LSD_Timewarp82 21 Posted July 16, 2014 Whats exactly the difference with the respawn old/new way? I propably missed the changelog. Cant wait for new version^^, makes me dizzy when i lost control :p Share this post Link to post Share on other sites
SaOk 112 Posted July 16, 2014 (edited) New small WLA update. Created factory related fixes and additions, old respawn can be selected now in shift+1 options to support mods better, some other tweaks and fixes. Edit: Forgot to mention, that there is new dynamic conversation cinema system. Currently only for appear when heading to save resistance contact from pow cell. Edit: With new respawn system, enemy AI dont know your location after respawning. Thats the only improvement. Edited July 16, 2014 by SaOk Share this post Link to post Share on other sites
CrazyChrisX 10 Posted July 16, 2014 Hello Soak. i have a little suggestion here, would it be possible to make it where the mission is compatible with a mod called Authentic Gameplay Modification Click here to go to the topic about the mod., since the current issue while playing WLA with Authentic Gameplay Mod, is that it disables the WLA menu, you cant use Shift-1, nor Shift-c as far as i know, it would be nice if you could find a new key combo to open the WLA menu, or if you could make where the client could have the option to change the key combo for the WLA menu and all the other menus in the mission. regards Chris Share this post Link to post Share on other sites
xYeYox 10 Posted July 16, 2014 Hey SAOK, just registered to thank you for this awesome experience you brought to ARMA3! This is quite an ambitious project and you've got my very respect for doing this. Despite I find it very challenging to retain an overview over those many dependencies which come with implementing so many features. I will play it in the meantime and will be glad to help by testing and reporting issues. regards Tommy Share this post Link to post Share on other sites
SaOk 112 Posted July 16, 2014 Tiny SP WLA update. Chopper transport work again + Artillery support work also now after respawning. Thanks, Tommy :) any feedback is always welcome. The Authentic Gameplay Modification conflict might be hard to fix. The mod is probably deleting displayeventhandlers from my mission or overwriting the same keys. The shift+combination custom keys are the most handy to use. But I may try to think something. Share this post Link to post Share on other sites
CrazyChrisX 10 Posted July 16, 2014 Hello SaOk, Chris again. So i have ran into a issue which am 100% sure if your aware of, pretty much i was playing WLA couple of hours ago, and when i died 2 times the mission ended, like i had the respawn on fast, but anyway, i died 2 times, first time i was shot by a Ifrit GL :P and 2nd time i spawned like 100 meters away from it, and i raised up and tried taking it out but it saw me before i could shoot, so i died again, but this time, gave me an option to restart or end the mission, dont know why but it just did. and about the AGM mod, dont worry, the WLA menu worked again, same as the Constructive menu, so no worries :) regards Chris Share this post Link to post Share on other sites
SaOk 112 Posted July 16, 2014 Thanks for letting me know. :) I try to prevent that respawn failure in the next update. ---------- Post added at 00:08 ---------- Previous post was at 23:59 ---------- Tiny SP WLA update. That rare respawn failure should be fixed now. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted July 16, 2014 Thx for adding the "older" way with respawn, it fixed the problems i´ve had perfectly :) Feels great to have the same Name after beeing killed ^^ Share this post Link to post Share on other sites
xYeYox 10 Posted July 16, 2014 Hey SAOK, after playing i've got encountered some small issues: capture pier is not a success: even locals are friendly (bribed) + structure (fortress) and static launcher is built. ...maybe because there was already a fortification nearby. I've come to this after i got the NATO-mission to secure a pier and i was lazy to fight, so i fast traveled to an safe pier and built a structure and static. civilian tasks (crate delivery): got the marker where to deliver, but there is no CIV there. He spawns after success for debrief cutscene. Maybe you could spawn those CIVs before. Also it would be more authentic to place the targets for delivery near civilian structures instead of randomly near the task-giver. WLA Menu: ...an option to remove items from the virtual storage would be handy. With some mods and your user friendly option to loot bodys and crates there will be chaos after some hours of playing. CSAT uniforms: ...some opfor are wearing civilian clothes instead of CSAT uniforms. Don't know if this is intended. That's it for now - don't know if these things were already on your list. regards Tommy Share this post Link to post Share on other sites
undead8 10 Posted July 17, 2014 It's a great mission to play! So much things to do! I have a question about saved games. I save using the 0-0-0 option, then quit the game using "Save and quit". I tend to build my camps in friendly town so I can have rebel support to defend. When I come back to the saved game, I sometime notice a few things: 1) Sometimes, CSAT will spawn inside my base, in the friendly town, when the game start, even if there was no CSAT when I saved. There might even be some land mines inside my base when this occur. 2) The CSAT unit that were on the map around my base when I saved are different. For instance, an AA unit will be gone and some other unit will spawn at another location where there was no one before. 3) Some of my teammates will complain they have no ammo even if it's not true. 4) Some of my teammates will spawn 5 km away from where they were when I saved. 5) I have to change again my settings using Shift+1 (I disable reinforcement and make my teammate stay where they are when I die -- this setting is not saved). Is this normal? I only use VTS_Weapon resting and play the SP version. Again, thanks a lot for your great work and your support. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted July 17, 2014 It's a great mission to play! So much things to do!I have a question about saved games. I save using the 0-0-0 option, then quit the game using "Save and quit". I tend to build my camps in friendly town so I can have rebel support to defend. When I come back to the saved game, I sometime notice a few things: 1) Sometimes, CSAT will spawn inside my base, in the friendly town, when the game start, even if there was no CSAT when I saved. There might even be some land mines inside my base when this occur. 2) The CSAT unit that were on the map around my base when I saved are different. For instance, an AA unit will be gone and some other unit will spawn at another location where there was no one before. 3) Some of my teammates will complain they have no ammo even if it's not true. 4) Some of my teammates will spawn 5 km away from where they were when I saved. 5) I have to change again my settings using Shift+1 (I disable reinforcement and make my teammate stay where they are when I die -- this setting is not saved). Is this normal? I only use VTS_Weapon resting and play the SP version. Again, thanks a lot for your great work and your support. to #3: its cause they are running low on Pistol ammo. Mark the Teammate, press 6 and look for the "subordinate Inventory" or something like that. Select it to open the Teammates Inventory instantly and throw them the Pistols away. Do this for each of your mates, when finished you can select all and press 5-5 to report and the low ammo complains are gone ^^ to #4: maybe they spawn on a camp which belongs to you? But usually u can "Fast Travel" on specific locations, use this to bring your mates back to your postion. to #5: Do you have newest CBA installed? Share this post Link to post Share on other sites
Coflash 10 Posted July 18, 2014 Hello I see that weapons are still added from any mods, but can you make it so that units get added automatically as well some how? Or perhaps some other solution? I've been playing your mod for quite a while now and I'm looking to change things up. Someone's probably going to chime in and say to use a mod to do it, and I'd rather they didnt as it's a manual process which is annoying to configure each time. If units could be changed from the beginning it'd be great. There are a lot of nice units out there. Thanks Share this post Link to post Share on other sites
SaOk 112 Posted July 18, 2014 New SP WLA update. Improved Gear-function, UI improvements also in fast-travel and in some other dialogs. Some other tweaks and fixes. Fatigue can be disabled now from shift+1 menu options. Includign units and vehicles from mods automatically could be tricky, but will see. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted July 18, 2014 Cool, i will give it a try. So i hope your missions "no fatigue" will block that breathing when the AI is shoot you. Actually it sounds not cool for me with that Instant breathing, it drives me crazy ^^ Share this post Link to post Share on other sites
blandman308 10 Posted July 18, 2014 don't know man... This mission is one complete bug. First of all at start the helicopter didn't land, some times even didn't move. Some other solders respawning and walking naked with other gear (looks really funny). In a gear menu when i try to change my clothes it's remove previous but don't wear new one so im naked like others. Then support chopper didn't fly where i wan't and you didn't wrote how to command it! Just clicking on the map woun't do anything. Construction of the guardpost... All i can do is just put god damn bunkers and nothing else. Hint says "after construction bunker you allowed to build other objects" but it doesn't happens! Some times, tasks "recue PDW" created on left down corner of the map so i can't comply them because it on bottom of the ocean i guess. Im using only CBA3 JSRS2.1 ARMA ver 1.18. This problem seems not often but there is a several people with same mine problem. Can you tell me what hell is this and how to solve this? I'm willing to bet its because you are running a pirated copy. I'm not here to scold you but trust me if you buy the game on steam all of a sudden everything will work. I know this from experience :). Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted July 18, 2014 I'm willing to bet its because you are running a pirated copy. I'm not here to scold you but trust me if you buy the game on steam all of a sudden everything will work. I know this from experience :). That would explain why in the hell he is on v 1.18 of Arma3. But without evidence i would be very delicate with accusing other members they would run an Illegal copy... Share this post Link to post Share on other sites
blandman308 10 Posted July 18, 2014 Point taken. I meant no disrespect. ---------- Post added at 22:22 ---------- Previous post was at 22:16 ---------- is there a way to increase the number of AI (friendly and enemy) around you ?would love to see tons of enemy and friendly units, jets, tanks, helicopters, vehicles etc spawning around me and have heavy war where ever i go TPW mod pack has a "skirmish" module. I have used it with WLA and it works well enough and is very cool lots of artillery and squads duking it out all around. Be advised though it is cool it will cause a few hiccups. Like when you call air support they will always get distracted by the war around you and won't make it to your area. and alot of times a mission target will just be killed or destroyed before you get there because....well.....theres a full scale battle going on lol. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted July 19, 2014 I tried Skirmish too as it was released, i know there are new options in there but it was in my opinion "too much" on the screen. It´s a personal taste, someone likes more to be stealth and stuff and others likes when the screen is full with dead bodies ^^ Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted July 19, 2014 New version runs good so far, but i´m not sure with the new option you´ve added (this one for respawn with old mechanics) to prevent those switching from own player. In the last version i´ve adjusted it to "Old" and have closed the menu. It stays there even when i have to open the menu again. In actual version i go again into your Options it looks like it goes back to the "new respawn" Would it be possible to let the player decide on which Month he would like to play your Mission? Would be cool if it yould be possible to start in January or November or something like this^^ Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted July 20, 2014 (edited) Can u please fix this with the options "Old for Mods"? When i choose that it doesnt stay at this Option,it goes back to "New for AI" which ends in Player Change when killed :( Fatigue doesnt work too, it reverts my choice Edited July 20, 2014 by LSD_Timewarp82 Share this post Link to post Share on other sites
-=2RTR=- Somnus 0 Posted July 20, 2014 @SaOK, As usual mate... It just keeps giving and improving... Mission suggestions... -MSR's... 'Main Supply Routes'... Friendly and Enemy... If your tasked by higher as a Special Forces team to destroy anything you find on the marked MSR... Sooo, you'd get the Int from Zero and then it would get marked on your map, like a 1-3km area of road and any enemy you kill on that road for a 24 hour period gives you points... Then the road would change to a new one no more then 10km away from the last one... Much like a SAS tasking... Could even have random mission to destroy mobile radar or missile arty... They could spawn with a small amount of dug-in defenses and tents, much like the LUP's you have that already spawn on the map. I think thats three different missions in there... Dynamic etc... Thanks again for all the effort mate... If you need any help on Military nomenclature let me know, I was a full-time British soldier for ten years... Would love to help with any dialog... Cheers mate! Share this post Link to post Share on other sites
CrazyChrisX 10 Posted July 20, 2014 Hello SaOK. i have 1 suggestion here. i play with a alot of mods, on your mission, but i have recently found out that 2 of the mods i play with dosent work with your mission, i use XMedSys and TPW mods, and when i launch WLA the custom keys for the mods dosent work, so i was wondering if it was possible to make it so the mods are compatible with your mission, since i would really like to play with XMedSys and TPW mods in WLA, but at the moment its like they shutdown when i launch WLA, since the custom keys to interact with each mod dosent work. regards Chris Share this post Link to post Share on other sites
SaOk 112 Posted July 20, 2014 Thanks, :) liking the ideas. Had been planning to add supply routes, but those will need some new functions to be detected right. But adding something like that soon. There is some moduload addon that might help with some mods, but havent tried it myself. The custom keys are quite tricky. Before the handlers for displayeventhandlers didnt work if I remember right. Keys need to be reseted on every load which causes issues. But I try to look for possible solutions at somepoint. Edit: Fixing also those respawn/fatigue options. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted July 20, 2014 Did you fixed it already? It makes me crazy^^ Share this post Link to post Share on other sites
SaOk 112 Posted July 20, 2014 Ok, :) New WLA SP update. In GEAR: When changeing or removing equiped weapon, possible old weapon mags are removed from containers, and for possible new equiped weapon up to 5 mags are automatically added (if available), added also remove all mags button in container menu. Fatigue and respawn settings fixes in shift+1 options. Share this post Link to post Share on other sites