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barbolani

[SP/CO8] A 3 - Antistasi Altis.

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Those objectives you see exist really. They have been spotted by any friendly. You may have no LOS but they are there.

Yeah, but usually when something like that is spotted it appears as an X mark on the map. But like I said, in this case the tank never showed up -- usually when you cleanse a Roadblock an APC or Tank will show up, but at this roadblock, a "Tank spotted" message appears but no X and the tank doesn't show at the roadblock. I think what might be happening is the tank is spawning at Delfinaki base and exploding (this base seems to have problems with that, see below). Also, I think that if Petros spots things, they don't appear with the marker on the map.

The destroy armor issue: can you tell me on which base? Vehicle spawning is not 100% bulletproof and sometimes they spawn where they shouldnt.

The base next to Delfinaki town. I also noticed at this base that when AAF launches attacks from it, some of the vehicles spawned for the attack wave will explode there. Probably the same issue.

Probably AAF was planning a CA and you placed it in their path. Put one far away from anything and you will see nothing happens.

No, I hadn't captured any zones yet for them to CA, I only had my HQ and the roadblock!

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New version uploaded on steam and dropbox! Lots of new stuff!!

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EDIT: Actually, stats will show up at first, but will disappear on load, and not reappear even with radio option.

I was in the middle of attacking an AAF base when a random "Destroy enemy Armor" mission appeared -- in the base I was attacking, as I was about to get to the flag. The 3 crewmen who spawned literally instantly killed me and my entire 6-man squad. Thanks :P

Edited by zverofaust

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Btw, the "mini" outposts, the ones that you get "Outpost Cleansed" messages from and then disappear, will ALL disappear from the map when Persistent Load - but they're still there, and can even get random missions to destroy them, but when you do the mission marker doesn't appear and there's no "task" on the map for it.

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Thanks, Ill put a distance check on sidemission assignation. About outpost markers, noted.

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Is the distance check for enemy units near friendlies for "Rest for 8 hours" different than distance for remote control? Because I can not rest for 8 hours due to "enemy units too close to friendly units", but I can remote control all friendly units, so nothing is too close.

This is frustrating as I am in the middle of the night and can not rest. Why did you add this function?

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Yes is intended. To avoid resting if you or your friends (High Commanded groups too) are engaged in combat, or about to do so. Retreat your units to HQ or even dismiss them, you should be able to rest then.

BTW good news to you, I had an idea for a workaround on remote control AI which will allow me not to make them invulnerable, so, no check of enemies nerby.

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After loading persistent save, automated missions won't show up on the map, in tasks or be visible. For example, not long after I loaded a save, I had a "Take the Outpost" random Conquest mission pop up, but no marker on the map and no Task info. I then had an "AAF Attack" popup message, but this too had no marker on the map and no Task info. But both were still "happening" and an AAF attack hit a zone.

Great news about remote control workaround! :D

EDIT: Oh, also, the squads that spawn when you order a roadblock/post, the Watch squads, do not have the "save your tires" script and can bust their tires and have to walk to the roadblock/outpost location.

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Hi there,

I also played your mission for a while tonight on a dedicated server to check it out. It is a nice idea you had.

But one thing i found was the mission should end if Stravos dies it says.. but actually he can respawn but then is not commander anymore and can not build stuff.

Plus what could be a problem if the Commander loses connection or so. When i went into lobby to recheck he also lost his commander status.

But the idea you had is great, i hope you keep on working on this mission :)

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Hi Demon, and thanks!

Well I placed "mission loose condition" for SP, but well, its evident and obvious as player is Stavros.

I've been messing a lot with the Stavros-commander thing, and periferal script systems (on player disconnect, remote control AI, rank system, JIP, respawn... is complex) and hopefully the last version works on most of the cases.

So if you have the latest-latest version (steam), and have a chance of playing with friends, you may report me any issue. I made several tests and everything worked. There allways will be a Stavros player in MP as longa as the mission has players.

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Small suggestion, occasionally it happens that I will capture an enemy AFV intact, like armed Striders or APCs and occasionally tanks. It would be cool if we could order a "Vehicle Crew" HQ squad, that would be 3 AIF vehicle crews (with no vehicle) that can be remote-controlled to crew captured vehicles (and fight in them). Just a minor suggestion :)

---------- Post added at 12:07 ---------- Previous post was at 10:26 ----------

I seem to be auto-failing all Convoy Ambush missions of supply convoy type. Twice in a row now, they fail within 30-60 seconds of when the convoy spawns. The second time I got close enough to actually see the Truck soon after it spawned at base, and then the mission failed. The truck was still sitting there, and wasn't destroyed or anything. The driver and the escorts despawned.

EDIT: Happened a 3rd time, this time the mission was randomly given (the other two I requested), this time I also was far far away (~5km) so could not actually render them, but mission failed a few seconds after they departed and were spotted.

Edited by zverofaust

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zverofaust: same departure base allways? Which game version? I think you are playing an outdated....

EDIT: found it, next update will be fixed.

Edited by barbolani

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Ah okay thanks. So it is meant to be in Multiplayer to respawn for him then which is maybe also better if you have a lot of people on server and he dies it would be annoying :)

Okay only thing then is his role which should be constant for his slot only.

I also recognized i can log in as any of the others, or lets say i start the mission as AT-Soldier or so. Then this AT-Unit is the commander and can build and all as long as he not dies.

So it just needs a more dependent and stabile slot on that commander somehow.

And only talk about dedicated server game here of course. I know that is hard to test it all.

But will keep an eye out for any updates, please post them on Armaholic as well :)

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Couple more issues:

- Had an AAF attack trigger like 1 minute after persistent load, no marker on where attack was from/no task in map.

- Can maybe not allow attacks within 60 seconds of loading into a game? I don't even have enough time to recruit HQ squads or anything and they are already arriving at their target... simply no way to defend whatsoever.

- How exactly remove CSAT support for AAF? It just keeps climbing higher and higher and every type of mission seems to either increase it or not touch it at all? Still don't quite understand which actions improve/hurt CSAT/NATO support.

---------- Post added at 19:46 ---------- Previous post was at 18:46 ----------

Oh, also, roadblocks will not respawn after persistent load. The marker will be there and can be removed but there won't be any troops or technical etc if you go there.

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- AAF attack triggers after a minimum of 10 minutes, to give you enough time on mission init, its impossible to bypass that minimum. If thats happening, something I miss is triggering the attack, tell me if that repeats.

- CSAT support, except a few situations will raise and raise, this means, its unavoidable CSAT decides intervention. NATO, generally speaking, are the good guys, and raise their support when you do "good" actions rgearding civilians for example, and "bad" actions like killing prisoners.

The roadblock thing, I noticed it just after hotfix, Im on it, dont worry you wont loose those spots.

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So I just noticed, NATO air bombings are incredibly inaccurate. Example this picture: http://puu.sh/g2lag/1719cac47f.jpg

The target is the airfield where the red unit marker is. Bomb carpet however, hits one bomb at target and then spreads the rest for half a kilometer... I just had an entire HQ squad wiped out instantly by this! Pretty hilarious, but also very dangerous and pointless, only the first one or two bombs actually hits anything remotely intended as target, the rest just flatten anything that happens to be nearby the base attacking it.. like me!!

EDIT: Also, NATO won't stop shelling the base: http://puu.sh/g2lyo/eb99faac4e.jpg They just killed every man in my other HQ squad with a lucky arty hit lol. Not only am I very close to the flag itself, I've actually captured the base!!! But they are still shelling it. And that's two squads wiped out in an instant by NATO! Those poor, poor guys. Won't you think of the poor AI, barbolani? :)

Edited by zverofaust

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Lol! You reported this a few days ago and I made some tests with negative results. Nato bombing stops when any FIa or NATO is closer then 300 mts of the flag. I dont know whats happening in your case. No reports apart from yours on this topic....

About carpet bombing accurancy, I can tweak the time on which the plane drops the first bomb, to make it s bit more useful, but bombing path is random, so, specially in airports, a wrong angle makes very ineffective the carpet bombing.

Ill see if I can do something with airports to give a different angle, something can be done.

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I don't remember the circumstances of when this happened the previous times, but I do know that this time it occurred at an Airport that I had previously conquered, and which AAF then took back. When I retook it again I used NATO and this is when the artillery never stopped - that is the only thing I can think of that might explain why I'm seeing this and nobody else is.

Oh, I also had something like ~60-70 NATO prestige when I asked for their help.

Also, on the topic of unverified issues that keep cropping up from time to time - yesterday I was playing and happened to drive by the Galati Base (which I'd captured a long time ago), and when I got within spawning distance (1km) I started having massive performance issues and broken script error spam. This base seems to have this occur very frequently, and seems to occur whether it's AAF or NATO troops inhabiting the base. It isn't 100%, more like 1/4.. But the performance issues are significant - it stops me even being able to access the ESC menu configure options (menu is unresponsive) and won't go away no matter how far I seem to get from the apparent source. The only 'fix' is to persistent save and restart the program, which is a PITA at 5-10 FPS...

The issue also occurs frequently (but again not 100%) during CSAT/AAF counter-attacks. Yesterday I had a counter-attack occur against a zone literally 5km from where I was, outside of render range of objects let alone of units, but it almost instantly gutted my framerate to less than 10FPS and caused mass errors. And just today, I started game, loaded persistent save.. only to have it again (against the Galati base ironically) occur after I'd finally finished kitting out my squad. So now time to unkit them to save all the equipment and persistent save and restart the game...

Anyway, a couple of other "issues":

- The "Vehicle" box at HQ won't save items during persistent save. I haven't had any issues with this though, as I use this box as a trash bin :)

- Failing "Refugee Evac" and similar Rescue missions reaps enormous NATO prestige awards for the player. Which makes sense, in a way, that NATO would be more inclined to help rebels if the government executes refugees and POWs. But from a gameplay perspective, the easiest way to farm massive amounts of NATO prestige is to simply request Rescue missions and then rest for 8 hours, and repeat.

- Any chance we could get a "Vehicle Crew" HQ squad? It would just be 3 engineerish type people, with NO vehicle, their entire purpose to be to remote control them into a captured AFV (MG Strider, APC etc).

Edited by zverofaust

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Can you please have HQ AI just vanish when you dismiss them, like the player's squad AI will? I just had an HQ AI Technical crew "steal" a tank from me after I dismissed them. I had put them in the tank from their Technical, and then had them drive myself and I quite a long ways as I moved my HQ. After I got there, and it was time to persistent save, I had them get out of the tank and then dismissed them. The squad leader then, now not under my control, got in the tank and drove off with it. I panicked, and got in a truck to chase him, only to crash into a tree and explode...

While this is an absolutely hilarious thing to have happened, I spent a lot of time securing that tank and getting my squad in order and moving my HQ across the map, only to have to now start all over and lose the past half hour of work because of this shit. I'm not amused. :mad:

EDIT: Another fucking stupid example, accidentally ordered an Inf Team instead of Inf Squad. So I dismissed the team. They proceeded in their Offroad to run over half my squad at the HQ as they tried stupidly to drive into the flag. Almost killed Petros. I then shot the driver of the truck, only to have everyone AIF - my own squad, other squads etc - start shooting me. Game crashed when I tried to restart to load persistent save. :mad:

---------- Post added at 12:23 ---------- Previous post was at 11:05 ----------

Okay, so, AAF/CSAT decided to attack a base. I decided because there is literally nothing I can do with only 10 minutes notice against combined CSAT/AAF air force of 47 jets and attack helicopters + AAF tanks and APCs, that I would go across the map and ignore it and hit AAF zones elsewhere.

So that's what I did, and what I have been trying to do, for the past 2-3 hours. Each time something terrible has happened forcing me to restart -- see above posts (massive performance loss, crashes, AI killing me and my squads and stealing my tanks). This time something completely different happened.

Despite being literally 5km away attacking another part of the country (and not even being in render range), and there being several mountains and such inbetween, a pair of CSAT attack helicopters literally decided to travel across the map and instantly obliterate all of the forces that I spent the past half hour assembling. Several squads of infantry in trucks, my tank, and finally me and my squad. Why did this happen? Were we spotted by other AAF units, and they decided to come investigate? Does this mean I have no choice but to simply hide until they succeed in capturing whatever they decide to attack, because their roaming super advanced weapons will come and find me no matter where I go if I am spotted? This seems a little bit severe... especially since as you say this is unavoidable to have CSAT support levels eventually reach "lets nuke the entire island" mode...

Edited by zverofaust

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Wow! Thats a AAR! Thanks!

Ok, in order of importance.

The performance issues, I detected which script is failing on 90% chances. Its UPSMon. The problem: is an external script, and a complex one. Im trying another version while I contact the developer, and the error is not reproducing, but as you know, is not allways and not under certain situations. Hopefully my test run well and next version will have UPSMon updated.

Arty thing, I think you are suffering AAF ARTY and, as you repelled the CA, arty is still there to punish you.

Undestood the refugee/ pow issue. Can be an exploit, I must think on how avoid it.

About the ladt part, well air units have this, an attack approach vector covers several kilometers, so, if some of your units are on the way, they will become a target too. CAs are focused on a specific zone, but this doesnt mean they will attack anything found on the way

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Glad to hear you may have found the performance bug. I'll test, of course! Sorry for last post - was a bit angry, Arma 3 AI is just so bad it's frustrating sometimes...

Arty thing, I think you are suffering AAF ARTY and, as you repelled the CA, arty is still there to punish you.

No, I didn't repel the CA, I just let it happen because I was busy on the other side of the map, and so actually lost the Airport. I then went back an hour later or so to retake it. When I first arrived, no arty, wasn't until I asked NATO assistance arty started (so I assume it was NATO arty) and didn't stop when I got within range. Come to think of it - I think maybe most of the last cases of arty doing this (not stopping when friendlies get close) was against a Base or Airport that I captured, then lost, then was recapturing.

Anyway, I see (at least I think so) you tweaked A-164 bombing run. It's different so I assume you tweaked it. But now it's far worse; Instead of the first bomb landing "on target" and then extending ~500m off as the plane flies over, it now starts 500m off target and keeps going! See this screenshot: http://puu.sh/g5aa6/4383655121.jpg "target" (flag of base) is where the marker is. Bombing pattern os way, way, way off. They for sure weren't trying to bomb "something else", there was nothing else there, and this happened 4+ times from different aircraft. I know the US has a reputation for causing collateral damage but this is ridiculous! :P

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P.S., when using HQ map board to look at City Support levels, FIA is called "FAA" in the text that comes up after selecting a city.

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Regarding arty. The nato artillery scripting has a condition like "bomb them until you have dropped 50 bombs or any blufor unit is in a radius of 300 mts" which can make in some zones (airports) a bit risky to enter but definetly bombing must have been stopped when you reach the flag. Thats why I think there is something special with your game. You and your comrades are not considered blufor for any reason, and being blufor or not is game engine or mod. On undercover you become "civilian" to the engine, sol this may happen if you are alone and undercover, but nothing else.

Planes: will take a look to tweak the bombing a bit. Did nothing on last patches. The script which makes them bomb is made in a way so thoses runs are not robotic and will fire when AI pilot considers his vector is ok, thats why you may see wrong vectors, or bombs dropped in the wrong moment. Will have a look anyway.

The tupos con City Info. Thanks. In a to do is to rewrite city info to give you more info and of any zone.

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First of all thanks for this awesome game great work. I have one problem I'm playing the game in SP mode but when i try to conquer a large base or airport after i have taken it over and try to save the game when i come to load the save game again it won't load gets stuck on the loading part and save game is like 150mb+ large any idea how to fix this.

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