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Arma 3 - Insurgency on Stratis

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And both he and the vip convoy are randomly spawned across Altis? Or is there any "intel" regarding these two available? :)

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When I just thought I found a a alternative to MSO, I recognized there is no repair specialist and no ammo point in this mission? You can't be serious DAP, how should we play this without even be able to repair a broken wheel?

Edit: Ok, we patrolled through the villages when we found insurgents, some of us got wounded, when I also reealized, there is no revive, you spawn instant at the base.

DAP, do you hate squadplay? I'm trying to find a reason for this, but I can't.

Edited by [LB] boggler

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And both he and the vip convoy are randomly spawned across Altis? Or is there any "intel" regarding these two available? :)

This convoy travels on random roads of Altis. You can easily find him with drones :)

boggler;2532977']When I just thought I found a a alternative to MSO' date=' I recognized there is no repair specialist and no ammo point in this mission? You can't be serious DAP, how should we play this without even be able to repair a broken wheel?[/quote']

Repair sepcialst will be added in next update :p

boggler;2532977']

Ok' date=' we patrolled through the villages when we found insurgents, some of us got wounded, when I also reealized, there is no revive, you spawn instant at the base.

[/quote']

Read info in Dairy :D

Transport:

This feature is only available to squad leaders of U.S. Army. It allow request transport for moving to any position on the map. If you will close to the base, then transport will wait you at start position. If you will far from base, then transport will move to your current position, pick you up, and move to the selected position.

Rallypoint:

This feature is only available to squad leaders of U.S. Army. This feature allow deploy rallypoint, which give an opportunity for all soldiers of squad to move to this rallypoint from the base. You can move to the rallypoint is through the HQ on U.S. Army base.

Still no squadplay? :D

Edited by DAP

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Haven't you implemented some "restrictions" to the rally point in the arma3 alpha? A parameter, how far you have to be distant to the next enemy, so you could place the rally point? And some "overrun" functionality? Once again the rally is way too strong. You can basically put him in a building, 10m next to the cache and can endlessly respawn.

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This convoy travels on random roads of Altis. You can easily find him with drones :)

Repair sepcialst will be added in next update :p

Read info in Dairy :D

Still no squadplay? :D

Instead of a magical respawn would be a combat medic much more helpfull.

The helo and teleport script is ok, if you are playing on a public but not if you play with fireteams who try to act a bit tactical.

It's just a pain in the ass, when the half fireteam spawns at the base and teleports to the rallypoint then.

I beg you, please insert some medics to increase the immersion!

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boggler;2533671']Instead of a magical respawn would be a combat medic much more helpfull.

The helo and teleport script is ok' date=' if you are playing on a public but not if you play with fireteams who try to act a bit tactical.

[/quote']

You really think, that magical revive is more tactical? :D I mean, your teammate was killed, and you, as god, return him from other world. Is that more tactical? :D

In other hand, in current state, you, as squad leader, must think about your squad, planning path for your squad, call transport and think about rallypoint for your squad, because if you forget about it, then your squad will be divided and will be less effective. All this is much more complicated than just come to a dead body, and return it to the living world.

boggler;2533671']

I beg you' date=' please insert some medics to increase the immersion![/quote']

Say "thanks" to BIS :) I can

, but I don't think, that all players will able to accept this :)

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Yes, magical healers are no better than magical respawn. Actually, respawn can be considered as new reinforcements being sent in to replace the dead soldiers. "Magic Healz" has no excuse other than "it's cool to run after your dead teammates to revive them", but it's really more of an arcade feature than a realistic one.

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@ blogger

I dont get you boggler. You want dap to insert some medics, just open the Editor an change it, when you cant add up a sani in your team by yourself.

We and my team like the mission, and i cant understand your points, that you cant have squadplay ?

I think its not the missions fault its your teams fault.

Some hints when you want to play it "tactical".

First we play with acre non public, we love the extisting revive script its a bit like ace and we love the feature that you cant get revived when you get an "deadly hit" and that cool bloody screen when you bleeding out. So dont understand your probs you have the best revive script for tactitcal realism gameplay actually in arma 3 so far but this is only my opinion.

But the revive in your linked video DAP would be awesome when you can implement this into your mission.

A little tip you dont even have to go in the editor to change the medic, you can chose an medic in your fireteam by yourself, when you are non public it shouldnt be the prob to name a medic in each team.

We only set the Rallypoint at the LZ, for players who join to late or have disconnects and we like this feature very much, when you use it right.

And when you plan your missions right, you shouldnt have so much casulties in your team.

So first find the patroling officers and then ou have your first places wheres you can plan perfectly, otherwhise i have say its hard to play it tactical when you only fly around and search for areas.

@ Dap

The only thing we hate, when we have located the officer and all goes perfect and we have the situation under control but the officer or some of his guard throw a grenade in their building and destroy the cache and kill themselves.

Dap would it be possible to take the grenades out the enemys invetory ?

And your shown revive script would be very cool in the mission, but only if someone can get hit deadly.

And for player who dont want it they could change to your actual revive system via paramater so shouldnt be a prob.

Ps.: Srry for my bad english

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Yes, magical healers are no better than magical respawn. Actually, respawn can be considered as new reinforcements being sent in to replace the dead soldiers. "Magic Healz" has no excuse other than "it's cool to run after your dead teammates to revive them", but it's really more of an arcade feature than a realistic one.

Until it is necessary to get the wounded person to a save LZ, call a medevac and wait for another "new" soldier, I would prefer a designated medic who patches the injured teammate while the rest of the fireteam covers him.

A hit person should bind a lot of people, at least the team, while disappearing and teleporting to the group leader should not be the alternative.

The video which DAP posted is a great example how a medic should be. I'm sure, ACE3 will fix a lot, but it will take at least along time until it arrives.

Whoever mentioned that I can fix the mission for myself, this is not the point. Changing the init.sqf and mission.sqm doesn't even take 3 minutes.

But I want to improve this mission, because I like it and it reminds me to good old MSO times. Patrolling with 3 Hunters checking all the villages makes just too much fun!

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For SP do you just drop it in SP mission folder? i don't see any option to recruit AI at the HQ

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Hey Dap,

Great Mission and Great coding .. runs smooth !

Just 1 Question ... is it possible for me to increase the amount of insurgents at the Caches? and how ?

Thanks in advance

Jax

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UPDATE

Current version: 1.55

Changelog:

  • Insurgents don't throwing grenades
  • Changed vehicle lifting (vehicle can be lifted from 15m instead of 10m in 1.50)
  • Insurgency on Altis: added engineers in each squad
  • Insurgency on Altis: added two MH-9 Hummingbird
  • Insurgency on Altis: two empty UH-80 Ghost Hawk replaced with two CH-49 Mohawk
  • Insurgency on Altis: increased number of insurgents

All links updated.

Edited by DAP

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Many thanks for the update DAP :-)

Mission uploaded and looking forward to testing it over the weekend.

Good luck to everyone's coding surviving BIS's next patch :p

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Just a quick word to say how good this mission is. I like it because it's dynamic like EOS is as it spawns enemy units as you approach an area. This keeps server resources to a minimum and keeps client frame rates high.

But unlike EOS, if you leave an area DAP remembers how many units were left alive. So when you return to the same area, DAP respawns only the number of units you left alive.

DAPMAN, you should consider releasing this capability as a stand alone with examples and tutorials, so more developers can use your excellent scripts.

Can I suggest that rather than increasing the number of spawned insurgent soldiers, you consider adding the odd armoured vehicle or mobile unit, or even insurgents patrolling in a pick up truck?

In the meantime thanks for your efforts, and keep up the excellent work.

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Great update DAP and just to let you know have not encountered any errors since the patch.

Mission runs incredibly smooth, and as stated - great job on the coding. We even changed the weather to have a look

at the new rain effect and playing your mission in overcast pouring rain with lightning is even more fun :-)

One thing I would like to bring to your attention though, and I don't know if other people are experiencing this ....

When the server is active and running we get the dreaded RED chain for a second and every member barr the Joiner

gets 100000 desync. It lasts for about 5 seconds or as quickly as the player can spawn in, then passes. I haven't

noticed any major detriment to the running, but was wondering if you could throw any light onto the problem.

I have messed about with the server bandwidth settings MaxMsg and MinBand but it seems to have no effect.

Our server is a dedicated 50 man server which runs Domi maps with no desync or joining red chains.

Many thanks again for some great coding and gameplay - keep up the good work

:pc:

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^^ welcome to hosting missions on Arma! I've to see any mission NOT get red chain on people joining/start of mission.

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Agreed Kremator and that's why since hosting missions since Arma2 days I am very selective over the missions I decide to host on my server.

There are too many people out there building i3 i5 OC rigs just to compensate for Bis coding that cannot keep up with the demand, hence, at least

as a server admin, I can ensure that further network lag does not derive or originate from mission coding. I don't and am not interested in hitting 50

people on any of my hosted missions, but 10-20 people keeps my group of friends happy, hence why, when an awesomely coded mission hits like DAP's,

I like to throw a little feedback. As you already know, mission variables, AI and coding themselves can add to and compound further the Desync and

network lag we all have experienced. I take pride when people having mid range PC's hop on and say, "This is awesome framerate I get on this server !"

and I am first to tell them the main reason is a well written mission and giving Kudos to the author.

So, in short, I just wanted to throw some feedback at DAP, in case no-one had done so already :p

Next one for DAP :-) As a result of Altis being a success, I hosted your Stratis mission sir and we ran it Nightime with Dense fog and rain.

Awesome entertainment to say the least once we had restricted certain weapons, however, the AI, obviously, were at a bit of a disadvantage, not

having NVGoggles ! ... Is there a simple way to add NV Goggles to the Insurgents to increase their spotting range if time of day is set to Night ?

orrr ... is the SPOTSKILL of 1 a maximum and can be increased any more ?

DAP_BF_AI_OVERALLSKILL=1;

DAP_BF_AI_AIMINGSKILL=0.17;

DAP_BF_AI_SPOTSKILL=1;

Many thanks again sir.

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Just had a look at this - am I missing something or is this version of Insurgency co-op only? Really hope not!

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GAMEMODES: SP/COOP/TVT

yes you can play it in singleplayer

only TVT is not possible with newest versions

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only TVT is not possible with newest versions

Actually.. possible :) It called co37_* because of BIS, which in some reason (don't ask me why) remove "Team" type from game types in mission header.

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Still having great success with Altis Insurgency Dap.

I think there seems to be a REZ bug, maybe you were aware of it already ?

Sometimes when someone gets shot and is unconscious (i.e. screen black or fading in and out) they are deemed Reviveable I believe.

We have had some cases when these people get revived that they are stuck to the ground and cannot stand up.

Initially we thought it was some time of a timer based on the seriousness of the wound, but we are tending to believe otherwise now.

The can spin on the ground and the player can see (as if rezzed) but they cannot stand up or move, simply spin their character on the ground.

The workaround we have found is to have another Team member shoot them / injure them and as long as the person on the ground

uses a first aid kit ... the animation of this seems to release the bug and lets them stand up.

Having anyone else, medic or not do this second revive, still keeps them on the ground.

Hope this helps

Cheers

Jax

:-)

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