Coflash 10 Posted November 15, 2014 (edited) What I normally do is spend 200 points on something I wont use (heaps of trucks or useless buildings), then use MCC to toggle Arsenal. I think that's a good trade off. 200 to pick what weapon you want. The current system is really bad compared to VAS and Arsenal. The UI/experience is unintuitive and harder to use. This mod actually used to use VAS, why'd it stop anyway? Edited November 15, 2014 by Coflash Share this post Link to post Share on other sites
giorgygr 61 Posted November 15, 2014 (edited) @Flyguybc,@Coflash There is already a choice/tab there in mission's start screen. It says "Start with Arsenal". It let's you FULLY tweak your starting gear in case you want to. @sunhawken I REALLY don't think it's even feasible. You see..the mission is not linear-so the team leader can proceed to some predefined tasks (with waypoints) so you can "follow and do your job". It's totally up to you. -Build relations with Resistance/Locals -Sabotage -Commanding other teams via *High commander menu -Securing resource/strategic locations for benefits -..and lots other things.. Edited November 15, 2014 by GiorgyGR Share this post Link to post Share on other sites
avfc 10 Posted November 15, 2014 Yes but start with arsenal while useful for the start is not a good solution overall, once that gear is gone you have to go the pretty user unfriendly menu's its just not very good but i've posted about this before and i think he likes to put his own systems into the mission, which i guess is understandable. Share this post Link to post Share on other sites
SaOk 112 Posted November 15, 2014 (edited) Multiplayer update coming but will still take time, probably closer to late November (or very early next month). Have been having more pause from the game to find the best motivation again. :) Could add access to virtual arsenal after the start too, some 300-500 prestige could be good price per access. My own gear system is there to have the gear gathering feature, also making it possible to change gear for team-mates. May update it more at some point, there is much old/upcoming features to work on. Currently adding support for Iron Front A3-mod. Edited November 15, 2014 by SaOk Share this post Link to post Share on other sites
taydeer 10 Posted November 15, 2014 Currently adding support for Iron Front A3-mod. Dude....YES!!! I was just thinking about that the other day! You da man! Share this post Link to post Share on other sites
Woody05 11 Posted November 16, 2014 Totally get it Soak. Like I said the fact you have to scavenge gear is great and I understand the need for it in that system. I hope you took what I said as constructive critique. Like I said the system as a whole is impressive and ambitious. Cool beans about iron front. Haven't played it before but watched the trailer and it looks cool!! Will iron front work on multiplayer too? Share this post Link to post Share on other sites
qdrummer21 10 Posted November 17, 2014 Loving the recent changes. This mission keeps getting better and better. Of course one of the things I like most about it is the base building, it's the only mission I've found that really integrates it into the mission. On the latest DropBox version of the SP mission I've been noticing the following bugs: 1. After playing all weekend, my game has developed a weird issue with objects disappearing. When I leave my custom built base to take care of some tasks there are parts missing when I return. Mostly it's random parts of my base's walls consisting of the "Military Wall" object. I thought maybe I did something the first time, but the second time I took 10 minutes to run to a town just over 1km away to drop off some water. When I came back there were holes in different spots. I've also had the "Bar Gate" object disappear once. 2. I think this one is related to the first bug. After leaving my base to run some tasks after building up new items in my base and then returning to the base some of the items that I placed, but used the "Undo" function to remove have reappeared. 3. My squad members AimingAccuracy skill keeps getting reset to zero. All of the other stats are remaining constant. Feature Request, could we get the following two items added to the base interface: 1. Negative Elevation: Being able to raise objects is very helpful, but occasionally they either don't actually touch the ground or I want to put them partially into the ground. Could we get the ability to lower the elevation to a negative value? I don't think we would need it to go very far. 2. Force Level: Occasionally I don't want an object to sit naturally on the terrain, I'd like to be able to force the object to a level position. An example of this is when putting sandbags or HESCO barriers on the side of steep incline. They end up looking like they should fall over. This combined with the Negative Elevation above would really allow for some more creative deployments. Keep up the great work and THANK YOU!!!! Share this post Link to post Share on other sites
Coflash 10 Posted November 17, 2014 @Flyguybc,@CoflashThere is already a choice/tab there in mission's start screen. It says "Start with Arsenal". It let's you FULLY tweak your starting gear in case you want to. Yes, we realise that, but we're not referring to that. We're talking about later on in the mission when you want to change weapons. Share this post Link to post Share on other sites
giorgygr 61 Posted November 17, 2014 Really sorry/my bad Share this post Link to post Share on other sites
taydeer 10 Posted November 17, 2014 Hey SaOK, I found that I couldn't call in a RHS vehicle while playing the RHS version of your mission. The helicopter came to drop off the vehicle but it was carrying nothing. Is this because the RHS vehicles don't have roping points yet? Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 17, 2014 Yes, we realise that, but we're not referring to that. We're talking about later on in the mission when you want to change weapons. Man, then simply add a mod which provides your desired Loadout system... Dear god. Share this post Link to post Share on other sites
avfc 10 Posted November 17, 2014 He's just making a suggestion and some people dont want to download and run tonnes of mods....Dear god. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 17, 2014 (edited) SaOk rejected the suggestion to use an other Loadout sytem multiple times, people need to deal with it. I run his mission with over 60 active mods and have no problems at all. And installing 1 mod to have desired loadout system isn´t too much to ask (for most humans) I would suggest the mod outfit_gear, in this mod it´s possible to put the thing on your soldier you want to and of course its possible to save the created loadouts, you can load those saved loadouts on your mates too of course. The interface of the mod is like VAS/VirtualLoadout/etc Edited November 17, 2014 by LSD_Timewarp82 Share this post Link to post Share on other sites
avfc 10 Posted November 17, 2014 Thats fine but new people to the mode dont want to read 300 pages to see whats been discussed before and when you suggest something there doesn't need to be the "dear god" part, its a bit needless. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 17, 2014 So you think my answer was offense? Maybe i misspelled it, English is not my native language and here in Germany you can build a sentence with a funny meant "herr gott - dear god" and has nothing offensive meaning :) Share this post Link to post Share on other sites
SaOk 112 Posted November 17, 2014 Thanks for all feedback, checking the issues. The AI slingloading is still unstable for certain vehicles. Had to disable it for called gear crates, the crates usually ended above the chopper. That feature works very chaotically since there is multiple random working factors - setpos'ed vehicles may be static for short time before getting physics running again. The ropes also may cut easily if the carried object gets accelerated too heavily. Will see for improvements, but quite tricky to work with it. Vehicles that dont have rope attachment positions in config have more simple pos selected, it should still work the same. Slowly getting iron front support running, will still need to rework some features for it since there is no choppers. Will also make the high commaning, call support and maybe some other features be only available if having radioman or static radio nearby. Should be more fitting for the WW2 setting. :) Share this post Link to post Share on other sites
Victruso 179 Posted November 18, 2014 (edited) I'm guessin' there will be some new features for the mods section of the WLA menu? I mean, not right now, but later on. Edited November 18, 2014 by Victruso forgot to add something on. Share this post Link to post Share on other sites
thefinn 3 Posted November 19, 2014 I think VA is unnecessary. Much prefer you worry about CO-OP :) Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 21, 2014 Island Panthera was now released as Arma3 Version :dancehead: http://www.armaholic.com/page.php?id=27417 Share this post Link to post Share on other sites
SaOk 112 Posted November 21, 2014 Looking nice, :) still slowly working on the Iron Front support. Needing quite much tweaking, but should be ready in some days. After that will check other mod maps. Improved mod section is possible later, but before that COOP updates. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 22, 2014 Iron Front is that WWII Mod? Me personally dont like the World War 2 Scenario :( Share this post Link to post Share on other sites
Tavish 41 Posted November 22, 2014 I'm playing the latest version of SP and VTS Weapon Resting isn't working anymore. :( Love the mission, keep it coming! Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 22, 2014 VTS Weaponresting works for me, hmmm.... Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted November 22, 2014 Is there any way to access the virtual arsenal after the mission starts? I know you can select it at mission start and it appears seemingly randomly after you insert, but is it possible to use it at a later date? I'm playing the latest version of SP and VTS Weapon Resting isn't working anymore. :(Love the mission, keep it coming! Works fine for me. Maybe your frame rate was too low to initialize the script at mission start. Share this post Link to post Share on other sites
SaOk 112 Posted November 22, 2014 You can use this code in esc-menu (and press exec) to enter virtual arsenal: ["Open",true] SPAWN BIS_fnc_arsenal; But cutscenes and maybe some other events may conflict partly with that. Share this post Link to post Share on other sites