the gear and the bay animation. Any other plans for what comes after the f111?
  7. I just tested the addon and it looks very good to me. I placed some T90s on the runway at utes and made a few bombing runs with the a10 in different loadouts. The rockeyes and the clusterbombs were very effective against the tanks. But I need some practice for targeting. But they are a lot of fun. I also unpbo ed the file to have a look at ur scripts and the explosion sounds. For custom soundeffects I can highly recommend this page here: http://therecordist.com/pages/downloads.html Maybe u will find something more suitable for the explosion sound as these effects are high quality recordings and maybe you will find also something useful for your F111 model. And it looks like the rockeye needs a texture. Very curious to see the F111 model. Great work
  8. Try to get more familiar with the editor. Inside the editor you can practice a lot of the assets like choppers, planes, tanks etc. It seems difticult in the beginning but after trying a few things out you will do some progress.
  9. Yesterday I started experimenting with a complete reworked version of kronzkys UPS script. The author of the script Monsada has improved the script in alot of aspects. http://www.armaholic.com/page.php?id=9213 Features: - Fortify: Ai now starts after activation to take defensive positions in builings fortifications, mannes static weapons and vehicles. After i.e. the gunner of a static weapon is killed it will be manned again by another unit. Same thing with vehicles. RandomUp: Places units inside the selected marker only in high building positions randomly inside the entire marker. RandomDn: Places units inside the selected marker only in low building positions randomly inside the entire marker. Reinforcement: Possibilty to define a group as reinforcement. After the selected marker is attacked by enemy reinforcement-units will move to selected marker. And much, much more features. But these are the most important ones. I have become a littlebit familiar with the script now and can highly recommend it for any mission makers. Especially the fortify- and the RandomUp.feature saves a lot of work as it is not necessary anymore to place units in higher building positions. Needs usual a lot of time to find out the correct height of the building. Maybe it also could be worthy to use this script inside Domination. Only problem I see for Domination is as we use an Opfor commander, who also gives orders to the AI units, it might cause a conflict between the orders of the human commander and the orders given by the script. But there should be a solution like to let the script be activated normal and if the opfor commander gives orders, his one will have priority. Anyway I will use and test this script in future...
  10. Well, the only thing I could imagine for increasing the AI for both sides (friendlies and enemies) would be to unpbo the missions of the campaign, set the values of the skills to higher levels, pbo it again and play... By doing so you could also use some of the available scripts which exist for arma2, like the newest version of the UPS (Urban patrol script) and the dispersion script. This should enhance gameplay enourmesly.
  11. I hope next time we play the mission you will be able to join us. We will focus on also to play next weekend. BTW the radio messages with voice actors sound great...
  12. We will play it tonight. About 20.00 UK time. What is about in 30 minutes. But according to the feedback we plan to play it more often. And maybe on weekend we can gather a bigger group to play it again.
  13. Chapter 2 of the Sparta Campaign is finished and we would like to invite you for playing. The mission with the title "Riders on the storm" is the sequel to the Battle for Utes and is made for max of 20 players. It is a coop mission, which plays at night. The main objective of the mission is to capture the small airfield at Balota in order to establish a forward HQ for further operations in Chernarus. Before attacking the airfield 2 other objectives have to be accomplished to on the one hand create a diversion by destroying a fuel depot and on the other hand to cut the electric power by destroying 2 transformers so that an assault on the airfield should be easier. Required addons: - LHD mod get it here: http://www.armaholic.com/page.php?id=5858 - RH M4/M16 pack get it here: http://www.armaholic.com/page.php?id=8056 Recommended addons: - NVG mod available at the Sparta download section - Digital Compass available at the Sparta download section The mission is on the server now and by interest ready to be launched.
  14. Delta and me tested yesterday some features of the Ace2 mod. One of them was the AH1 cobra. We tried to get some locks on the hellfires but without any success. I tried it today again in the editor and read some things up. But again no result. For some reason the gunner cannot lock on targets. Another issue is that the pilot has controls of the hydras. Only problem is that he has no crosshair which makes it impossible to aim correctly. Altogether I have to say that the server ran very nice with ace2 mod and there are so many items and features available that we all need for sure some practice to get to used to them. The mod is very good integrated in Domination so that I think there should be no problem in playing Domination with Ace2. Good work Kal.
  15. The models look great. How much time did it take to make them?
  16. Does anybody know if there is a list with all the classnames for the new weaponary of ace2 mod available.
  17. I think they did not react quite well because most of the AI were just normal soldiers without NVGs. And I didn´t want to have too many soldiers guarding the fuel depot at night because I don´t think it is very realistic to have a fuel batallion of soldiers guarding a fuel depot at night. This were just my thoughts, but i am always open for any other point of view. Right now I am fixing the bugs we encountered during the test and hopefully we will be able to host the mission in the next days.
  18. Yes, I would be glad to help you with the campaign. I also will send you the mission files as soon as we release it. And if you have any questions feel free to contact me. BTW I really like this island. It is very balanced and has also good FPS. And from my experience with the last 2 missions I made, I would recommend you to start with implementing Norrins revive script into it (if you want to use revive).
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