SaOk 112 Posted June 1, 2014 New WLA SP update. Fixed many issues with artillery/mortar support, added tactical glasses for undercover mode. Thanks :), the enemy should appear as much in urban enviroment, but buildings block the line of sights more. But will add more action there. Have been avoiding the research facilities more because the FPS drops but will see. Will test that respawned issue with vehicle soon. Could be some new bug after changes in dammage-eventhandler (and adding the explosion detecting eventhandler). Share this post Link to post Share on other sites
fitzwilliam 1 Posted June 1, 2014 Hello SaOk, Just wanted to let you know that after reverting Arma 3 to the stable branch I was able to use artillery again and units are once again fully clothed :). I'll give the new test version a spin shortly, thanks for the tactical glasses!. I'd also like to report that I have experienced that same issue that qdrummer21 has where the player respawns when his vehicle takes some damage but is not destroyed or even a mobility kill. With regard to artillery I also had some thoughts. I have noticed that when one purchase a high-value artillery asset (for example a sandstorm) the fact that it actually deploys on the map can be problematic. First, it often deploys too close to the player and as a consequence the target may be inside its minimum range. This necessitates a move which often exposes it to destruction. I have also seen the purchased unit deploy in extremely close proximity to enemy units. For example, during a camp assault I once purchased a scorcher to provide artillery support. Unfortunately it spawned right in the enemy camp! It also seems that the AI in the Scorcher don't use their main gun in a direct fire role. I've seen them firing at units they had LOS to that were fairly close and to do so had the main gun elevated nearly vertical. Needless to say the fire was inaccurate and a substantial threat to nearby friendly troops. So I wonder if there might not be a way to simulate non-mortar artillery firing without having a physical presence on the map. For instance, the player might be able to purchase an "artillery park" at a camp. After doing so he would purchase fire missions that would have a certain amount of rounds available and remain on-call for a set amount of game time, say 20-30 minutes, at which point the mission would expire and the player would have to purchase a new one. Of course my scripting skills are essentially non-existent in comparison to yours so I have no idea if this is possible or fits with your vision for the mission. Finally I want to note that none of my suggestions are meant as implied criticism. You've made something that is well beyond my abilities to create and I appreciate your ongoing support of the mission. Share this post Link to post Share on other sites
SaOk 112 Posted June 1, 2014 One of the changes in that update was that the support called artillery spawn now near the nearest friendly camp from player. ;) If its far, it should be safe. But will work on that more to make it sure its placed always very far. The artillery is now removed only if destroyed or it run out of HE shells (little different rules for Scorcher). And player no longer can high command the artillery. Share this post Link to post Share on other sites
fitzwilliam 1 Posted June 1, 2014 (edited) Hey SaOk, Quick update. I just now did a restart/0-0-0 resume with the new version. It seems that something is getting messed up with towns and relationship. No indication appears on the left side of the screen where there is usually information about the town you are in, its relationship to you and the type of support it provides. In addition the local shop is not available in the WLA menu. I had noticed this previously when I was using the Dev Branch. I'm now using the stable branch and the problem persists (please note that I began using the stable branch with a full restart of the mission). To the best of my recollection this started occurring when you added relationship status to the things saved with the 0-0-0 save mission function. EDIT: Thanks for the artillery update! EDIT 2: In case it helps with trouble shooting this, installations (factory, power station) do not appear to be affected by this, they still show all the usual info and the local shop still works. Edited June 1, 2014 by fitzwilliam Share this post Link to post Share on other sites
SaOk 112 Posted June 1, 2014 (edited) Messed up the village size when making relationships to save. Fixed in the next update. Currently the shop/display are only there when under 50m away from village name. New gameplay vid with the working artillery: Edited June 1, 2014 by SaOk Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted June 1, 2014 You need to do something about the massive spawns everywhere. Chance to survive is near 0. Using an UAV you can see how many Soldiers are really in the area (see at right corner TPW_Hud, the Orange number are Enemys) I love to be challanged but when 30 CSAT Boys come for you thats not challange, thats Rape. Share this post Link to post Share on other sites
SaOk 112 Posted June 1, 2014 Remember to try the artillery against those. ;) Is that british unit? Will need to try that mod too, also finally the TPW_Hud. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted June 1, 2014 Yeah, its the new British MTP Uniform, looks good. Remember u need Muduload to initailize TPW_mods wiht your savegame. Start Mission -> Save&Exit after land -> Resume Game -> Initialize with moduload Share this post Link to post Share on other sites
SaOk 112 Posted June 2, 2014 Will work on the COOP update very soon. There was mutliplying bug in new construct script but seem to be gone now. Share this post Link to post Share on other sites
RUFFNEK 10 Posted June 2, 2014 (edited) I thought that Blastcore had maybe effected my fps but then I notice that my frames drop when calling in helo support, Ive used the transport choppers quite a bit and it seemed fine. The jet doesnt seem to effect the fps much either, just the helo. Could this possibly be true? I know someone mentioned earlier that AI spawn in hectically when you are in a chopper Also, does resting do a sort of clean up? I've noticed a huge increase in fps after taking a rest, is there some sort of a flush that occurs during resting? Sorry for all the questions lol but would it be possible to take a look at the fast travel operation? Maybe introduce some sort of a point and click way of traveling? I've got bases everywhere and its sometimes confusing because of their decimal point like "camp near factory 3.2421841397km away" :) One last thing, I havent tried the latest version but I cant find UAV terminals anywhere, is it possible to customize what stuff is in the ammo drops? If I recall correctly, only .408 ammo is available, not 12.7, maybe its in the AFF box? Edited June 2, 2014 by RUFFNEK Share this post Link to post Share on other sites
SaOk 112 Posted June 2, 2014 (edited) Small sneakpeak of new special buildings to create ;) Bigger pic here: http://makearmanotwar.com/entry_uploads/247/screenshots/PZLcdWzuUMJOfjalUUkm5guMv6f3Ubc4DNL0uXs1tzjU553jcb.jpg When flying the camps and guardposts become alive inside bigger radius that could drop FPS somebit. Could lower that distance some bit. The rest function dont trigger stuff to delete, but could be that there was just deleting loops reached while you were resting. UAV-terminals should be already included in every cratedrop but checking that. Custom ammo drop function could be nice, will see. But will add at least gear shops soon. Will look for improvements for fast-travelling too at some point. Edited June 2, 2014 by SaOk Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted June 2, 2014 wtf is that? Looks like the Airstation with a PP-Filter of Tschernobyl :cool: Share this post Link to post Share on other sites
SaOk 112 Posted June 2, 2014 (edited) New SP WLA update. Added much more special structures to build (factories, storages, radars, transmitters...), village relationship displayed now as colored markers, other experimental marker additions, some other tweaks/fixes. :D Edit: Forgot to mention that you no longer can undo the special structures (except antenna and the old gear storage). Also guardpost cant be deleted (at least for now) if it have some of the new special structures added. The effects of new special buildings are explained in the hint (opened with H-key, also readable in field manual). May change/expand the effects later. As other new detail added again some random burning wrecks and tires to appear in hostile locations. Should work now right. Edited June 2, 2014 by SaOk Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted June 2, 2014 Thx dude, i will try it asap tomorrow :) Share this post Link to post Share on other sites
fitzwilliam 1 Posted June 2, 2014 Hello Sa0k, Spent quite a bit of time yesterday playing the new update, and have just now restarted/resumed with the latest update (today's, 2 June). I like the new map markers, at least the ones I have seen in about 15 minutes of playing. The town relationship shading is very nice, subtle enough to not be distracting and conveying helpful info at a glance. I also saw what appears to be an arrow indicating the direction from which CSAT is going to attack a camp which is also very helpful. I was about to post that I lost the ability to call air support but something told me to check what the new special buildings you added do. I see one now has to build a mil office to call air support. I'm hoping only one has to be built as it seems quite large and would be difficult to incorporate in many camp layouts. With regard to the work you did on artillery I can report that I had no difficulty calling in artillery support after purchasing an artillery unit. I do note, however, that there still seems to be a problem with where the Sandstorm and Scorcher spawn. I have now purchased 4 Scorchers and one sandstorm and all have spawned withing 150 to 200 meters of the CSAT camp nearest to me at the time of purchase, even when I was actually closer to a friendly camp. This resulted in the almost instant destruction of 3 of the units. In addition they were too close to the targets I wanted to use them on (Invalid Range message when attempting to plot the mission). The problem is compounded by the fact that we can no longer move them once they are placed. Any chance that the player might be able to select a location where they should deploy, say within 200 meters of a friendly camp. Or maybe allow the player to specify which camp the unit should spawn near? The new ability to build units at factories is nice too. I like the CSAT helo that is a cross between an Mi-24 and an Mi-28 so it was fun flying around in one of those. It's neat that it is an attack helo and you can carry your squad around with you too. I noticed the factories use FP (factory points?) to build the units, not prestige. Is this a resource generated by the factories and accumulated over time? If so, please note that the value is not carried over when you do a restart/resume; I had about 21 FPs remaining after building my last helo yesterday and today, after doing a restart/resume, I only have 0.9 (have a three factories operating currently). Finally, there is still some strangeness going on with camp and strategic point capturing. For example, yesterday I was defending a guard post that controls the factory at Athira. There was another friendly guard post about 500 meters north of my position. All of a sudden I got the message that I had failed to defend the strategic point and that it had been captured. This despite the fact that all the statics were still manned and myself and 7 squad members were deployed within 20-30 meters of the tower that was the guard post core. CSAT crew spawned at the statics, knocking the bluefor crew aside, and CSAT teams started motoring in to garrison the post. The marker denoting the guard post's presence also disappeared from the map but none of the actual structures or statics associated with it did. As this had happened to me before I simply waited it out and let my squad instantly kill the CSAT crew on the statics and picked off the CSAT teams as they arrived. I then got the message that the strategic point had been captured and it turned green again on the map. However, in order to get the guard post to appear on the map again it is necessary to fast travel away from it for some time. I am not sure what causes it be drawn on the map again, only that it always is after a certain time as long as one stays away from it (outside the range where the statics and AI teams would be spawned in). As I said, this has happened to me before, both when defending camps and strategic points is invariably accompanied by the guard post marker disappearing with the map although, as noted, none of the structures or statics associated with it actually disappear. I should also note that have lost camps where no guard post was present even though I was essentially standing on the camp flag. Hope you find some of this helpful and keep up the good work! Share this post Link to post Share on other sites
RUFFNEK 10 Posted June 3, 2014 Small sneakpeak of new special buildings to create ;)https://dl-web.dropbox.com/get/arma3WLASCsmall.jpg?_subject_uid=137434502&w=AABEa8Y3JpdgDCTui8Q1XHjD1Kni8p07Ve3cR4AE_WbTEw Bigger pic here: http://makearmanotwar.com/entry_uploads/247/screenshots/PZLcdWzuUMJOfjalUUkm5guMv6f3Ubc4DNL0uXs1tzjU553jcb.jpg When flying the camps and guardposts become alive inside bigger radius that could drop FPS somebit. Could lower that distance some bit. The rest function dont trigger stuff to delete, but could be that there was just deleting loops reached while you were resting. UAV-terminals should be already included in every cratedrop but checking that. Custom ammo drop function could be nice, will see. But will add at least gear shops soon. Will look for improvements for fast-travelling too at some point. Thanks, yeah I tried latest version and found a UAV terminal. This map is really coming along nicely, its much more fun than sector control style maps and quite unique <insert American accent> Good job* Share this post Link to post Share on other sites
SaOk 112 Posted June 3, 2014 (edited) Thanks :) the next update have the guardpost side change issue fixed, also improved conditions to make it easier to defend strategic points/supply routes, factory point now save and working next to improve where artillery spawns. Only one mil office/radar/transmitter tower is needed. Edit: Had the arty spawning next to nearest CSAT camp instead of AAF camps. Fixed and also changing it to spawn to the most far camp instead to more likely stay out of action. Edited June 3, 2014 by SaOk Share this post Link to post Share on other sites
RUFFNEK 10 Posted June 3, 2014 Hello Sa0k,With regard to the work you did on artillery I can report that I had no difficulty calling in artillery support after purchasing an artillery unit. I do note, however, that there still seems to be a problem with where the Sandstorm and Scorcher spawn. I have now purchased 4 Scorchers and one sandstorm and all have spawned withing 150 to 200 meters of the CSAT camp nearest to me at the time of purchase, even when I was actually closer to a friendly camp. This resulted in the almost instant destruction of 3 of the units. In addition they were too close to the targets I wanted to use them on (Invalid Range message when attempting to plot the mission). The problem is compounded by the fact that we can no longer move them once they are placed. Any chance that the player might be able to select a location where they should deploy, say within 200 meters of a friendly camp. Or maybe allow the player to specify which camp the unit should spawn near? Hi, My 2 cents...if you press ctrl+space it brings up the command menu so you can request artillery support first and then move them (using waypoints) to a safe location before moving to your next target. Share this post Link to post Share on other sites
SaOk 112 Posted June 3, 2014 No, actually the artillery isnt added to high command anymore. But may add it back later. Thought it was quite extra and potential function breaker. Share this post Link to post Share on other sites
RUFFNEK 10 Posted June 3, 2014 No, actually the artillery isnt added to high command anymore. But may add it back later. Thought it was quite extra and potential function breaker. Oh, I stand corrected :p Share this post Link to post Share on other sites
SaOk 112 Posted June 3, 2014 (edited) New SP WLA update. UI additions, other tweaks/fixes. Edit: I will work on the COOP update most likely late week and weekend. Better finish the guardpost feature updates first before converting it to MP. Edited June 3, 2014 by SaOk Share this post Link to post Share on other sites
parmenides 11 Posted June 3, 2014 Great updates so far like all very much, best mod for me ever :) Only one wish please bring the repair system in as soon as you have some time :) Share this post Link to post Share on other sites
fitzwilliam 1 Posted June 3, 2014 Outstanding update Sa0k! I just bought a Scorcher and it appeared at a friendly camp about 8km from my current position. My virtual artillerymen thank you ;) I like the new icons you added to the various info readouts on the screen as well. Adding the unit silhouette to the UAV readout at the top of the screen is nice as well. The only problems is that your mission is soaking up a great deal of my gaming time, too bad I can't play at work! Share this post Link to post Share on other sites
RUFFNEK 10 Posted June 4, 2014 Is there some sort of fatigue/blur that occurs if maybe the player isnt rested or had something to eat? It doesnt do it in the editor or other maps. I re-initialized my mods and restarted the map but loaded the save game, the fps was great in the beginning then after some rain it got blurry. - I would just be standing doing nothing and then it would begin to blur in and out of focus slowly. Im using TPW mods, JISR (soundpack, cant remember how its spelt), ragdoll and weaponsresting. :/ Share this post Link to post Share on other sites