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SaOk

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

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Thanks :)

looking for the repair/reammo function soon. The blur comes if player is hungry/thirsty and/or sleepy. The more combined, the more blur. You can disable those effects from start options by disabling player needs.

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Oh thanks, was busy downloading display drivers lol ^.^

I will have a long snooze next time before heading out, makes sense tho, think I've only had like 3 hours rest in the last 3 days of fighting

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Hahahahaha, i forced a CSAT clown to surrender and then i have a chat with him. He said he "wont reveal me information", by mistake my finger touches the trigger which lead a bullet to his head - 7 times ^^

His Clown friend told me about a secret storage, after this my finger detects a spasm, this leads to a 30 rounds bullet spam into the chest of the surrended clown.

My finger is okay now. :D

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New WLA SP update. More fixes (including minefield creating function Shift+L again works) and tweaks, +some face lifting/more intel markers.

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Hahahahaha, i forced a CSAT clown to surrender and then i have a chat with him. He said he "wont reveal me information", by mistake my finger touches the trigger which lead a bullet to his head - 7 times ^^

His Clown friend told me about a secret storage, after this my finger detects a spasm, this leads to a 30 rounds bullet spam into the chest of the surrended clown.

My finger is okay now. :D

Strange, my finger has the same symptoms except from my Marshal :D - got no time for jibba jabba...plus I didnt wanna build a POW camp lol

---------- Post added at 02:54 PM ---------- Previous post was at 02:49 PM ----------

New WLA SP update. More fixes (including minefield creating function Shift+L again works) and tweaks, +some face lifting/more intel markers.

I notice that there was a huuuuuge row of concrete walls surround a camp in the top left of the map (sorry cant remember name) - Was curios to ask, wouldnt that effect latency? Im not sure how the current engine handles things but last I heard is each and every object effects latency and performance and can cause sluggishness if there are too many things...just asking in advance of you making the MP version available :)

One more thing (sorry lol) - I think it would be cool if civilians and dogs etc could run away when there is a battle RAGING nearby. I was sniping and there were explosions, tracers bouncing everywhere and this civ wearing sandles simply walks up to me and is like hey whats goin on

Same goes for dogs, wish I had a screenshot but there was a dog a few feet away looking at me and I swear it was smiling

Sometimes civvys (and random objects like barrels, crates etc) spawn on the steps of guardtowers or in corner positions blocking my peeps from moving or occupying a space :D

Loving the new changes, gets better by the day

Edited by RUFFNEK

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The static objects dont have performance effect so quick, but I have made all guardposts, camp objects, big walls, items in houses to be there only if player is nearby. I will try to make the civs flee more easily. Animals could be more tricky.

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New SP WLA update (200th update in steam workshop!). Added random location military antennas that can be destroyed to cut CSAT reinforcements for 6-25minutes depending difficulty level, camp capturing also have similar smaller effect, +other fixes/tweaks +some more guidance.

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Very nice, will try it tonight :)

Do you want to add some items at any time? I thought it would be cool when you would add "Signs" like "Military Area, no Tresspassing" or something like that. I can place those signs through MCC but not everyone is using MCC so i thought it would be a cool addition if someone likes to setup a base with specific Signs.

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Sure, I will check the signs. Could maybe use them in other features too. At least add in the constructing menu. Currently preparing also own isflat-check function to finally avoid guardposts/prison and possible other locations to spawn on sloped locations. Tweaking also player needs.

Edit: Small WLA SP update. Added the better flat search, have mostly effect when total restarting. Also tweaks in player needs (slower blur appearing and sleepyness is reseted if blacking out), less AI should walk with handgun selected, some other tweaks.

Edited by SaOk

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Dude, can you tweak the distance for UAV Intel? 5km is too much in my opinion. 2km would be enough. 5km is too much, there is always an AA around the 5km distance, when destroying it a new one come straight after that

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Changed it to depend on difficulty level -> 1, 2, 4 or 8km.

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Apologies if this is already documented and I've missed it. Under the mods menu for units, what is the difference between the Friendly Groups 1-4 and Enemy Groups 1-3? I'm looking to assign some of my mod units in but I'm not sure which numbered groups I should put them in. Thanks!!

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The friendly groups (or array of unit classes) 1. and 3. are orginally meant for NATO, 2. for AAF and 4. for friendly resistance so those appear for story right, but can be changed freely to something else too if wanted. The 3 enemy groups can be in any order, those are just picked randomly.

If you have only one unitclass in that array, its picked for every unit in the create group. E.g. group with 4 AT-soldiers. If you put same class many times that is more likely picked than the others.

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Yes, will gather more change before release. But also working now on the coop update which could slow down sp updates some bit.

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The friendly groups (or array of unit classes) 1. and 3. are orginally meant for NATO, 2. for AAF and 4. for friendly resistance so those appear for story right, but can be changed freely to something else too if wanted. The 3 enemy groups can be in any order, those are just picked randomly.

If you have only one unitclass in that array, its picked for every unit in the create group. E.g. group with 4 AT-soldiers. If you put same class many times that is more likely picked than the others.

Perfect, that's what I was looking for. I didn't want my custom NATO troops being deployed as members of the resistance. :)

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Quick question is there a way to turn off grass in the co-op vs of this map?

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Hi again :) Thanx for all what u do - lost all days with this mod. :D

Especially for beautiful special buildings. :inlove:

*****

1) Can you explain this little more

Land/Air-vehicles (including mod content) can be created now near factories, vehicles can be scrapped near factories,

Don't understand how it works.

2) How "Diversion" ability in Call Support work?

3) I know you don't use third-party scripts at this moment, but maybe there a way for user to manually implement >>>this<<<? It's map Misc-module.

4) Please increase ammo capacity for one Rearm Truck in future, i have in squad some UAVs and teammates on planes.

It's hard to rearm them on Arifield from vehicle ammo box, that drop in random place. :bounce3:

For example 1 Truck can reload only 1 rocket in UAV (which have 4 rockets)

5) Btw maybe you can add ability for all airports to automaticly repair\rearm (by script or by AI trucks) all empty\damaged air vehicles near airport?

I like to use my own planes with ai-teammates. (because i can directly command them what to attack)

They stay at airport until i call them to help. But when they finish their job - i need to spend a lot of time to return myself at airfield and manually repair\rearm (^) them. It's almost impossible and requires too much micromanagement.

The same for UAV with 4 rockets.

6) (?) Add second Fast Travel - without teammates

7) UAV laser marker have any effect for AI-planes and AI-helicopters from Call Support?

At this moment i just don't know how to order them to attack manual target or seek for enemy at target place.

Thanx in advance.

Edited by Shoker

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Thanks,

not yet grass disable option in COOP but will try to add it soon.

If you open WLA-menu next the factory (just realised only the orginal factories might work for this (need to test)), the local shop is named factory and in that you can create vehicles. And if you drive vehicle near the factory, its empty, you point at it and press Y, one resource point is made. Created vehicles cost 3. I will try to add that lifter if it can be done without including 3rd party scripts in the mission files. Also when BIS releases the helichopper DLC, will use the possible ropes to do similar feature. Will check if its possible to add ammo capacity for rearm trucks, but heard the DEV-version of the game already have some changes for that. Repair/rearm function in plans too, could make that by recreating the vehicle. Fast-travel tweak would be needed too. The laser marked targets work some bit (at least if player is using laser marker), but if the enemy vehicles are in open isnt needed. But I havent tested much that feature yet in ArmA3 if there is some jet dropped bombs that would require using that.

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As i played yesterday i´ve captured a factory too, it says "Strategic Point enabled" and relationship is "friendly"

But as i tried to build some of this things on FactoryShop it wasnt able cause i didnt gather this points, it says after 2 hours that i still havnt Points to create some vehicles at thje factory. Did i forgot something?

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New WLA SP update: Much new voices by Jin (download the latest WLA sound addon version), new special building Cargo House can be created to repair/fuel/arm empty vehicles near the building by using Y while pointing at the vehicle, water barrels can be used to drink, CSAT AA block UAV intel depending on difficulty level, some other fixes/tweaks.

Have been making progress with COOP update too, but will take still days to get it ready.

The vehicle scraping should work, the timed resources come only if having power plant and pier too.

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You're the best .:cryy:

Thanx.

Btw - you can also add First-Aid special building with the same function. (for soldiers)

> repair/fuel/arm empty

Why only empty? In order to not be so lazy? :D

UPD: Ups, forgot - you just respawn them.

> without including 3rd party scripts in the mission files

There no way to just load them into mission if they installed as game mod on player PC? Like F-18 SH (?)

Edited by Shoker

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Will add the first-aid function soon too, and fixing not empty vehicles is possible too, just need some small changes. Just realized that forgot to blacklist guardpost vehicles/static weapons but shouldnt cause big issues. Mod addons with config classes and functions usually can be added without including the 3rd party scripts or making the addon required. Should be possible to add the lifter as optional addon, but didnt yet find the module class in the config and not sure if the module can be spawned, but working on that soon.

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Thanx for answer. :)

There, probably, bug with "Resumed" game. I checked it with new and old map. Also with few old and new saves. (.var - files)

If the "custom" Storage (1000 prestige points) was built by player, after the map restart - it (storage) will start clone himself every seconds. I also got red circle on map around them and flickering "Storage Enabled" message (i have guard post near it). Don't check custom factories yet.

There no any errors from your side?

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