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another123

Another123 Missions for ArmA3

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Hi Another,

3. The hostages stuck in the building they were held in.

I also had this problem playing SP version.

Also, your German missions, SP version, do not have SAVE. I can't seem to save.

I think it was Hamburg......the one on the Takistan map.

The other one on Zargabad map..............get this Error: "delete caf_talibanc"

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Yesterday we played Operation Barracuda v1.2, multiplayer, 2 players, over LAN.

We liked the scenario very much, but several bugs spoiled the fun.

1. Once we were helocasted into the sea two of the divers reported "out of ammo" all the time till mission's end.

These were always team members 3 and 5, no matter played by player or AI. They had their ammo with them, and used it with good effect, but kept reporting "out of ammo". I ordered one of them to switch his primary weapon to one of fallen guerilla's AKs. It didn't help.

This bug occurred every time we played in two. It never occurred when single person played the multiplayer game.

2. Occasionally some team members were injured during the helocast. Sometimes they didn't report the injuries but drown before reaching the shore anyway.

3. The hostages stuck in the building they were held in. We cleared the building and its surroundings, losing team member 4 in the building. The hostages joined my team, one as new team member 4, and the other as team member 7. Then they were unable to leave the building. Both of them stood by opened doors and couldn't cross the doorway. I planted an explosive by the building's wall and touched it off. The whole building collapsed to ruins, leaving the hostages untouched and then one of them was able to get out, but the other one could not. At that point I declared mission accomplished.

4. The silencers problem. It's very troublesome that Seals inserted into AQ territory with a stealth mission don't have the silencers attached to their primary weapons by default. There is no direct way to order AI team member to attach the silencer (no such order in '6' menu). I had to do it manually - attach my silencer to my rifle, drop the rifle, order AI team member to switch to it, pick up his unsilenced rifle, open his backpack, take his silencer, and repeat the steps four times. Even then I could not find a silencer in the backpack of UAV operator, leaving his rifle the only unsilenced.

5. Why can't we use the Zamak truck left by the hostages building? I personally hate blocked vehicles in scenarios, as it goes against the whole idea of sandbox game.

We're gonna try German Special Forces Mission Pack next.

You've must played some old version of the mission, because in the latest version of Barracuda i've went trough all these problems, they were known to me and I've fixed these issues.

1. Fixed reporting out of ammo

2. Fixed hostage movement

3. Added silencers to SCARs (I've waited for EricJ to release the dedicated SureFire 7,62 SOCOM suppresors to not use the default ones.

5. Well, it's a sandbox game just as you said. You can't use the truck. Improvise, adapt, overcome. That's all I got to say in this matter :)

Anyway please download the latest version and try it out

http://www.armaholic.com/page.php?id=21799

Also, your German missions, SP version, do not have SAVE. I can't seem to save.

I think it was Hamburg......the one on the Takistan map.

The other one on Zargabad map..............get this Error: "delete caf_talibanc"

Okey so let's take it from the start - German mission on Takistan and Zargabad requies CAF_AG units and AliVE mod. Now as you can know the common issue of alive mod is that SAVE option is unavalible when playing with this mod, the AliVE team works on it and it should come anytime now. As for now you can't save the game when playing with AliVE. Well, try to take it as a challenge. You can't save IRL, so here you have... realism :)

Anyway, here is the link to lates version with list of currently requied mods.

http://www.armaholic.com/page.php?id=24206

As soonest there will be option like "Game persistence" in AliVE i will uptade all the SP missions to be saveable, right now you gotta wait guys.

Also, a good tip is to get yourself play WithSix, it's easier to download all the mods with it.

Anyway, Thanks for the reporting of these issues, I appreciate it very much and I will keep the missions up-to-date or atleast try to do it.

Edited by Another123

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Thanks for your reply...........

Question for you:

Now you are adding ALIVE.

I seriously need to do my homework on this MOD because as of now, I understand nothing about it and what the fuss is about, So................................

Could you kindly summarize why you chose to use it and and why you would recommend it for SP mission makers?

Thanks!

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Sure kommie (I hope you aren't mad at me for my answers)

Anyway, here are few things that I found really good about AliVE

1. It places enemies so you don't have to do it. As for me its good because I finally can play my missions, and I don't have any clue where the enemy is or what he is doing.

2. The enemies are acting autonomously - This (as for my opinion) gives the mission a great replayability, because enemies might act different every time you run the mission. You don't have to place any units, you don't have to place any waypoints, the mod is doing it for you :)

3. You can set it up so the enemies appear on entire map, which means that If you try to go on the objective by avoiding it, sooner or later you will end up in the fight.

4. Profile system... It profiles units, that means that units exisit in virtual space but not on the map (as i uderstood it). This raises the game performance, as there are no enemies present on the map unless within certain player radius.

5. Civilians

4. Garbage collecor :)

5. Ambient combat

6. You can set the skill for the AI units via the module

7. CAS and Support modules :)

And short explanation from the site

Gameplay

ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible so you can create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised list of objectives that they will work through autonomously. Players can choose to tag along with the AI and join the fight, take your own squad of AI or other players and tackle your own objectives or just sit back and watch it all unfold.

Mission makers may wish to experiment by synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios created with traditional editing techniques. ALiVE can significantly reduce the effort required to make a complex mission by adding ambience, support and persistence at the drop of a module.

Remember the AliVE mod is still work in progres and they are developing it, so you can expect more to come.

And don't forget to read on alivemod.com - Lot of guides lot of tips and tricks and template missions :)

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Sure kommie (I hope you aren't mad at me for my answers)

No way, guy. Never thought of it.

I'll look into the guides. Too bad nothing like this for A2.

Thanks for you reply!

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