Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Quick update on the upcoming server rental: didn't have much time last week to look at servers, and I don't want to jump into something that will suck. I've got a couple days off these week and hope to be able to find something and get it going.
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DietarySupplementStill not approved by the FDADublin, OHRegistered Userregular
Anyone want to play tonight? I'm super new to the game so I need my hand held.
Are there any mission makers here as well? I've just started running a small Arma 2 group (why Arma 2? because the guys already have Combined Ops and want to see first if they'd actually enjoy it), and while I've got tons of small-scale coop missions, there are a few mission types that we don't have, so I'm in the process of creating my first mission.
So, if any of you make missions as well, do you work more or less exclusively in the editor? Do you do a lot of work directly on the scripting files (mission.sqm etc.)? In practice, how do you move between them: do you do the setup in the editor, create the units, groups, triggers etc., but then you move to working primarily in the scripts? Any tips in that respect would be much appreciated.
P.S.: If anyone here would be interested in occasional small-scale Arma 2/Operation Arrowhead coop, drop me a PM. We play every couple of weeks on Saturday afternoons, 4-6pm UK time.
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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kaliyamaLeft to find less-moderated foraRegistered Userregular
Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?
It's hit or miss depending on how you go about it. If you just use the in game browser it's usually not great. If you look for the Arma communities and join one of the regular/recurring campaigns it is a complete blast, especially if it's an experienced Zeus game.
From what I know, there's a pretty wide range of Arma communities. Some are strict, others less so; some use tons of mods, others few or none. It might take some research, but you're likely to find at least one that fits you. (I've found Folk ARPS very welcoming and good fun; they're based in Europe and play on Tuesday and Sunday evenings.)
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited August 2016
ALRIGHT, MAGGITS! WAR FACES ON YOUR FACE!
Not quite yet, but got a server rented; it's waiting for installation or whatever. I'll post updates here when things get up and running. It's got 14 slots at the moment, which should be enough for a few squads plus a GM.
Not quite yet, but got a server rented; it's waiting for installation or whatever. I'll post updates here when things get up and running. It's got 14 slots at the moment, which should be enough for a few squads plus a GM.
EDIT: Crap. This is kinda complicated.
I don't really know much about the server hosting bit, but poke me if there's any question about the game config.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Alright, I'm starting to wrap my head around how this works. I don't have any mods installed at the moment, but I'll be using the mod collection @Echo put together here. I have no idea if this stuff needs to be installed on the server to be functional (I'd like everybody to be able to use the same quality-of-life improvements, without making anybody have to hunt things down or install anything), but I'll be experimenting to see how it goes.
I know the ShackTac UI and ammo repack work completly client-side and aren't needed on the server. Not sure about the Enhanced Movement one, if it adds animations or something, but it's just ~500k big.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I think I've got the server set so that mod pack can be subscribed via Steam and it will run. I can confirm that the ShackTac interface, mag repack, and enhanced movement (at least partially) will run via Workshop subscription on the client side; I dunno about the Achilles one because that's a Zeus thing I haven't figured that bit out yet.
omg enhanced movements is a fucking gold medal. Arma needed this years ago.
I know there are a few bugs involved with it, but being able to climb into and out of large enough windows alone makes that amazing.
the shacktac ui is the only mod I'd say absolutely mandatory for Arma. knowing where your squad is without looking directly at them is key, especially if you don't have a Track IR or something for independent head movement.
Only one im not familiar with is that mag repack mod.
-is it like call of duty where you dont really have clips of ammo, just an ammo pile you can always top off your gun with?
-or is there repack animation/timesink? say you have 5x 30rnd mags with 75 rounds total. but repacking them gives you 2full mags and 1partial at 15?
Only one im not familiar with is that mag repack mod.
-is it like call of duty where you dont really have clips of ammo, just an ammo pile you can always top off your gun with?
-or is there repack animation/timesink? say you have 5x 30rnd mags with 75 rounds total. but repacking them gives you 2full mags and 1partial at 15?
Option two - no more hauling around seven mags with eight bullets each, you reduce that to full mags and a partial. Though you do it one mag at a time with a countdown bar, so it's not instant.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
For mag repack, you hit ctrl+R (might be remappable, I don't know though) and a window pops up. You move one mag to the top slot and another mag to the bottom slot, then hit ok or whatever. The bottom mag gets refilled from the top mag, until it's either full or the top mag is empty. So if you have a 30-round magazine with 10 rounds left in it and another with 25, you can repack the latter mag to a full 30 rounds and the first mag will be left with 5 rounds in it. And repack time depends on how much ammo you're shifting, but it doesn't take long as it is.
Only used it for about two minutes, but it seems like it should've been a built-in feature just so you don't have to throw ammo away to keep from loading almost-empty mags into a gun.
Only used it for about two minutes, but it seems like it should've been a built-in feature just so you don't have to throw ammo away to keep from loading almost-empty mags into a gun.
I think reloading picks the fullest mag available, but you'll end up with a bunch of partials anyway.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Alrighty, here's the server info:
PA Shooting Mans
68.232.160.217:2302
Password is the usual for PA stuff. Not much to it at the moment, but I'll get the server more in line with whatever we decide to do as time goes by. I think the default is a coop multiplayer mission at the moment so people can at least play that for the moment, but Zeus-enabled missions is definitely where I want to get the server set for.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited August 2016
I'm right this second looking at how to enable player voting for missions, along with how to limit which missions are available for voting. I'm looking to get the server set so that PAers can join up and pick and play mission types without needing an admin.
This is the precursor for loading more customized/variable missions so we can have Zeus running, but I'll leave several of the standard missions available so people can play on those while I get this figured out.
I know some folks were talking about coop missions, so FYI there are at least a few coop missions already installed (just not currently available without an admin) if people want to play those while I get the rest of this set.
Should be a setting to just start any mission that's on the server if one isn't running.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Yeah, the config defaulted to a coop mission, but I wanted to enable whoever logs in to be able to at least pick from the missions currently installed (they're just default missions). Took a bit, but I figured it out.
Currently, anybody playing on the server can vote for an admin (which can be themselves, if only one person is on), and the new admin can pull up the mission list. The instructions are in the announcements at the bottom of the screen when anybody logs in; it's a lot easier to use than it was to figure out, believe me.
So if anybody wants to use the server right now, go right ahead, you should be able to select from several co-op and Zeus missions without issue.
Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?
I won't lie, I own it solely for the purposes of dicking around with compilation mods, like AFUS (Armed Forces of the United States) and AFRF (Armed Forces of the Russian Federation).
It's basically, "OOooh, I wonder if a Bradley can swim," simulator. I don't think I've spent ten minutes total driving the futuristic vehicles.
Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?
It varies. Last year I played for awhile with some army friends and the good moments were awesome, but the bad moments were definitely ruined by people taking it much too seriously.
The funny thing is even the bad often moments actually managed to successfully replicate parts of the military experience, namely micromanagement, petty drama, scapegoating, etc. Also everyone wants to play Special Forces, which obviously isn't feasible.
The good moments were really great though, and definitely unique. For example, my "unit" played with some other American and Canadian units to basically act as OPFOR for a Finnish (I think) military veterans' unit. They stacked the odds in their favor, and we were torn apart, but everyone played more or less cohesively on a map, and with a player count, which dwarfed Battlefield's. It was pretty cool!
As long as something like rehearsing battle drills doesn't qualify as "tacticool tryhard" for you then you might enjoy it depending on who you're playing with.
Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?
It varies. Last year I played for awhile with some army friends and the good moments were awesome, but the bad moments were definitely ruined by people taking it much too seriously.
The funny thing is even the bad often moments actually managed to successfully replicate parts of the military experience, namely micromanagement, petty drama, scapegoating, etc. Also everyone wants to play Special Forces, which obviously isn't feasible.
The good moments were really great though, and definitely unique. For example, my "unit" played with some other American and Canadian units to basically act as OPFOR for a Finnish (I think) military veterans' unit. They stacked the odds in their favor, and we were torn apart, but everyone played more or less cohesively on a map, and with a player count, which dwarfed Battlefield's. It was pretty cool!
As long as something like rehearsing battle drills doesn't qualify as "tacticool tryhard" for you then you might enjoy it depending on who you're playing with.
Training is an essential part of arma-ing.
If for nothing else, so the idiots learn their spacing so a single grenade doesn't take out 3/4ths the squad. Clearing buildings and working corners is also pretty damn essential.
Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?
It varies. Last year I played for awhile with some army friends and the good moments were awesome, but the bad moments were definitely ruined by people taking it much too seriously.
The funny thing is even the bad often moments actually managed to successfully replicate parts of the military experience, namely micromanagement, petty drama, scapegoating, etc. Also everyone wants to play Special Forces, which obviously isn't feasible.
The good moments were really great though, and definitely unique. For example, my "unit" played with some other American and Canadian units to basically act as OPFOR for a Finnish (I think) military veterans' unit. They stacked the odds in their favor, and we were torn apart, but everyone played more or less cohesively on a map, and with a player count, which dwarfed Battlefield's. It was pretty cool!
As long as something like rehearsing battle drills doesn't qualify as "tacticool tryhard" for you then you might enjoy it depending on who you're playing with.
Training is an essential part of arma-ing.
If for nothing else, so the idiots learn their spacing so a single grenade doesn't take out 3/4ths the squad. Clearing buildings and working corners is also pretty damn essential.
I'm not against it, but it's not for everyone. Rehearsing battle drills and movement techniques can be tedious, and Arma doesn't make them easy.
Are there any mission makers here as well? I've just started running a small Arma 2 group (why Arma 2? because the guys already have Combined Ops and want to see first if they'd actually enjoy it), and while I've got tons of small-scale coop missions, there are a few mission types that we don't have, so I'm in the process of creating my first mission.
So, if any of you make missions as well, do you work more or less exclusively in the editor? Do you do a lot of work directly on the scripting files (mission.sqm etc.)? In practice, how do you move between them: do you do the setup in the editor, create the units, groups, triggers etc., but then you move to working primarily in the scripts? Any tips in that respect would be much appreciated.
P.S.: If anyone here would be interested in occasional small-scale Arma 2/Operation Arrowhead coop, drop me a PM. We play every couple of weeks on Saturday afternoons, 4-6pm UK time.
The A3 editor(eden editor) is leaps and bounds ahead of the A2 editor. For vanilla arma low player count missions, it is very feasible to make the mission entirely via the editor. In A2 you had to mess with the description.ext in a text editor in order to set the mission type(coop, tvt, etc), player counts, etc, but now that's all accessible in-editor, it's very nice. The only scripting you'll probably have to do in A3 is to define custom loadouts.
Edit: I kind of misunderstood your question, you were asking about how to make missions in A2. My work flow for A2 was generally; place players, place badmans, waypoints, triggers, then scripting. Most of the scripting I did was briefing/tasks, and gear scripts.
Here are my old A2 gear and briefing scripts. I used ACE and ACRE so you'll probably have to mess with the classnames in the gearscript in order to get it to work well:
/*
* Briefing Template by Thendash
*
* Usage:
* In init.sqf:
* [] execVM "briefing.sqf";
*
* Notes:
* player createDiaryRecord ["Diary",["Title", "Message"]];
* Newline = <br/>
* Marker link = <marker name = ' '>words</marker>
* Image = <img image = ' '/>
*
* Tasks:
* taskVariable = player createSimpleTask ["Title"];
* taskVariable setSimpleDescription ["Description","Title","HUD Title"];
* taskVariable setSimpleTaskDestination (position); //getMarkerPos "obj1Marker"
*
* Set task state in-game:
* taskVariable setTaskState "SUCCEEDED"; //"SUCCEEDED" "FAILED" "CANCELED"
*/
waitUntil { !isNil {player} };
waitUntil { player == player };
// =================================================================================
// TASKS
// =================================================================================
task3 = player createSimpleTask ["Exfiltrate"];
task3 setSimpleTaskDescription ["Move to the exfiltration LZ and prepare for pickup.","Exfiltration LZ","Exfiltration"];
task2 = player createSimpleTask ["Ambush Convoy"];
task2 setSimpleTaskDescription ["Set up and initiate an ambush on the Russian convoy","Ambush Convoy","Ambush"];
task1 = player createSimpleTask ["Insertion"];
task1 setSimpleTaskDescription ["Insert via fast ropping onto the marked LZ","Insertion","LZ"];
// =================================================================================
//NOTES
// =================================================================================
//COMMAND AND SIGNAL
//A: Each callsign, 343/148/117 channels
//In theory A would be the chain of command but we don't really need that at this time.
player createDiaryRecord["Diary",["COMMAND AND SIGNAL",
"A. Signal<br/>
Callsign: Lynx<br/>
148: 1<br/>
343: 1
"]];
// =================================================================================
//SERVICE SUPPORT
//A: Notes on loadout, resupply points.
//B: Respawn point
player createDiaryRecord["Diary",["SERVICE SUPPORT",
"A. Support<br/>
Insertion via CH-47F Chinook
<br/>B. Medical Evac<br/>
Nill
"]];
// =================================================================================
//EXECUTION
//A: Quick description of the units overall task.
//B: Quick description of how the untis task fits in with higher level operations. Make soldiers feel part of a bigger plan
//C: Task list. Pretty much copy of in-game task list.
//D: Limit of advances, timings for tasks if necessary, basically any misc info that could have to do with another unit
player createDiaryRecord["Diary",["EXECUTION",
"A. Intent<br/>
Delay and destroy Russian motor rifle platoon.<br/>
<br/>B. Concept<br/>
Forward scouts have spotted a Russian motor rifle platoon gearing up for a road move intent on reinforcing frontline positions. It is imperative that they are delayed or destroyed before reaching their unknown destination.<br/>
<br/>C. Tasks<br/>
Insert via CH-47F Chinook<br/>
Move to, and establish an ambush site along MSR Detroit.<br/>
Conduct ambush on Russian motor rifle platoon convoy.<br/>
Move to exfiltration LZ and prepare for pickup.<br/>
<br/>D. Coordination<br/>
Weather is closing in and dawn is breaking, it is imperative that this mission is completed before we lose our ability to move safely via air transport.
"]];
// =================================================================================
//MISSON
//One sentance description of the overall task. MUST include; who(Unit callsign), what(objective, eg. town name),
//when(the date and time), where(what island, where on it), why(how this task fits with higher level plan),
//and how(what type of mission, eg. platoon attack, raid, ect).
player createDiaryRecord["Diary",["MISSION","
SAS squad, callsign Lynx, is tasked with conducting an ambush against a Russian motor rifle platoon convoy at 0250 13 MAY 1985.
"]];
// =================================================================================
//SITUATION
//A: Enemy numbers, types and what they are doing
//B: Friendly units and what they are doing
//C: What weapon system wep det has. Type and number of attached LAVs. Bravo squad detached, performing secondary objective. ect
player createDiaryRecord["Diary",["SITUATION",
"A. Enemy<br/>
1 x Russian Motor Rifle Platoon.<br/>
Russian infantry patrols expected.<br/>
Unknown air assets.<br/>
QRFs expected to be dispatched immediatly upon discovery.<br/>
<br/>B. Friendly<br/>
Recce section located at Outpost West.<br/>
<br/>C. Attachments/Detachments<br/>
Nil
"]];
In the meantime my little group has switched to Arma 3, and after a bit of getting used to we're enjoying the overall improvements from A2 greatly.
What I'm wondering: since there used to be a PA Arma 3 group, did you make your own missions? I'm basically looking for good coop missions to play in a small group (4-10 people); the dynamically generated missions I've found are fun, but on the whole I prefer a more crafted experience. We're currently playing without any required mods, though I'll want to eventually add CUP and possibly TFAR.
If there is a PA mission repository or if you've otherwise made or played missions that you could recommend, I'd be happy to be pointed in the right direction. Thanks a lot!
(Also, if anyone's interested in joining the occasional coop game, send me a PM. We're playing every 2-3 weeks on Saturday late afternoon, 4-6pm UK time.)
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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mojojoeoA block off the park, living the dream.Registered Userregular
In the meantime my little group has switched to Arma 3, and after a bit of getting used to we're enjoying the overall improvements from A2 greatly.
What I'm wondering: since there used to be a PA Arma 3 group, did you make your own missions? I'm basically looking for good coop missions to play in a small group (4-10 people); the dynamically generated missions I've found are fun, but on the whole I prefer a more crafted experience. We're currently playing without any required mods, though I'll want to eventually add CUP and possibly TFAR.
If there is a PA mission repository or if you've otherwise made or played missions that you could recommend, I'd be happy to be pointed in the right direction. Thanks a lot!
(Also, if anyone's interested in joining the occasional coop game, send me a PM. We're playing every 2-3 weeks on Saturday late afternoon, 4-6pm UK time.)
When we did PA- Cobra Missions it was all done via Zeus and MCC. Very dungeon's and dragons DM, very improvised. Kinda wish i kept the maps.
but I mean our missions were events... who would want to break up a gi joe celebratory beer and brats picnic, escaping via a go karts.... or escort a very uncooperative HVT.... or use the nemisis device to obliterate and hold a GIJoe base.... or Have a car chase with an HVT on the way to the COBRA clone soldier appreciation day festivities (fine print you do not qualify for human rights until you reach the age of 4). Who would do these things?
mojojoeo on
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
That sounds positively Lovecraftian. "Ancient One... at... 5 o'clock."
Thirith on
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
Normally I wouldn't share DLC trailers for ArmA since it is basically just more army-man stuff (which is totally fine). This one though is. . . interesting to say the least.
Arma physics bugs are now canon! Huzzah! That's a heck of a thing to stumble over a couple of days after installing Arma 3 (now that I can finally run it).
Also: zomg, modern day SF-themed FPS/expansion that doesn't go fullbore into X-Com cartoonishness? I may well be down for this.
Posts
With the way ARMA 3 handles it, none, since we're using the main game's maps and not the DLC one.
https://www.youtube.com/watch?v=kynF_6kRGMg&feature=youtu.be&a
So, if any of you make missions as well, do you work more or less exclusively in the editor? Do you do a lot of work directly on the scripting files (mission.sqm etc.)? In practice, how do you move between them: do you do the setup in the editor, create the units, groups, triggers etc., but then you move to working primarily in the scripts? Any tips in that respect would be much appreciated.
P.S.: If anyone here would be interested in occasional small-scale Arma 2/Operation Arrowhead coop, drop me a PM. We play every couple of weeks on Saturday afternoons, 4-6pm UK time.
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
It's hit or miss depending on how you go about it. If you just use the in game browser it's usually not great. If you look for the Arma communities and join one of the regular/recurring campaigns it is a complete blast, especially if it's an experienced Zeus game.
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
Not quite yet, but got a server rented; it's waiting for installation or whatever. I'll post updates here when things get up and running. It's got 14 slots at the moment, which should be enough for a few squads plus a GM.
EDIT: Crap. This is kinda complicated.
Want to play co-op games? Feel free to hit me up!
I don't really know much about the server hosting bit, but poke me if there's any question about the game config.
I know there are a few bugs involved with it, but being able to climb into and out of large enough windows alone makes that amazing.
the shacktac ui is the only mod I'd say absolutely mandatory for Arma. knowing where your squad is without looking directly at them is key, especially if you don't have a Track IR or something for independent head movement.
Only one im not familiar with is that mag repack mod.
-is it like call of duty where you dont really have clips of ammo, just an ammo pile you can always top off your gun with?
-or is there repack animation/timesink? say you have 5x 30rnd mags with 75 rounds total. but repacking them gives you 2full mags and 1partial at 15?
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Option two - no more hauling around seven mags with eight bullets each, you reduce that to full mags and a partial. Though you do it one mag at a time with a countdown bar, so it's not instant.
Only used it for about two minutes, but it seems like it should've been a built-in feature just so you don't have to throw ammo away to keep from loading almost-empty mags into a gun.
I think reloading picks the fullest mag available, but you'll end up with a bunch of partials anyway.
PA Shooting Mans
68.232.160.217:2302
Password is the usual for PA stuff. Not much to it at the moment, but I'll get the server more in line with whatever we decide to do as time goes by. I think the default is a coop multiplayer mission at the moment so people can at least play that for the moment, but Zeus-enabled missions is definitely where I want to get the server set for.
Want to play co-op games? Feel free to hit me up!
This is the precursor for loading more customized/variable missions so we can have Zeus running, but I'll leave several of the standard missions available so people can play on those while I get this figured out.
I know some folks were talking about coop missions, so FYI there are at least a few coop missions already installed (just not currently available without an admin) if people want to play those while I get the rest of this set.
Currently, anybody playing on the server can vote for an admin (which can be themselves, if only one person is on), and the new admin can pull up the mission list. The instructions are in the announcements at the bottom of the screen when anybody logs in; it's a lot easier to use than it was to figure out, believe me.
So if anybody wants to use the server right now, go right ahead, you should be able to select from several co-op and Zeus missions without issue.
I won't lie, I own it solely for the purposes of dicking around with compilation mods, like AFUS (Armed Forces of the United States) and AFRF (Armed Forces of the Russian Federation).
It's basically, "OOooh, I wonder if a Bradley can swim," simulator. I don't think I've spent ten minutes total driving the futuristic vehicles.
It varies. Last year I played for awhile with some army friends and the good moments were awesome, but the bad moments were definitely ruined by people taking it much too seriously.
The funny thing is even the bad often moments actually managed to successfully replicate parts of the military experience, namely micromanagement, petty drama, scapegoating, etc. Also everyone wants to play Special Forces, which obviously isn't feasible.
The good moments were really great though, and definitely unique. For example, my "unit" played with some other American and Canadian units to basically act as OPFOR for a Finnish (I think) military veterans' unit. They stacked the odds in their favor, and we were torn apart, but everyone played more or less cohesively on a map, and with a player count, which dwarfed Battlefield's. It was pretty cool!
As long as something like rehearsing battle drills doesn't qualify as "tacticool tryhard" for you then you might enjoy it depending on who you're playing with.
Training is an essential part of arma-ing.
If for nothing else, so the idiots learn their spacing so a single grenade doesn't take out 3/4ths the squad. Clearing buildings and working corners is also pretty damn essential.
I'm not against it, but it's not for everyone. Rehearsing battle drills and movement techniques can be tedious, and Arma doesn't make them easy.
The A3 editor(eden editor) is leaps and bounds ahead of the A2 editor. For vanilla arma low player count missions, it is very feasible to make the mission entirely via the editor. In A2 you had to mess with the description.ext in a text editor in order to set the mission type(coop, tvt, etc), player counts, etc, but now that's all accessible in-editor, it's very nice. The only scripting you'll probably have to do in A3 is to define custom loadouts.
Edit: I kind of misunderstood your question, you were asking about how to make missions in A2. My work flow for A2 was generally; place players, place badmans, waypoints, triggers, then scripting. Most of the scripting I did was briefing/tasks, and gear scripts.
Here are my old A2 gear and briefing scripts. I used ACE and ACRE so you'll probably have to mess with the classnames in the gearscript in order to get it to work well:
What I'm wondering: since there used to be a PA Arma 3 group, did you make your own missions? I'm basically looking for good coop missions to play in a small group (4-10 people); the dynamically generated missions I've found are fun, but on the whole I prefer a more crafted experience. We're currently playing without any required mods, though I'll want to eventually add CUP and possibly TFAR.
If there is a PA mission repository or if you've otherwise made or played missions that you could recommend, I'd be happy to be pointed in the right direction. Thanks a lot!
(Also, if anyone's interested in joining the occasional coop game, send me a PM. We're playing every 2-3 weeks on Saturday late afternoon, 4-6pm UK time.)
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
When we did PA- Cobra Missions it was all done via Zeus and MCC. Very dungeon's and dragons DM, very improvised. Kinda wish i kept the maps.
but I mean our missions were events... who would want to break up a gi joe celebratory beer and brats picnic, escaping via a go karts.... or escort a very uncooperative HVT.... or use the nemisis device to obliterate and hold a GIJoe base.... or Have a car chase with an HVT on the way to the COBRA clone soldier appreciation day festivities (fine print you do not qualify for human rights until you reach the age of 4). Who would do these things?
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
https://www.youtube.com/watch?v=ds7RoCrhUyk
Also: zomg, modern day SF-themed FPS/expansion that doesn't go fullbore into X-Com cartoonishness? I may well be down for this.
(And now a sudden urge to rewatch SG-1...)