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SaOk

[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk

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Very fun mission, it is playable, at least for me, at low AI skill however. I found another flaw. Try to get SDV and swim for about 1km. You will encounter like 15 squads of divers which is ridiculous. After capturing Camp Tempest, which took me a while, I had to flee from heavy ass mortar fire. I took underwater route and I found 2 Marshalls (1 destroyed by mortar :D), dozen of SDV, and shit ton of divers and Speedboats wrecks (also destroyed by mortar). If that wasn't enough I had to flee alone, as my entire team was stuck (unstuck didn't work).

Some suggestions:

-less divers in ocean, meeting them once or twice at the chopper wreck is enough

-mortar should aim at your allies too

-less Speedboats

-give some rocket launchers at gear drops (i had to cheat to live some more, i spawned some by proving ground mod)

-limit mortars ammunition, mortar operator is alone at least at camp tempest, wtf from has he got so many rounds

-i don't know if it is mission fault but AI team is very glitchy, they don't want to embark vehicles when seeing enemy, they get stuck etc.

-less mortar fire

-when requesting ammo first time you need to fire green flare, but you hadn't got a grenade laucher...

-enemy dying animations are weird, sometimes they're good, sometimes enemy lies down on back

-TOO MUCH MORTAR POOR DOGS AND HENS DIE! :D

And thanks for such fun mission. I'm sorry if something was mentioned before.

@NIKO MY CUZIN - You can get Proving Ground Mod which has almost a godmode (can be killed by direct mortar or 50cal)

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Thanks, :) as I replied in armaholic - I will lower amount of the divers (also improve the ocean part otherwise with more random events, sooner or later) and also try to tweak the mortars finally. The gear drop have random crate, but I will rethink it too.

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I don't play too much A3 so i don't know if it is the mission or the buggy AI, but while we are not moving my team members start to walk in circles unless they are told to stop. It is a very weird thing. It seems they also have problems to start shooting, even if they saw the enemy before and know the threat. AI feels very "heavy" or laggy.

Edited by VanZant

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jv4s.jpg

New SP version 0.995 is here with DEV-version requirement. Downloadable from Dropbox link. Didnt yet tweak the requested issues.

Change Log:

0.995

-DEV-Version required to play (until next official patch)

-High Commanding Enabled

-Infantry is now parachuting from choppers

-Guards for captured zones is brought with chopper

-Included latest DAP First Aid Script

-Custom voices/noises set less loud

-Few other tweaks/fixes

@VanZant, there is some AI issues in the game, but BIS have been working lately on improvements. Maybe AI will look better and better when closing game release.

Edited by SaOk

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Thanks, :) it will be fixed in next coop version that I will continue working on soon.

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0m7w.jpg

High Res: http://media.moddb.com/images/mods/1/23/22333/arma3_2013-08-01_16-37-39-22.png

New SP version 0.997 is ready for testing in DropBox-link, requires DEV-version. Do not mirror yet. Let me know how the mission works now. Too easy, still hard? Going to include difficult setting soon, also expand the new features much more (Villages/Camps could have much more own stuff). Camp status display is currently without meaning and going to make the purchasing better soon (with proper dialog window/listbox). You can now expand your team without limits, but free reinforcements only appear when you are low on team-mates (it may be better to wait those to be en route before buying units from camps). Note that the prestige value and high commanding are both optional extra features. Mission can be played without using those.

Change Log:

0.997

-DEV-Version required to play (until next official patch)

-New prestige value to buy support/gear/team-mates/vehicles from captured camps

-Local relationship values for civilian villages (bad news spread faster than good ones to other villages)

-Civilian relationship depend on civ casulties and nearby enemy losses (to be expanded later)

-Friendly villages have guarding civilians and possible special support for player (AA/AT-team, medic to be called via 5-1-1)

-New UI Elements for above stuff

-Disabled vehicles, left on road, have barries spawned around it

-Gear/vehicle-parachutes are spawned lower

-Less deadly sealife/mortars (WIP)

-Gear Drop Crate have always AT/AA-launcher

-Other tweak/fixes

-Note: New stuff still WIP. e.g. camp status have yet no meaning, also planning to create better system for unit purchasing

-Let me know if the UI is displayed wrong for you or you face other issues/have ideas for features.

Edit: Related ticket for High Command-error: http://feedback.arma3.com/view.php?id=12178

Edited by SaOk

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This is my favorite mission by far, but I get such low FPS in this mission around key areas like Camp Maxwell and other main objectives.

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Thanks, I will try to work on FPS more. There is currently many burning vehicles around the map (even there should be gap for them) that shouldnt explode when spawned. I hope to tweak those working soon (and recude the vehicles too), also tweak unit/vehicle amounts overally.

I reuploaded the SP version 0.997. There is now proper dialog page (instead of the many actions in menu) to buy units/vehicles at captured camps. You can enter it by pressing Ctrl (as hinted on screen), but for some reason it may require multiple pressing before it works. Player now get prestige value also if not using the greek support (optional tasks) and from some other things. I disabled also the possible parachuting boat insertion which wasnt very fitting.

Edited by SaOk

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New SP version 0.998 is ready for testing in DropBox-link, requires DEV-version. Do not mirror yet. Mission should be now much easier if wanted that way. The new starting dialog have old settings as default values. If player completes the mortar task (if enemy mortars are enabled) he receives now free mortar team with delay (distance check).

Change Log:

0.998

-Added difficulty selection (alter prestige value time rate, how fast enemy get new groups/how much enemy...)

-Added ambient life amount selection (affects on performance)

-Enemy mortars can be disabled (including the deadly suprise task)

-Player can purchase mortar teams from captured camps (and use mortar fire via 0-8 menu)

-Player can purchase chopper transport from captured camps

-Various tweaks (inc. cost of various support)

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-Added difficulty selection (alter prestige value time rate, how fast enemy get new groups/how much enemy...)

-Added ambient life amount selection (affects on performance)

Very exciting! Hopefully will allow me to play over 10 FPS around key objectives.

Edited by JuggernautOfWar

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You can half the ambient life (animals,civilians and traffic). Also if you select lower difficult level there is some less enemy. And disabling enemy mortars may have small effect too (I had this set disabled on last try and got very smooth FPS for some reason, unless latest DEV-version included performance tweaks too). I continue tweaking performance more.

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Re-uploaded the SP version 0.998. Fixed one error (from AI hearing script) and you can now bribe, set specialty for and buy vehicle from villages.

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Very cool mission / gameplay. Reminds me of Far Cry 3 with the casually clothed locals defending camps.

I see in the UI when I clear a camp, it says "Defences: Weak". How can I bolster defences? The camp soon got overrun by OPFOR. Is it normal for OPFOR to be wandering around areas that have been cleared?

BIS should hire you and have this type of gameplay as a campaign. You've made a new game inside a game!

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Re-uploaded SP version 0.998. You can now purchase mine-truck from captured camps and order AI team-members to create minefields with simple "point ground and choose parameters"-method (no more marker as I had in A2).

Thanks, Fergal. Currently that camp defences status have no meaning but in future I plan to make it possible to upgrade camp defences (with static weapons/extra teams/fortifications) to make it stronger. That will be included at least when Altis is out, except I could add the extra teams already. In this mission, maybe the setting isnt fitting since the island is very narrow. In Whole Lotta Altis, there could be virtual battles in places player isnt currently (As I already partially included in WLW) and then those defence upgrades you have also big role. Player could also create defense posts to guard important roads to protect friendly support lines. I hope to make the Altis mission much more detailed, but need to plan it carefully so the playing wouldnt turn frustrating running between camps. More likely there would penalties would be small penalties (with timers) and bonuses from what player is solving or not.

Edit: Re-uploaded again. Had set the LZ Connor blue from start while testíng.

Edited by SaOk

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Hi,

I played WLS for an entire day, no real problems. Upon loading up Arma3 today I was having some severe graphical problems. It only seems to be related to this scenario. I am only playing the Beta not the dev build. I'm playing v0.99.

I rebooted by PC and re-installed a stock copy of Arma3 but that still did not fix the problem.

th_wls001_zpsdddfa118.png

th_wls003_zpsee1b0f9e.png

th_wls002_zps9540bece.png

Any ideas?

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Hello,

looks very strange. I am not using any commands/scripts to alter graphics and the only 3rd party script, first aid scripts by DAP, shouldnt cause that too. Better to post the issue to troubleshooting section in the forums if that isnt 3d card driver issue (but if it worked before it isnt probably that). No idea what could cause that. Have you tried to change graphic settings, especially postprosessing and maybe HDR?

Edited by SaOk

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I'm having a similar problem, but not just with your mission. With all the missions that occur at night. I can not tell from which update it started to occur.

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With the ability to choose the degree of difficulty and disabling the mortars, I´m finally enjoying playing your mission, just can't stop playing, the enemy comes in right dosage ... thanks!!! It´s just great.:D

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Hello,

looks very strange. I am not using any commands/scripts to alter graphics and the only 3rd party script, first aid scripts by DAP, shouldnt cause that too. Better to post the issue to troubleshooting section in the forums if that isnt 3d card driver issue (but if it worked before it isnt probably that). No idea what could cause that. Have you tried to change graphic settings, especially postprosessing and maybe HDR?

Haha, I figured out what it was. I didn't think I changed anything on my PC that would effect Arma but when I started to play with my gfx settings a lightbulb went off. So the night before a friend of mine came over who had just bought his first little gaming computer. I was showing him my 3D surround setup, but prior to that I had the Stereoscopic 3D option totally disabled/unchecked in the Nvidia control panel. For some strange reason, if you have 3D Vision active (not even on for Arma but running in the background), if you play the game in Fullscreen+Window mode it will cause these artifacts when you're playing a night time mission in Arma.

So this has nothing to do with Saok's mod, but it just Arma and 3D vision not playing well together. I would love to see BI fix this though, as pretty much every other modern game I've played handles 3D fairly well. I have a 3D screenshot from this mod in fullscreen mode, but photobucket won't recognize the .jps format to let me upload it. It seems like there's a problem with 3D rendering of models (players, trees, etc).

TLDR: The workaround is to play in Fullscreen only mode if you have 3D enabled (not actively running while playing Arma though), or totally disable 3D in the Nvidia control panel so you can play in full screen window mode. Seems to only affect night missions atm. I have 3 monitors so I like the convenience of alt-tabbing without minimizing the game.

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Thanks, and good you found the cause for the graphics issue. I added new feature again for the mission (to be released very soon), you can build sandbags and other fortification objects (later also statis guns) with new dialog system. Only need to purhace combined minefield/construction-truck to be near you when creating. Could next continue to make it possible to create populated guardposts to protect wanted locations.

Edited by SaOk

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