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SaOk

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

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Ah, it turns off just the boxes. That's already pretty neat and useful :)

I'm glad you are still working on the UI thingy. It would be nice to turn off the GUI text completely as well in case of cinematic recordings etc ;)

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Later could add option to turn off whole UI.

The AI spawns more far if increasing life range setting.

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Found a little bug,

disabled 'GUI boxes' setting does not properly initialize its state correctly after resuming a saved game.

Reproducing:

- turn off 'GUI boxes'

- save

- quit game and select WLA from ArmA missions menu again

- load save game from the WLA welcome screen

: GUI boxes are displayed from the start, which shouldn't be.

However, when you go to the Mission settings, as soon as you click the 'GUI Boxes' tab, it remembers/reinitialize its disabled state and disables by itself again.

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Good to know, I fixed it for next update. ;)

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Played earlier for the first time in ages, couple of things i noticed were the medical system is pretty rough, my ai were just down for ages sometimes and i was down myself for ages which was annoying and then if i gave anyone an order whilst i was down it would kill me. Also if you're on your own and you get hit you just lie there for ages unless im missing something obvious? Next time i think ill turn it off at the start.

Also when i died and chose camp wolf it would just spawn me nearby anyway meaning i just couldn't get back to base at all and had no ammo or anything, using all the same mods i usually use and it never used to do that. Also saving and reloading just seems to break so much stuff, enemy vehicles just empty (for example the two AA vehices on the "Secure pointed airfield" task).

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Hi,

How far behind is the Stratis version? In the first post there is no version number for the Altis mission, the Stratis one is v1.20, and the last mention of "stratis" in this thread was in May 2013. So two years old? (I'd rather play on a smaller map)

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Small WLA Amalgamation update: GUI tweaks - let me know if UI text is cut out or it looks strange.

Yes, will still need to tweak it. But you can press space to respawn when down. Space is also used to revive.

Haven worked on WLS for very long time, might do proper update at some point but hard to find time/motivation.

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I haven't played for a couple of weeks. I downloaded the latest version and ran it on Takistan and came across a few issues.

No camps are spawning, I can fast travel to where they should be and buy stuff from them, but there's no buildings, guards or defences. Same with enemy camps. I tried to capture the marked camp for the resistance leader, but when I arrived, nothing was there. I waited around to see if it would capture anyway, but nothing happened.

I couldn't interact with villages, no buying vehicles or bribe options are appearing.

Still loving this mission, Great fun! So much freedom.

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Do you have the latest WLA addon installed and activated, that is required to play (without it at least camps and posts are broken). Game files verifying in steam (right click arma3 -> properties -> few pages right -> verify) could also help. I will need to check the takistan if there is some new bug.

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Hi! I re-downloaded the addon to make sure its up to date, restarted the mission and still the same. Its definitely activated. Validated my install just in case and that was ok.

Thanks for quick response.

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Seems like a great msision, should try it out. Always wondered why missions dont most of the time even use half of the map.

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Sorry if this has been answered already, but I've searched this thread for various terms but didn't get an answer. Is there a way to start with a different faction than the stock Arma3 campaign ones? I only see "Player ID" and a bunch of Greek, UK or US characters from "The East Wind" in the Identity drop down menu. With "RHS Escalation" or "Default" in the top right drop down menu, and "Player ID" as identity (which I thought would give me an extra choice), I spawn as a US soldier from the story - McKay. Is there a trick to be CSAT, or Russian from RHS, or other OPFOR in Aggressors or African Conflict for a change?

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I remember having problems figuring out how the finish the water barrel task the first time I tried WLA a year ago. I am having a problem with it again. Sorry I couldn't find a link to a FAQ in the first post. I am playing on Panthera, am near the southern village of Cato. I bring the construction truck right to the pink mission marker, or closer to the name on the map, but am only seeing the Fortress menu in the Shift-C window. I have created a Fortress item with the starting 4 tents camp about 300m from the city, it is now marked as Camp Wolf on the map, but there is no barrel on this menu either.

Also, I have built a Gear building in the camp. I get my construction truck near a soldier I killed, hit Y but I don't see any gear transferring from the body to the truck's inventory. It can't be the Z key, I have an azerty keyboard and Z is the move forward key, as the W key is for WASD on qwerty keyboards, so of course it doesn't work. The map briefing only speaks of having a Gear building in the camp as a prerequisite for lazy looting through Y.

Edit: Figured the Gear looting option. You have to actually point to the corpse then press Y. Then get right next to the Gear shack and hit Shift-1 and the Customize Gear menu will open. I think the latter would have been much easier to use if it were the standard Arma3 gear menu, with the inventory contents on the right and a crate with all the available looted gear on the left.

Edited by neofit

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Small WLA Amalgamation update: let me know if UI text is cut out or it looks strange.[...]

O4r8jwLm.png

Edited by ChuWie

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It requires heavy scripting to make dynamic sandbox missions, having hundrets (would guess something between 400-800) of functions running and everything need to work together. It also brings more challenges for task creating. In linear short missions you can just throw all stuff in editor. Generating whole map action is made with spawning and deleting loops combined with endless rules. Have been practicing to create the consept basically from spring 2012, starting with arma2 mission Zub. Probably over 95% of the time have gone to optimizing. Too bad the manw jury only saw the WIP placeholder story if even that. Have been trying to make something similar they hyped to be in arma2 but wasnt at the end. Also liked the more sandbox missions in arma2 campaign. Hoped arma3 would have had some dynamic gameplay as default, but BIS is just completely lost in that area as they were mostly in that competition. Like they picked only quick gameplay stuff in MP category to finals, just lazy and clueless. Maybe mean to say but its true.

It would be nice to make OPFOR side playable, but it requires big changes in scripts. I hope to work on that at some point but no promises. You can buy water barrels in mil center when in friendly camp. I might have forgotten old hint messages there. The gathered gear appears only in shift+1 gear section.

Released last nigth some UI tweaks (forgot to add post for it), checking those issues in the pic.

Edited by SaOk

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It requires heavy scripting to make dynamic sandbox missions, having hundrets (would guess something between 400-800) of functions running and everything need to work together. It also brings more challenges for task creating. In linear short missions you can just throw all stuff in editor. Generating whole map action is made with spawning and deleting loops combined with endless rules. Have been practicing to create the consept basically from spring 2012, starting with arma2 mission Zub. Probably over 95% of the time have gone to optimizing. Too bad the manw jury only saw the WIP placeholder story if even that. Have been trying to make something similar they hyped to be in arma2 but wasnt at the end. Also liked the more sandbox missions in arma2 campaign. Hoped arma3 would have had some dynamic gameplay as default, but BIS is just completely lost in that area as they were mostly in that competition. Like they picked only quick gameplay stuff in MP category to finals, just lazy and clueless. Maybe mean to say but its true.

I completely agree with this. I also expected to see WLA on the MANW SP podium together with Pilgrimage, but instead of one of the dynamic missions where people spend hundreds of hours, they put 2 crappy, play once and forget, kitschy and short SP missions. Probably having Czech team members helps ;).

---------- Post added at 14:18 ---------- Previous post was at 14:02 ----------

There is also the issue of the green window that shows a village allegiance:

aaa.jpg

It's right on top of the menu text, and I can't see the menu text because of it. IMHO it should be moved above or below.

Also, on the subject of "Hearts and Minds". I am playing on Panthera, and this village started as Angry with me. I'm not sure if this kind of a priori relationship is normal, but it spawns a lot of armed villagers who shoot at me and throw grenades. So by the time I can escort and protect a civilian or reach the center of the city to drop a water barrel, I am forced to kill so many that it becomes Hostile. Then finishing the quest puts me back on Angry, but I suppose this will continue ad inifinitum, or until I slaughter the whole population trying to help them, whatever comes first :).

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I just registered on this board to specifically thank you SaOk for this incredible mission. I gave up on the default ArmA 3 SP campaign in disgust, and WLA basically saved the game for me.

WLA isn't perfect (give me your strings text so I can correct all of the spelling and grammar :) but it is far and away the most fun I've had in any ArmA game.

Please keep up the good work. It is appreciated!

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Concerning that green window showing the relationship with the village you're in, is there a way to show or hide it at will? It often doesn't show when in the city, or is always there when you don't need the information :).

Also, if you get killed or wounded then reload, there will be this pink bottom-right window about how to revive showing for like forever, and it will only go away if another message replaces it, like "this container is full" when from the Customize Gear window.

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There seems to be a problem when building POW cells. Instead of a preview of the building or a wireframe, I only get a blue arrow. It will not rotate either, and regardless of the rotation slider or the direction I am looking at, it will place a prison as about an absolute 45 degrees angle to the north. I am definitely not making the front page of "Beautiful Compounds" magazine with that one inside.

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Thanks :), I should gather all text to stringtable and publish it for correntions. But still also planning to make changes so text could change.

Will work on the UI still much more (also fixing those stucked boxes). Need to reposition much. Could definitely add a button that player would need to press if wanting to see location info for short time. The object templates give still trouble so that pow cell have currently fixed dir, but could bring changes for that. Have early used Zeus editor to create the templates for tiny camps. Could make more proper looking pow cells with it.

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I turned off the Prestige UI up in the left hand corner. How do I turn it on again?

I lost it once too, but saving and reloading the game (with the normal save/load from the Esc menu) fixed it. Any luck?

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When you choose the "Start with Arsenal" option and start in a boat, Arsenal kicks in as soon as you disembark. Now if you saved before the Arsenal kicked in, for instance because the boat was 3.5 km from shore, then reload that pre-Arsenal save, then you will not see the Arsenal anymore when disembarking or ever.

---------- Post added at 12:20 ---------- Previous post was at 11:25 ----------

Also, if you save right after the Arsenal and before the first truck is parachuted then reload to that save, the truck will not be parachuted.

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I placed a Small Bagbunker with a Raised HMG inside. Then the unthinkable happpened:

aaa.jpg

How do I fix this? I suppose I need to delete the HMG (Raised) item, but I see no way to do it. DelPost deletes the whole guardpost, but this is in my main Wolf Base so I'm not deleting it. Undo Obj/Gun work the Undo in windows, so it will delete all the guns I created after this one before getting to this one. What's the trick?

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Currently there is no trick, but I try to add system for that soon. The core functions would be already ready for it. Arsenal isnt saved, thought the insertion is anyway reached without needing to save before it.

UI can be toggled in shift+1 options. But looking in possible UI bugs.

Updates soon. Playing currently witcher 3, but getting new ideas/motivationg while playing it. :) COOP update is badly late, but still in plans. Also waiting BIS to allow adding custom location classes that would be needed for the COOP update. But before that aiming to add revive and some other stuff.

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