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down8

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Everything posted by down8

  1. Played the first mission and was very fun. Looking to play the rest of the campaign.
  2. I have tried to start different user campaigns, but instead the official Arma 3 campaign starts everytime. The same happens with other official campaigns. It always starts the prologue->Reallity check mission Tried to use the "CAMPAIGN" cheat but didn't work. Also tried to verify integrity of game files. Any idea?
  3. Fixed. I had my arma 3 profile file set to Read only.
  4. It worked great. I cut a lot of it because I only wanted it to give the enemy AI a set of different weapons with flashlights for a night only mission. As a programmer I was amazed about your skill and elegance. I'm new to SQF and gave me ideas and knowledge. In my next missions I plan to use another ones.
  5. Thanks for the custom loadout script, has been very useful for the last mission I made. Also learned a lot about scripting customizing it.
  6. UPDATE TO ENDLESS NIGHT: VIROLAHTI RAVAGE ESCAPE. RELEASE 1.0 -New Quest!: Turn on electrical grid in Virolahti biggest city and capital: Virojoki to help people endure the endless night. https://steamcommunity.com/sharedfiles/filedetails/?id=2024456044 https://drive.google.com/open?id=1CjakJPXmOkDcAlj4zsZlBcamRQKmBlp4
  7. Your ship has shipwrecked and all your team is dead. You only think how to get out of an hostile Malden Island consumed by the infection, radiation and groups of bandits. Or not? General Nates evil plans are taking place in the Island and you have a great opportunity to complete your mission before he dissapears again. Features: - Ravage modules: zombies and bandits roam the area, hunger and thirst make your mission and survival hard. Only specific radiation known areas, maybe worth to explore? - Vandeanson' apocalypse: dynamic random bandit camps, hideouts and helicopter crashes for extra loot and randomness. Infection and bleeding system. - Simple task driven structure: Complete your objective and escape the island. You can also just explore and survive thanks to Vandeansons and Ravage features giving varied emergent and dynamic gameplay, and the Beautiful Malden 2035 Island. - Follow the clues and intel to uncover hand-crafted places of interest, extra loot, allies? and vital information. - Starting equipment set to let you fight from the start, and not only loot. But hunger, thirst, infection and wounds encourage to look up for supplies and ammo. You have no map from the start, so your first priority is to get one. Credits Bohemia, Haleks, CUP Team, Vandeansons, Lord Frith, CBA teams and RHS. Special thanks to Haleks and Vandeandons. Without the rich features their work provides, this mission could not be possible. Prospekt Mir for the scenario inspiration. Mods Required mods: CBA_A3 CUP Weapons CUP Units CUP Terrains - Core Ravage RHSUSAF RHSSAF RHSGREF RHSAFRF Friths Ruin Vandeanson's Apocalypse Recommended mods: enhanced movement. DOWNLOAD: https://drive.google.com/open?id=1lmfXXoCEOQqfUwcuPZpfXlRmzXc4xawJ https://steamcommunity.com/sharedfiles/filedetails/?id=2014407555 Note: This is my first ever mission, so any feedback is welcome due to my lack of experience. I intend to tune the mission based on feedback, and release updates balancing difficulty, adding more objectives and resolving bugs. I hope you enjoy it.Thanks for playing! COOP VERSION: https://steamcommunity.com/sharedfiles/filedetails/?id=2017289019 https://drive.google.com/open?id=1O2RwTc1TBxIm8hF8KRw9VME1qOhwbBKZ
  8. down8

    Ravage

    https://steamcommunity.com/sharedfiles/filedetails/?id=2024456044 UPDATE to my endless night mission : Release 1.0 -New Quest!: Turn on electrical grid in Virolahti biggest city and capital: Virojoki to help people endure the endless night.
  9. I made a init.sqf in altis with just those 2 commands and didn't work. The mission is only a player spawned in a village. I don't know if I'm doing something wrong.
  10. down8

    Ravage

    My new ravage SP scenario: Endless night mission, few lights on the whole map, tasks and hand crafted places with great atmosphere. Disorientating start with random location and no map Thanks Haleks for your mod! https://steamcommunity.com/sharedfiles/filedetails/?id=2024456044
  11. NEW SP MISSION!: ENDLESS NIGHT: VIROHLATI RAVAGE ESCAPE You wake up alone in the middle of Virolahti without your team. You forgot how you got here, but you remember your missions: investigate the cause of the eternal night this region has been immersed for 7 years. And killing General Nates. Virohlati people has lost faith of seeing sunlight ever again, and the darkness has manifested in demonic cults, violence and pillage. Maybe we can help them regain hope. Features: - Atmospheric: Endless night, daylight doesn't exist in Virohlati. Only a few lights in the whole island will guide you through your journey. This added to random starting location with no map makes orientation very challenging at the start. Random weather. - Ravage modules: zombies and bandits roam the area, hunger and thirst make your mission and survival hard. Only specific radiation known areas, maybe worth to explore? - Vandeanson' apocalypse: dynamic random bandit camps, hideouts and helicopter crashes for extra loot and randomness. Infection and bleeding system. - Task driven structure: Complete your objectives and escape the island. You can also just explore and survive thanks to Vandeansons and Ravage features giving varied emergent and dynamic gameplay, and the Beautiful Virohlati map. - Follow the clues and intel to uncover hand-crafted places of interest, extra loot, allies? and vital information. - Starting equipment set to let you fight from the start, and not only loot. But hunger, thirst, infection and wounds encourage to look up for supplies and ammo. You have no map from the start, so your first priority is to get one. Credits Bohemia, Haleks, CUP Team, Vandeansons, Lord Frith, CBA teams and RHS. Special thanks to Haleks and Vandeandons. Without the rich features their work provides, this mission could not be possible. Prospekt Mir for the scenario inspiration. George Floros for the loadout script. Mods - CBA_A3 - CUP Terrains - Core - CUP Units - CUP Weapons - Friths Ruin - Ravage - Vandeanson's Apocalypse - Virolahti - Valtatie 7 Recommended mods: enhanced movement, Shacktack interface Note: This mission expands with more tasks, content and polish my first mission. Malden Ravage Escape: Apocalypse Now. Mission in Beta, I will improve it and add content. Thanks for playing! Links RAVAGE BEGINNER'S GUIDE: https://ravage.fandom.com/wiki/Beginner's_guide DOWNLOAD: PBO file: https://drive.google.com/open?id=1CjakJPXmOkDcAlj4zsZlBcamRQKmBlp4 Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2024456044
  12. Ok thanks. I'm not sure how to run tpw_core.sqf to have lights functionality only. I follow the example removing the "etc" but it doesn't work. 0 = [["C_MAN","C_MAN","CUP_C","CAF_AG","CAF_AG","C_MAN"],["str1","str2"],5,23] execvm "tpw_core.sqf";
  13. Hi. I'm trying to use tpw_houselights script in my mission with no luck. I put this in the init.sqf as explained in the instructions: 0 = [10] execvm "tpw_houselights.sqf"; An on the sidechat appears this as an error: "TPW HOUSELIGHTS incorrect/no config, exiting." I checked the code and it seems the script needs two parameters, the second being the radius, so I run the script in init.sqf this way: 0 = [10,200] execvm "tpw_houselights.sqf"; The error doesn't appear, but doesn't work also. What I'm missing? I'm testing on Altis map.
  14. UPDATE - Enemy amount increased. - Reduced starting food and water. - Random time of the day at mission start. - Random starting weather. - Starting Pistol with flashlight. COOP VERSION: https://steamcommunity.com/sharedfiles/filedetails/?id=2017289019 https://drive.google.com/open?id=1O2RwTc1TBxIm8hF8KRw9VME1qOhwbBKZ
  15. Looks great, can't wait for the missions.
  16. down8

    Ravage

    Just did a SP mission for Ravage: https://steamcommunity.com/sharedfiles/filedetails/?id=2014407555
  17. down8

    OPEX

    I go back to this forum after years to thank you for the update on this mission. I'm very excited to play again on Isla Duala. Congratulation for your great work.
  18. You have to remember that they made a kickstarter and failed to meet their goals. After that, project lead said they wanted to have a playable build before charge anybody interested in the project. It's understandable. People nitpicked to death their pre-alpha gameplay footage while funded concept art and empty promises from Takedown team. I don't think I owe them anything, but we have to respect them for try to realize such an ambitious project with little funding and few people, and have patience. It's a very hard goal to achieve.
  19. It's very hard to make a game without money.
  20. That can be true, but you can add wind deflection and improve that situation the proper way. But You said is not enough. You seem worried about those very long range engagements, and the fact is that those are a very,very small fraction of gameplay situations, and you are asking to make worse the vast mayority of spots to improve a few in an unnatural way, without properly implementing the other complementary features (wind, weapon resting, AI, damage model). From a realistic standpoint you have some guys with real life weapon experience telling that the sway is overdone,and the breath mechanic broken. From a gameplay perspective is annoying and boring. For me shooting now in Arma 3 feels hard but not good.
  21. down8

    any news on weapon resting?

    Exactly. It woud be great to rest weapons in window ledges, vehicles, rocks, etc. Like ACE, TMR and other mods allow...
  22. Wind deflection, like in ACE mod. Realistic, challenging and funny way.
  23. Yeah, going worse. In Arma 2, the team members discovering an enemy always tell a cardinal point,a bearing or a clock hour, showing the clock. Now, sometimes a bearing or cardinal point (useful), and sometimes an ambiguous direction. I can't understand why the changed it for worse. It wan't perfect before, but at least the info was always useful.
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