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SaOk

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

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Hallelujah!

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Apparently a new gunner spawned by itself.

Good idea about TW3, we don't want you to get burnt out on WLA :).

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Small WLA Amalgamation update: GUI tweaks and fixes.

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The middle left window with the Relationship Status is still overwriting the scroll-wheel menu.

Where do you prefer the feedback to go, here or the Steam forums?

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Here is good, will need to tweak that. Probably adding the toggle button soon. For me it dosent overwrite, but the screen ratios and especially UI size setting probably conflict.

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Here are my settings and what I am getting:

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arma3_2015_05_23_11_33_00_67.jpg

At first I wanted to suggest to move it to the same position on the right side on the screen, but in this latest version you put there the window that was at the bottom right, the pink one with the help about reviving. It can still work though, if you anchor it to the right bottom as before, and move that Relationships window at the same height to the right.

---------- Post added at 09:53 ---------- Previous post was at 09:46 ----------

Also, look at the event log.

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I was very happy to have found it, it is fun to read, but wouldn't it be more readable with a linefeed separator instead of the "|" character? (and is there a scrollbar?)

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Will look into the scrollbar if there is one, it would be definitely needed. Seems like I missed that quick command menu. I will think something for that.

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While you are still working on the UI, TW3 permitting... Most of the special tasks we receive give us a permanent marker. Not on the map, mind you, where it would make the most sense, but in the 3D game window ;). Now I received one to clear an airfield (the island main airport) 9 km away, as well as to clear a landing site a whooping 18km away, that I won't be able to attend do in hours or days. I like how they are big and colourful and won't be mistaken for anything else, but sometimes I have 4-5 cluttering my horizon, and I wish I could deactivate the markers for the inactive tasks, with the usual "set as active task" to turn only one on.

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I might change the waypoints back to default, there is now better waypoints icons available and they added some more custom settings for those recently I think. Will need to check. Only would need to option to change waypoint color, to dislay what are primary tasks and what not. Orginally added those custom 3d icons for the competition. No longer need to have that in mind, full freedom again. :)

Hope to find more performance tweaks too. After playing witcher 3, the FPS feel even more poor. Mostly its the villages (probably AI pathfinding), but will try to tweak it as much as possible.

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New small WLA Amalgamation update: GUI tweaks, shift+U can be used now to toggle off also location info.

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Orginally added those custom 3d icons for the competition. No longer need to have that in mind, full freedom again. :)

I'd keep them, they are awesome. Just don't like our horizon with them like a christmas tree, allow us to switch them on one by one like the regular task waypoints.

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I have this enemy camp that I cannot get rid of, in the SE

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I got the nearby pier. Then cleared out the enemy from around the camp, placed a Fortress (Small Bagbunker) there with an HMG plus an AT, it created a guardpost right next to it but the campsite remained red. About an hour later I came back, and figured the HMG and AT were gone, the bagbunker still there, and the guardpost icon gone too. I placed another guardpost (small bagbunker), another HMG + AT + GMG, still red, and the guardpost marker will not appear anymore. I asked two friendly blue units to come to the vicinity in case they could conquer the guardpost, but no way, it is still red. I haven't seen any enemies anywhere around for hundreds of meters if not kilometers. From what I see the camp is composed of one single tent on the road, I crushed it with a tank. What are the complete pre-requisites to capture a camp?

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Hi @Sa0k, thanks for update. A question: there is an option for removing wreckage and corpses?

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Thanks, :) the corpses and wrecks should dissapear after sometime. The nearest bodiest (to certain gap) still are kept untill player moves away. Added BIS own wreck removal loop for the yesterday update. Mission should remove those too already, but the BIS function could respond quicker if very much wrecks appear in short time.

Will check that missing guardpost icon issue, it happens sometimes but not yet found why.

Edit: If you wanted to keep all wrecks/bodies on map, thats not possible since it would destroy FPS quick.

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I've had another glitch with guardposts.I couldn't take the main airfireld because all around it it would tell me that there was an enemy guardpost closer than 250m, but there was no map marker and I am pretty sure I killed everyone around. I did find two Gear Storage buildings right there that I could use though.

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Then I did a 0-0-0 and restart, and suddenly two red guardposts appeared:

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Not sure how I'll be able to either destroy or conquer them, looks like the problem from the screenshot in the previous post.

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Still can't conquer some the camps and guardposts from the above screenshots. What are the exact pre-requisites to destroy each of them?

---

I just paid attention to the left panel of the Customize Gear screen, and apparently one can change the stats of his team mates. No wonder it takes 5 seconds of automatic fire from all my dudes to hit someone :). What is the "General" skill category? And more generally, all the points? An AimingAccuracy of 24 means a base 24% chance to hit before all in-game modifications, and with a "General" of 30 it's 24% x 0.30?

There is a problem with this screen though. Regardless of which guy and which stat I raise, the results are random. By this I mean that for instance #2 has Skills (98) and I am trying to raise his AimingAccuracy from 24 to 75, I click until 75, then exit the window either through Esc or "Enter" or "WLA Menu" and when I come back, the stat is back to 24, yet 51 points have been deducted from the total Skills pool of 98. It can also happen even while I am still in the same window, clicking to raise the skill: 24-25-26-...-51-52-24-25-26... and even when it came back to 24 I the lost skill points were consumed from the available pool.

It happens with every guy (either from the group I started with or extras I got later on) and every skill. And sometime, about 1/10 times, it is OK. It is as if they are doing something while I click and it resets, but an All-Stop doesn't help. Maybe if it were possible to pause the game while in the Customize Gear menu (but then coop will break)?

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hi

is it possible to add another vehicle to construct vehicle? and how?

what line that i need to add?

nice new feature by the way :)

thanks

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Announcing that I am moving to hiatus with ArmA3, have got good into unreal engine 4 and focusing now to create game with it. Will still release small updates time to time and keep eye on this thread, but bigger additions are on hold for unknown time. There isnt just time for everything.

Will take a look of those bugs at some point. Adding construct vehicle requires adding it in two scripts. I should add function for that too.

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Have a nice TW3 ;).

Maybe a quick fix though before you go? Since you are giving us what appears to be incompetent teammates (24/100 in all stats for instance) that we are supposed to level up RPG-style, but this level up window does not work... Maybe you can take a quick look at it or just go around it by giving us generic teammates that don't suck that much?

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will these mods work

http://gyazo.com/33a987e28dd66c244b733050b97bf2cb

http://gyazo.com/ac99ba0b6423d07fd65dc035e1afdc44

http://gyazo.com/55e6b0fe7bd7192c2186ccd989ac7292

I'll link each one as best as I can

Army of the Czech Republic A3 - ACR_A3

http://forums.bistudio.com/showthread.php?182688-Army-of-the-Czech-Republic-A3-ACR_A3

Community Base addons A3 Version 6 not 7 ( 7 seems to break my game cause i cant click anything and cant make the message popped up disappear )

http://www.armaholic.com/page.php?id=18767

JSRS3: DRAGONFYRE

http://jsrs-studios.com/index.php/component/k2/item/33-jsrs3-dragonfyre

Boeing/SOAR MH-47E v1.4

http://konyo.webs.com/apps/forums/topics/show/12843523-boeing-soar-mh-47e-v1-4

NATO SF and Russian Spetsnaz WEAPONS for A3

http://forums.bistudio.com/showthread.php?160599-NATO-SF-and-Russian-Spetsnaz-WEAPONS-for-A3

(Both RHS Mods)

http://www.rhsmods.org/

MGI_TG_V2

http://steamcommunity.com/sharedfiles/filedetails/?id=324784118&searchtext=

Task Force Arma 3 radio

http://radio.task-force.ru/en/

Ace3 Version 3.0.1

https://github.com/acemod/ACE3/releases/tag/v3.0.1

USS Iowa BB-61

http://steamcommunity.com/sharedfiles/filedetails/?id=330941960&searchtext=

Switch weapons while moving

http://steamcommunity.com/sharedfiles/filedetails/?id=281067540&searchtext=

Simple Single Player Cheat Menu

http://steamcommunity.com/sharedfiles/filedetails/?id=410206202&searchtext=

Chinook Pack

http://steamcommunity.com/sharedfiles/filedetails/?id=286148263&searchtext=

Reduced Weapon Sway

http://steamcommunity.com/sharedfiles/filedetails/?id=289239208&searchtext=

Anime Mod

http://steamcommunity.com/sharedfiles/filedetails/?id=286244039&searchtext=

NATO Striders

http://steamcommunity.com/sharedfiles/filedetails/?id=286980100&searchtext=

ArmA3 Adjustable Full Screen Night Vision

http://steamcommunity.com/sharedfiles/filedetails/?id=423344798&searchtext=

USAF TACP Assets

http://steamcommunity.com/sharedfiles/filedetails/?id=392581207&searchtext=

ASDG Joint Rails

http://www.armaholic.com/page.php?id=23242

( It's a long list I know I play games heavily modded :P there is still some more that I haven't identified that I'll try to identify if needed)

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I play with a tonne of mods and it works perfectly, all gun and vehicle mods work becuse of the mod template systems but its just a case of trying a set of mods together and seeing if it works because some do clash.

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Announcing that I am moving to hiatus with ArmA3, have got good into unreal engine 4 and focusing now to create game with it. Will still release small updates time to time and keep eye on this thread, but bigger additions are on hold for unknown time. There isnt just time for everything.

Will take a look of those bugs at some point. Adding construct vehicle requires adding it in two scripts. I should add function for that too.

There hasn't been any update for the MP COOP version of WLA since like for 5 months. May I ask is there is any major reason for this? I played it SP, and would like to play it in a coop server, but I am a bit afraid for bugs to start appearing up.

Is it expected to work OK with new mods like ACE 3 or anything newer than 5 months?

If I wanted to play the latest SP almost-bug-free version in MP, is it possible to add the slots and make it myself an MP mission? I really hate bugs!

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Its very heavy work to update the COOP and dont have much motivation left after the competition farce. Nothing leads to nowhere so mainly have just had fun focusing on SP that I prefer the most. Still also waiting BIS to allow adding custom location classes via mission description.ext to maybe make big update for the COOP. Should anyway make smaller update soon, but would need quite undesirable step to take. Its great feeling to remember how much effort the COOP have needed so far and how little time BIS needed desideing to leave it out TOP10. I should have focused on streamers to get some hype up. Now its was just invisible effort.

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Not saying I'd undertake the task, but if it ever went the way it would to make such a situation possible... Would you release all the materials required to continue work on this mod even after you've had enough?

Also I've kinda been noticing it doesn't really matter which side has which weapons. CSAT will have just as many NATO weapons and so on. It makes me reluctant to install RHS or something because it would be ridiculous to see a squad of nato commandos with ak47s

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There hasn't been any update for the MP COOP version of WLA since like for 5 months. May I ask is there is any major reason for this? I played it SP, and would like to play it in a coop server, but I am a bit afraid for bugs to start appearing up.

Is it expected to work OK with new mods like ACE 3 or anything newer than 5 months?

If I wanted to play the latest SP almost-bug-free version in MP, is it possible to add the slots and make it myself an MP mission? I really hate bugs!

I have been using the ACE 3 with the coop 8 and runs fine the only thing thats missing is the slot for a medic. Saok could please maybe updated that mission and get rid of the enemy side slots, mostly it will give me 2 more slots and medic spot would be nice since with ACE 3 there are times when someone goes unconscious and we need a medic to revive. I have played the coop missions on Altis, Chernarus, Napf, Takistan, Sauerland and i tell you everytime i play it i enjoy it and its the only mission that i play most of the time.

Saok thank you for creating fantastic and amazing missions for people who like single player and coop and especially thanks for including support for other maps.

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Its very heavy work to update the COOP and dont have much motivation left after the competition farce. Nothing leads to nowhere so mainly have just had fun focusing on SP that I prefer the most. Still also waiting BIS to allow adding custom location classes via mission description.ext to maybe make big update for the COOP. Should anyway make smaller update soon, but would need quite undesirable step to take. Its great feeling to remember how much effort the COOP have needed so far and how little time BIS needed desideing to leave it out TOP10. I should have focused on streamers to get some hype up. Now its was just invisible effort.

Thank you very much for your quick response. I think that even though it won't make any diference on a competition, it still worth the effort just because this is a very unique gameplay style. I have played on ALiVE for quite some time, and while it looked promising at first, it doesn't make the cut. Athmosphere and inmersion is near zero, you don't get the feeling of being conquesting the whole island, and that sexy WLA construction menu!

I got your point, but it would be a pitty to leave that gap on Arma. I hope you will consider fixing those some bugs on the coop version. Thank you very much for giving us that awesome enviroment.

Best regards

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