mith86arg 18 Posted January 6, 2014 (edited) Don't understand... if i choose EASY i wil have only 16% Dmg resist? in other words ppl playing on easy will die more? lol, not QQ but some guys gonna hate u. I play on challenging, normal for fast (testing -new- add ons, bug hunting, weapons test, etc) runs .- Downloading, ty for this new update :) Edited January 6, 2014 by mith86arg Share this post Link to post Share on other sites
Coflash 10 Posted January 6, 2014 What's with the respawning/death system? When I normally die, I die. When I turn respawns on I can still shoot after my screen goes white and I always seem to die on the first shot I receive. Share this post Link to post Share on other sites
mith86arg 18 Posted January 6, 2014 If u choose the respawning system.... bad guys gonna kill and send u a few kms aways to a "safe" zone... there u gonna stand up - but still injured - and for time to time without the proper attention u gonna die again :) so... respawn, get a medic and get fully healed, then, go back to the action.- The other option is more "role playing" u can still save your progress but if u die, game is over (i like this one :P is a fair excuse to start over a new run hahaha) BTW new addons are some "starter" base camp fortificacions (and they are awesome) everything is working like a charm, going to upload some pics later when i return home.- Share this post Link to post Share on other sites
SaOk 112 Posted January 6, 2014 With easy only 16% of bullet damage have effect on player. ;) After respawning player is injured so you need find medicpacks or use medic. Else you die from one bullet very likely. Share this post Link to post Share on other sites
mith86arg 18 Posted January 6, 2014 (edited) oh rly? only 16% so in easy i can just run "rambo style" killing t's.... gonna try it :D how are u doing about that "free" stuff? :P Edit: This are the new construction options; did i miss something??? Edited January 6, 2014 by mith86arg Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted January 7, 2014 Hey SaOk, ive noticed a bug: i was on the way for the "Capture any Base" Task. On the way there i found a Mi-48 Attack Chopper, fixed it and fly with only 1 of my teammates to smash the brains of the CSAT guys. The rest of my team had the order to stay where they are till i come back. I´m good with the chopper, so i cleaned those base very fast. So far so good. But after finishing it the cutscene is playing automaticly, after the cutscene is over me and my whole team spawn on the height i was flying before the cutscene starts, but sadly without the chopper. All dead ^^ for my soldier no problem, i respawn with my gear but the new reinforcement comes like usual without ammo into the war ^^ I spend 45 mins for their gear, the stayed alive - for 10 minutes ^^ Share this post Link to post Share on other sites
SaOk 112 Posted January 7, 2014 (edited) Yes, may add more later (should add better listing system first like in support menu). Free mode coming soon. Currently working on new generateing enemy guardpost/roadblocks. Made a script to automatically spawn fences in row from point A to B. Also the construction menu dont now blink all previously placed objects when adding new, only if removing. Also AI teams/weapons dont blink the objects. Still room to improve but its some bit better. I will add function to save those possible choppers when jumping to cutscene. Having different saving rules currently for land vehicles than air vehicles. Edit: The cloned team-mates should have ammo for rifles, even they report low ammo. But there is some magazine issues with launchers that I will try to solve. Edited January 7, 2014 by SaOk Share this post Link to post Share on other sites
mith86arg 18 Posted January 7, 2014 LSD_Timewarp82, SaOk did some tweaks to the VAS system... now it works on your team too, u can save a loadout and load it again on any team mate you want saving a lot of time. The chopper problems happens to me too.. also, u can go on any cinematic with NV activated, finish that movie and deactivate it... now, any time u see a movie, u will have NV active, like it or not. :P Share this post Link to post Share on other sites
runekn 3 Posted January 7, 2014 Tried your mission again after a long break. What happened to the strategical map as teleport menu? I guess you must have had some problems with it, since it gave you a much much better overview of the locations of your camps, instead of the current list. Share this post Link to post Share on other sites
SaOk 112 Posted January 7, 2014 The map didnt always work, giving only black screen and had some performance issues that probably wasnt from it. Anyway not planning currently to enable it back. Instead will expand the list feature with color symbols and possible small map view. The locations are visible on normal map and tasks mention the camp name (not yet for attack event and supply lines). Share this post Link to post Share on other sites
deralky 10 Posted January 8, 2014 Hello, i played the Version 1.56 (was on Armaholic) I orderd 3times an Tank but one time it land on a Building. 2nd time it lay on the side after i pushed it with other car the Tank explode. 3rd time it land on top and no possible to turn it around. Is it possible that it will be checked when dropped that it cant land unnormal or can you ad a function to unflip a vehicle in front of you. Share this post Link to post Share on other sites
Coflash 10 Posted January 10, 2014 Are you able to add compatibility for these guys? http://www.armaholic.com/page.php?id=19132 Share this post Link to post Share on other sites
SaOk 112 Posted January 10, 2014 Sure, looks nice. Will try to update the team-type selecting soon and add more optional custom addons. Share this post Link to post Share on other sites
SaOk 112 Posted January 10, 2014 New WLA SP version 1.6 is here (dropbox, steam, withSix). New performance friendly system to spawn walls with guardposts to protect camps (WIP). Much tweaks and fixes. Let me know if any new issues appear. After heavy changes there could be bugs hiding. Gamebalance could a bit off, but updates coming slowly. Currently the walls are set to spawn only at mission start, around hostile camps. But will add more dynamic use for it in future. The walls and guardpost are generated with script so things could look buggy sometimes. Have been adding many conditions/blacklisting to reduce those, but still work to do. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted January 10, 2014 Ok, ill check it out, will report, you know it^^ Share this post Link to post Share on other sites
mith86arg 18 Posted January 11, 2014 Ty SaOk, Downloading this new update! Screenshots & reports coming soon too =) Share this post Link to post Share on other sites
deralky 10 Posted January 11, 2014 Is it poosible to optional add the BWMod? http://forums.bistudio.com/showthread.php?171183-BWMod&p=2593517 Share this post Link to post Share on other sites
Polydeukes 10 Posted January 11, 2014 (edited) Thanks very much SaOK for this great mission and the ongoing updates, enhancements and bug fixes! I've been with the series ever since the original OFP and always had a great time with these games. I have only been reading in these forums so far - but for the first time I feel a strong desire to post here - simply to say: This is the best Mission I have ever played in the entire series! I don't know if you did the same for Arma 2 - but if you did, I am an idiot for not having discovered it... I was very much looking forward to the release of Arma 3. But, as I am a true "campaigner", there was a lot missing for me. The first part of the official campaign was a big disappointment...I already wanted to throw the game off my harddrive until the campaign was fully released. But then I luckily discovered this mission! I've had dozens of hours of great fun ever since! Thanks for completely renewing my interest in and attraction to this game (and BIS should thank you too :D). Keep it up - and many thanks again. Cheers Polydeukes Edited January 11, 2014 by Polydeukes Spelling Share this post Link to post Share on other sites
SaOk 112 Posted January 11, 2014 Thanks, :) there is some scripts based on scripts I made for ArmA2 long time ago. Similar concept started in that game with missions Zub and Whole Lotta War. Both suffered from suddent FPS drops which I failed to fix until now for A3. May remade Zub (on Chernarus) for A3 at some point with the latest new functions. Still much to do with WLA, basically its only alpha yet without proper tasks/story/gamebalanse. Need to finish special features before creating proper content around it. Share this post Link to post Share on other sites
Coflash 10 Posted January 11, 2014 Okay... a few things from tonight.. 1. The issue I told you about on Steam; I paid 200 points for some AT soldiers to come and take care of some tanks for me, but they had no RPGs. I watched them come into the valley and I watched them die without firing back at the armor. I inspected their corpses and both had empty RPG launchers. These were the guys if it somehow helps: http://www.coflash.com/stuff/norpgs.jpg 2. When I build things, it takes a long time for them to appear. Maybe 10 seconds? So if I build a wall... I drag it to the place I want it... then hit purchase... then wait 10 seconds... then it appears. It was instant before. 3. When I build static weapons (AT/AA launchers) they seem to destroy themselves and then respawn right on top of themselves straight away, here is a screen of what I mean: http://www.coflash.com/stuff/doublebuild.jpg 4. Did you add this long wall? I also noticed a lot of other odd things in the map that weren't there before, like giant water buoys that were washed up everywhere. Very odd. http://www.coflash.com/stuff/greatwallofaltis.jpg That's all, thanks again Share this post Link to post Share on other sites
mith86arg 18 Posted January 11, 2014 I thought that those big walls was a "feature" not an issue... lol like the new system of random enemy guardpost and how they appear on the map, really. Gonna try to reproduce that soldier support problem just for help Almost forgot, on last update, in 5 hours of gameplay, my fps just droped below 15 o.O idk wth happen lol... but that just ruined my playtrough Share this post Link to post Share on other sites
SaOk 112 Posted January 11, 2014 (edited) Thanks for feedback, the AT-team is easy to find. Just takes some time to fix it, working with gear scripts can be very annoying and require pauses. :) But hope to solve that soon. Will check the construct system, needed to edit it much to be compatible with the new hostile guardposts. Thought I fixed that static weapon issue but clearly not. Will solve those for next version. Already remade some much used scripts for it to get possible performance gain. The long walls are spawned around hostile camps, will tone it down. Maybe even add switch to turn those off if wanted, or tweak the amount.´ Edit: Thanks, mith86arg :) no need to reproduce that - I already know the issue location, just need to fix it. Edit2: Its possible there is leak somewhere. The FPS didnt get better when teleporting to new location? Edit3: Ok, working to release new version in 1 hour or few. Fixing that guardpost creating system. Already got rid of the object lag, still working on the static weapons. ---------- Post added at 21:00 ---------- Previous post was at 19:01 ---------- New WLA SP version 1.6001 is here (dropbox, steam, withSix). Issues with construct system fixed, remade some much used scripts for performance gain, walls with guardposts made more rare. Not yet AT-soldier fix, will work on it tommorrow if more issue with the main features dont appear. Edit: Reuploaded to steam and dropbox, with support call AT-team fix. Those dont have custom weapons added so they should have the rockets again. More proper fix for other AT-soldier issues coming later. ---------- Post added at 22:52 ---------- Previous post was at 21:00 ---------- New WLA SP version 1.6002 is here (dropbox, steam, withSix). Hotfix - Task related civ contacts no more wander away. As good news, the rewritten much used functions seem to have promising impact on performance. Will add similar structure tweaks for other scripts too. Edited January 11, 2014 by SaOk Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted January 11, 2014 Maybe i missed something, but why is this wall near Edessa Military camp there? ^^ Share this post Link to post Share on other sites
SaOk 112 Posted January 12, 2014 There is randomly long walls with guardposts from 0,5-1,5km hostile camp. There is not yet check if there is water between which could cause some bad placing. Share this post Link to post Share on other sites
Coflash 10 Posted January 12, 2014 I don't mind the walls, I was just wondering if I broke something. What purpose do they serve though? Thanks for the other fixes - I can't wait to play it again tonight. Share this post Link to post Share on other sites