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SaOk

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

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'lo SaOk

I believe a different approach must be found for the enemy mortars.

More times i lose members or dying in the middle of nowhere (while moving carefully/stealthy) than from an actual typical firefight.

There are just too many.Maybe if you could lower the probability (maybe -50%) from spawning?

I know there is an option to disable them from start..but it's not the solution.

I haven't been in a war myself..but i believe the frequency of enemy arti is far from reality :/

Beyond that..this mission is an awesome experience for me.

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Thanks, I will lower the chance more, but if the mortar AI spots you by himself that cant be altered. Unless I have forgotted to set skills to near zero for mortars.

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Reuploaded SP version 1.2 with custom voices and some tweaks/fixes.

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Awesome mission, man! I really enjoy playing it.

Though, I've run into some problems when I downloaded version 1.2.

When I die and load my lastest save, all of my items that were stored in clothes and vest are gone, which means I lose all magazines, FAKs etc.

Next thing, as someone already said, most of ammoboxes couldn't be opened (that happened to me when I was using 1.1, haven't tested it in 1.2 yet.

I couldn't even pick up a bag with Darter drone, the action in action-menu just doesn't appear.

Also, is it normal to have really low FPS? Im using NVIDIA Geforce GTX 660 and AMD Phenom II X6 1045T, and even with Standart settings I only have something about

15FPS when playing WLS.

Last thing, I wanted to ask you for some features. First, I'd like a way to turn off custom sounds, as I find them really iritating. Second thing, would it be possible to make your original teammates playable and switchable using Unit Switch? Sometimes AI is really stupid and really destroys my tactics.

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Thanks, :) are you using any mods? There have been other players with the same inventory problem, but it havent happened for me yet. Bugged crates are mystery for me, since I have set those to be immortal against damage. Getting that bug myself too sometimes, but I am guessing its game bug as the missing actions. Mission requires quite much CPU since I try to have much life around player. You can set ambient life to half to gain some FPS. I try to tweak soldier amounts more, but probably bigger performance gain could only come from game patches (except for big villages I will add gap of how many buildings can have soldiers in. Currently FPS is dropping much for me too when getting near the big village near airfield). Using UAV spawns life with bigger radius so better to avoid using that. But I continue tweaking. Custom sounds are not included in the steam workshop version. Making all team-mates playable would require much changes in many scripts too, but I may add that feature at somepoint during fall.

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I'm using just two mods, JSRS 2.0 and Temporary Support Vehicles. About that FPS problem, my ambient life actually was set to half, yet I was having 15FPS. When starting the game, I had 30+FPS, but when I approached LZ Connor, it suddenly droped to 15FPS. This is more probably just problem with the ArmA 3 itself. About that playable team-mates, glad to hear that you might add it in future release :) Thanks for responding.

Well, there is a last question.. Are you planning to do something like Whole Lotta Altis? :D

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Yes, Whole Lotta Altis is coming and hopefully will be much more complex and detailed. :) I am also using the JSRS mod, not recently the support vehicles but probably that isnt causing the issues. I see what can I do for the inventory problem, but its probably a game bug. Just need to wait game patches.

Thanks, the mission can be found also from Armaholic, MODDB and dropbox-link. Check the first post in this thread.

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Would be cool if the whole mission would be a bit more dynamic territory gaining wise when Altis hits. Right now the gameplay is really cool with all the chaos around you, but capturing bases and especially befriending towns isn't all that exciting and "only" feels like something you'll do to complete the mission and get a better score.

A dynamic mission system based around the bases would be sweet. For example your bases get attacked from time to time, but the way that happens will be different each time. One mission type could be a vehicle convoy heading for one of your bases. You will then of course have many different options to handle that. You could set up a trap with mines before the convoy reaches the destination, call in CAS to take them out (costing lots of money and requiring you to have conquered a base that gives you CAS) or just head to your base and use the time to set up some defenses using money on static defenses or fortification. Other defense missions could include air attacks on your bases or artillery firing with infantry moving in afterwards. Maybe the mission type and support that you are able to call in could even be based on enemy/friendly bases next to the one being attacked.

So those defensive missions could happen each 30 minutes for example. The rest of the time could be used for "territorial" gains by taking bases. Would be also nice if the bases would give you advantages based very much on their layout, so that you can't buy tanks/jets/helicopters in bases that have very light defenses and some small buildings. Bigger military areas give you access to tanks, but are much more difficult to take with the Altis Airfield being the most difficult one because it gives you access to pretty much everything availible in the game.

All in all that would make money and defense management/territorial gains much more interesting and you'd have to think a bit more strategical instead of just driving your tank from base to base.

Just some ideas i had in mind :)

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Something like that definitely. The Altis mission will begin from random location on the map (only blacklisting some biggest locations e.g. airfields, enemy HQ which could later be also in random location), the camps will be placed most likely also on random locations (could make array of possible locations + later maybe some open areas to generate camps with walls/other objects) and probably not to be marked on map as default. Player will need to search the map by himself or ask locals for sightings. Camps will have different access for features and yes for air forces an airfield is needed to be captured. With construction truck player can upgrade defenses, maybe even build other things to gain more features (e.g. tents to allow resting, antennas, power... need to see what objects there will be). First the mission will be more simple, but I expand/improve it for a long time. Most of these ideas I should be able to add very quickly by using/tweaking already existing scripts from WLS and my older A2 missions. The map will have more peacefull areas and high danger zones with hostile tanks. There could also be few virtual armies (which I had in Whole Lotta War) randomly patroling around the map. Those could be the random rare factor to loose captured camps. To make player aware of hostile movement there would be UAVs and locals will give hints too.

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Your latest 1.2 SP version seems quite stable.

Even with Mortars enabled, much more playable and enjoyable compared to the earlier versions which were missions from hell.

Not sure what else you could do. Seems fine as it is.

No bugs but one thing:

Says to use "Green Flare" to get US arms shipped in.

I fired HE Grenade and was able to get the cut scene.

cheers!

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Thanks, I will check that flare signal script at somepoint. It should be following green flare magazine, but there could be bug in. Else the mission is probably close to finished unless I return to add some better tasks/story someday. Else its time to focus on Altis, hopefully starting from tommorrow. :)

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For some reason i'm having trouble getting my AT specialist to fire at an APC near LZ Connor after capturing it. I give him the order to fire, I see him loading a rocket in the launcher, but nothing happens, he doesn't fire. Is this a bug with the dev build ?

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Yes, mostly likely temporal game bug. There have been unresposive AI issues after AI was tweaked to be better in close combat. For some strange reason, the AI have worked recently worse for certain players. I hope those are solved soon.

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I am working on the Altis mission as I write. :) Ultra awesome map. Trying to have test mission out soon on 1-3 days.

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Some people already have some issues with Altis.Probably in 2-3 days the Dev. guys will have it run better so..SWEET :)

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1ohw.jpg

Very early version of Whole Lotta Altis is available in Steam Workshop. There is no tasks/ending yet, but you can explore, find and capture enemy camps that are random positioned. Also insertion position is random. Expect massive updates during months.

http://steamcommunity.com/sharedfiles/filedetails/?id=173155826

Dropbox-link:

https://www.dropbox.com/s/igtoh6ylyxv74tq/SP_WholeLottaAltis.7z

Edit: Re-upped with correct UAV terminal for player.

Edit: Related issue to vote:

http://feedback.arma3.com/view.php?id=13396

Edited by SaOk

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Anyone else have enemy APCs keep rolling up out of nowhere and annihilating everyone? :eek:

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Anyone else have enemy APCs keep rolling up out of nowhere and annihilating everyone? :eek:

SaOk may need to limit the respawn quantity and distance on those bastard things.

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The difficulty level affects on that. There is less enemy vehicles with lower dif level. If you hear vehicle approaching, the safest place is away from nearby roads. Keeping team-mates with hold fire command keeps you undetected. Against the hostile vehicle, you can buy more AT-soldiers from captured camps, set village specialty to AT-team, its possible to create guard posts, call air-support. Vehicles are deadly but at the end quite easily beatable. I work on COOP version soon. Currently the dropbox link is little outdated, I will update it soon once testing more the mission. Also will prepare version for armaholic with custom voices.

---------- Post added at 14:16 ---------- Previous post was at 12:23 ----------

New video of town action:

Also updated the dropbox-link version now.

New AI issue ticket related to the mission:

http://feedback.arma3.com/view.php?id=13478

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