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SaOk

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

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In regards to the VAS not equipping things to your team mates, you can get around this by saving loadouts, equipping them to you, dropping all the stuff at the feet of said team mate, and telling him to interact with it via 6>Inventory. It's not as handy, but it works.

Does anyone know what the squad ID's are for the command line in MCC? I know that you can use stuff like player enableFatigue false; (For those times when you're short on prestige and need to hoof it a few miles), but what would you replace 'player' with for commands to affect existing squad members? You can put things into infantry you spawn via the 3D editor, but certain events happen in-game that seem to strip your squadmates of certain states.

If anyone could let me know, I'd really appreciate it!

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Thanks for all feedback, :) I continue testing the zone conditions that is one of the most tricky parts in the mission. Updated it for the next version (coming in few days), but needs more testing.

Yes it would hard to balanse the prestige flow if all kills would bring it too (player could just drive around with panther and get more prestige in 10 minutes than on foot in many hours). Also big part of the mission ideas is to avoid unneeded firefights and gather resources unnoticed. Ideally player should have limited resources through he mission, slowly having more quicker but still that there would be hard decisions to make how to spend it.

The low ammo reports is game issue, the launchers issue I will try to fix. Currently when team-mates are cloned there could be some unwanted default fatigue/vest/backpack content added there to block gear from orginal soldier that were cloned.

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Even if you got 1 point for killing something, it would still feel better than nothing. The point that I was trying to make was that it's harder to kill a number of tanks and APCs over a base that only has men inside

Edited by Coflash

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Prestige = kudos yea?

Must have kudos for killing bad guys me thinks

keep up the good work Mr Saok

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A few more (I've been playing this a lot lately...)

When I build bases, sometimes I'll come back and the AI has built it's own defences in place of mine. It's pretty annoying if I've built a heap of walls for good reason, only for the AI to remove them so that they can replace the walls with a machine gun that serves no tactical purpose.

I'm not sure if this is something you can fix as it's probably related more to the core game than your mod... when an attack helicopter descends on our base, some times 4+ AA missiles will hit it and it'll go down. As it goes down, it tends to take out all the ground defences. This would be fine if it had been hit once... but 4 times? Is there a way to make them explode mid air instead of when they hit the ground?

I also noticed the English is a bit off, let me know if you'd like help with any of that (I added you to Steam already, my username is the same there)

Thanks!

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Planning to make the guardpost capturable that if enemy seizes camp it makes nearby guardposts also to switch side. It would be also nice if enemy would build proper looking guardposts but that is quite challening to script. Templates could be used, but terrain shape gives randomly troubles. More fun would be generate the guardposts with random fortress and short chain of walls.

The object/vehicle/unit strenghts and exploding are game related. Better to rebalance those with possible mods or feedback tickets to BIS. Something could be done with damage eventhandlers, but I dont want to focus on that at least yet.

I cant see you in steam, did you add right saok, I am SaOk[FIN] there with old ArmA2 orange/brown soldier icon. But english corrections not yet needed, need to have mission more finished first.

Edit: Yes, Happy New Year everyone. :)

Edited by SaOk

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Happy New Year guys!!!!!!!!!

ATM:

No more time rewards, they stay @ +14 PV's bonus even if u have captured various strategic points

Captured so far (bases & Strategic Points):

All SP near "Magos" 2 fabrics, 1 Energy Plant and all SP near Air base

All SP near "Stavros region" (air base, the bigger one, 1 energy plant, 1 pier)

So i think is not just a broken Strategic Point of one zone, all of 'em doesn't work

Task done so far:

Contact with resistance - np

Find Rest - np

Find Food - np

Find Medicine - np

Sitrep @ chappel - np

Capture any persian camp - np

capture pointed airfield - np

Destroy hidden vehicle - np

Destroy AA - np

Construc Base Camp - np

All task to capture (pier, storage, etc) - np

No stutter at all

This run was so fu**ing hard with minimal PV's income ¬¬ thanx god u help me out with that console command... xD

Idea for "free" option for gameplay, why not just add the option on initial mission config as an asset option

* From Task

* All Available

* Free

gato.jpg

Edited by mith86arg

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Also...

When I am tasked with helping a group take over a point, it says that the assault begins at a certain location (marked with green). One time I decided to just go to the town and take it. Eventually the others came, but the task would not complete itself. I'm guessing it was because I didn't go to the meeting area to begin with? Should taking the town not complete the objective?

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Ow, SaOK, I havnt had anymore slowdowns lately.

And I only did 2 things.

-Downloaded latest versions(kinda logical)

-I put on teh option for that <40FPS thingie.

Ever since, no troubles!!

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New SP WLA version 1.57 is here (dropbox, steam, withSix). Guardposts switch now side when nearby camp is captured (report possible issues). House item tweaks/additions. Some more optimization.

Great to hear performance is slowly getting better. :) The attack marker dosent need to be visited. Its only to show from where the attacking friendly teams begin. I tweaked that task script more, but going to test it more myself too. Also checking the timed prestige. Will try to include the cheat-mode soon.

ps. mith86arg, I like the font you use, but be careful with forum rules (bigger fonts and pics over 100kb could make some angry faces). ;)

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Downloading, for tomorow when i come back from work... -.-"

Ty for the heads up SaOk =)

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flatten platforms for buildings. (Benny does it well).

Doubling up of missions. Couple of times now I've got attack and defend base icons on each other that wont go away.

Any news on the "No Ammo" scenario when teleporting?

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I see someone here talking about a lil "cheat mode".

Sry to say.... but adding "Godmode" and "Unl. Ammo", idea? :p

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Hi all again..

Last time I was at the main airfield I could buy Helicopters. Is the ability gone in this version?

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Thanks, Edogmonkey :)

cheat mode would be there as extra. Airfields should work normally (orange markers), just used one to buy littlebird with the latest version. It could be blocked if there is enemy camp very nearby. Dont remember if I added that rule or not, will check.

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You can buy supply truck near airfields (shift+1) or call supply crate drops from support (shift+6). Not fully sure if the rearming works.

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Nope, repair and rearmin scripts (menu Shift + 6 > support ) are working strange, since few versions ago, but i dont really care hahahaha, i just rebuy the tank/heli/truck and problem solved...

Repair: makes a truck appear near the coords, and nothing, they just stay there (if i take a rest, the vehicle get repaired)

Rearm: the same, but no rearm

Maybe im doing something wrong... im sure that's the problem

Suply crates, i dont have idea how this is supossed to work :/ recently i was in a firefight with all my team near the air base, they was in a M4A2 and just stoped shooting, main a secundary weaps of that tank.. called a supply drop (armored vehicle ammo) and i took a truck of the base to move the crate... well, everything went fine, i droped the crate near the tank.... and nothing xD hahaha, result? Arty strike over the zone, to hell my tank, my team and enemy trops :D :D :D hahahaha f*ck 'em all...

Ohhhh, sometimes i get some bonus reward for artillery strikes, and sometimes not. Also, found the reason of the "bug" i reported time ago (page 102, post numer 1016) it happens when u buy the arty support, save the game, and reload without calling it... :)

Tanks for new unit adition, i saw some FAA units there for buy (i think, if u don't tell me i dont know where to look xD) :) for sure im missing a lot of the stuff u added this time, in the readme doesn't say nothing about new aditions lol

Also, ty for adding a killing choppers bonus... :P 100 PV's per kill now, ty ty ty! it's really fun "hunt" them now (with my cheeta, lol)

Performance, the same, runs like a charm (Y)

Keep up the really good work!

Ps: for "cheating" purpose i use MCC till u add the real stuff, sometimes i spawn a M4A2 or a Cheeta with VAS script on it, and there u go, Movile VAS fully functional unit, with me, all the time :P

Edited by mith86arg

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Dont want to Hijack SaOk thread, this is just for help Ottie Snorro :)

This is MCC

A dynamic mission creating tool... u can do a lot of things with it, call Arty, CAS, Bombing Runs, spawn units, vehicles, etc... read that thread, there u can find all info u need :)

That is cheating to me, no god mode, but u can add VAS script to the units that u create with mcc, so it's like a portable infinite ammo box....

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Thankyou!!

Now by seein it, I know Jester uses these in his mission, shown on Youtube.

Tnx Tnx.

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:) New WLA SP version 1.571 is here (dropbox, steam, withSix). Small update - Difficult level now affects on player damage resistance (no chance for the hard, 50%, 25%, 16% on eay...), more objects to build, some less skilled enemies, guardpost should switch side now correctly, on map ALT is used to give waypoints now, +some other tweaks.

If playing with defaul setting challenging, player can take twice as much damage before dieing. Making it little less deadly to peak behind obstacles. For old unedited balance choose Hard.

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