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meatball

[MP | COOP 02 - 10] Altis Force Recon: West

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Well even on Normal the AI can act a bit off sometimes, but I've not had major problems with it. Could have been they didn't see you, try a few more times and experiment with the skill level until you find the level you like. That being said, AI is wonky in A3 in general. I've played missions where AI will walk over me and not see me, and in the same mission one will headshot me from 200 yards away.

As for there only being 10 around an objective, different objectives will have more or less AI around the objective depending on the importance of the objective, and AI will be at differing ranges around objectives as well. I've been playtesting the mission since I started with a group of friends and I think the AI levels are balanced pretty well if you play through multiple objectives. Some will be easy, some will be difficult, it will vary. If you find there's not enough AI for your taste, just bump up to the next player level.

Grab a few friends, set the levels to where you think they are and give the mission a good couple of hours of playtime, hit up a bunch of objectives and I think you'll be happy with the balance of AI and skill.

Edited by Meatball

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Ok. I plan to put this mission as the default one running on our server. If you can resolve the "immortal stucked soldier" problem, it will be just fine. Thanks!

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Made few test, ennemy spawn solved, but we got a problem with revive system. When most of our squad member died, 8 of 11 experienced an Arma 3 crash after being revived, with black screen.

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Yeah, that might be a known bug, believe it or not, with weather. Question. Was it snowing when you crashed?

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Oh yes, for sure, all guys were surprised : "look at the snow!". So it might be the point. Is that possible to disable random dynamic weather? Btw, all guys enjoyed your mission a lot. Halo insertion work very well with the mod "sac ventral" (chest backpack in english). This way, guys can jump with a lot of stuff in her backpack placed in front position even if they use a parachute.

Ps: I sent you a PM.

Edited by Solentis

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We enjoyed your mission.

2 things that hindered us to put this mission as a standardmission on our server.

- The dying bug while snowing. Curiously is it snowing most of the time.

- After the last player leaves the server or all player (even if alone) dies the mission ends and you have to restart the mission.

Would be better if the mission is persistent even if the last one dies or leave the server otherwise you have to start all over again.

Best regards

Kai

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@ Kai

Glad you enjoyed it! As for your questions.

- As of right now there's nothing that can be done about the snow crash bug as it's a particle bug in the game engine. I am releasing a new version shortly that snow has been removed.

- Hadn't thought about making the mission persistent. For sure there's likely no way anyone has the time or motivation to finish the mission all in one go, but my original concept was that players would be able to replay it multiple times and just hit whatever missions they felt like doing that session. That's why I added in the multiple spawn points. I'll look into it, but it might be some time as I have a few other projects going on at the moment.

@all - As for those other projects, I've got two other missions in the works, both of which will tie into Force Recon (with a slightly revised storyline for FR). Force Recon will be 'episode 1' if you will and the other missions are in progress right now. :)

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Destruction missions are bugged. For example it's impossible to destroy a gas station with explosives, only with rockets (2 titan AC). Same problem with power lines.

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Which gas station? I'd like to test it again then because I've blown up the pumps with everything ranging from explosives to automatic rifle fire in the past :)

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3 km north from central point if I remember. I put 3 demolition charge on it, but nothing happen. My mate need two AT missile to destroy it.

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I'll double check that one, but I do know demo charges suck nowadays and it may just be how BI has balanced stuff and the way it is. You need almost 3 of them to match the same power as 1 satchel charge, and both of those don't do a ton of damage anymore. You will need probably 3-4 charges for power lines, and that's with the mission forcing them to be heavily pre-damaged. 2-3 charges should blow up a pump, but it will usually only blow up one pump and leave the others untouched (even while fire rages around them...)

Edited by Meatball

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Try testing it on a dummy map and see if you see anything different. Open up the editor, drop down an explosive specialist and a crate next to a gas station or power line and see if you can take them down any faster. Could be something in the mission, but I didn't make any changes to anything other than pre-damaging some structures to make them easier to knock out :)

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Meatball, thx for this mission, I really like it in coop, it's one of my favorites.

I tried out a newer test version of it that you linked a few posts back and here is 2 annoyances I found.

First is the weather. I usually set the starting weather to "clear" but in a few minutes it always starts to snow and it keeps snowing for hours, sometimes it rains simultaneously too, it's very annoying.

To see snow on that island is kind of strange in it self, let alone playing in snowy weather for hours.

It would be really cool if snow could be turned off, but if that is not an option please repair it so that is does not always start snowing from the beginning.

Another more serious issue is that after I die, it just gives me a black screen and the game is not responding, I have to force close it in the task manager.

This happens if I play alone and in multiplayer too. If I'm the host, I die and the game crashes this way, the others won't be able to continue playing either.

It's not always like this, sometimes it gives me "section destroyed" message and Arma keeps running fine.

I did not encounter this in the 0.91 version and if I remember correctly the snowing was not that heavy either in that version.

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Yeah, I have a new version coming out shortly. I've removed snow completely and have the black screen bug fixed. Just trying to work out a few more things. Hopefully within the next week or so you should see a new version drop :)

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I'll keep watching both, but I think eventually it'll be better to have the comments on all three of the missions in one place.

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Yeah, I saw it. I need to pull down that mission and see how they handled it. Maybe work it into the next update.

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If I may make a suggestion, add some halo drop points like you have for the center, tbh being dropped in the center and having to float down for a half hour,

then walk another major distance to an objective is a waste of time especially with no vehicles, or no way to get around.

The one objective that i didn't like was where you had to help the insurgents, well the weapons you have to get for them is.....far how tf do i get there without having to walk/run for an hour to get there?

just one example.

I love the concept and the idea of the mission in whole but theres just way to much travel time to get to an objective.

Also i would like to use my custom loadouts with vas using the SF and Specznaz pack i edited vas taking out the requirements but now somehow there are no

magazines being listed for any weapons.

Lastly how do i disable the intro?

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We've found that when we drop in you can just as easily open the chute high and get some good distance while floating down if you don't want to land direct center. Also, there should be empty civilian vehicles in just about every town, so if you you're not finding vehicles, just look a bit more in towns and they should be there.

I'm likely pulling VAS from the next version due to a lot of people requesting that I pull it out, so you should be able to add whatever packs/crates you want i fyou edit the pbo. To disable the intro you just need to comment out the intro section in the init.sqf.

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We've found that when we drop in you can just as easily open the chute high and get some good distance while floating down if you don't want to land direct center.

Ya I already know this, would be common sense at least to me, but thats the point floating down for a half hour to just enjoy the view.

I was trying to implement Ghost's Halo from Enemy Assault where you click on the map and halo there I had it setup but then it wouldn't work but worked in all other missions,

so i believe there is a conflict with mapclick.

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Yeah, it's probably conflicting with the mapSelector.sqf that pulls up the closest task information from clicks on the map. There's a single trigger in the mission that watches for the map to be open and then runs mapSelector.sqf. You can probably disable that, or tweak things to make it work if you want.

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For those of you that may still be following the thread, I'm primarily watching the

Altis on Fire Campaign thread going forward.

That being said, I'm looking to work up a new version and hoping to add in Zeus support for Force Recon and the other missions in the Altis on Fire campaign for anyone that wants to add a little extra to their missions. Has anyone found any other issues or problems that I should fix in the next version?

Edited by Meatball

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