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Kolmain

(Co30) Evolution-A3

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Hi EVO lovers! I'm reporting in some updates, and working on polishing 1.1 with a ton of bug fixes and new stuff to have it to you tonight or tomorrow. I'll be going dark for the next week as I'll be housing some family for this week, and at E3 next week! Hopefully BIS has a booth I can stop by. :rolleyes:

Here's the 1.1 changelog as of 3:45PM EST, 6/9/15. Let me know if I'm missing your request or a bug that needs to be fixed!

- [NEW] AO's now have additional compositions dynamically placed around them including roadblocks and fortifications. - [NEW] Difficult mission parameter.

- [NEW] Radio Tower now uses composition instead of just a radio tower.

- [NEW] Player's now have access to AI-driven support assets, depending on rank.

- [NEW] CROSSROADS plays radio squelch while transmitting.

- [NEW] Staging Base has vehicle servicing area for auto rearm/refuel/repair.

- [NEW] GAIA or UPSMON available to control OPFOR AI via mission parameters.

- [NEW] Units can have on-hit and on-death SFX via mission parameter.

- [CHANGE] AOs can have a random number of OPFOR mortar camps.

- [CHANGE] Basic respawn moved to Iceman's script.

- [CHANGE] MHQ is now repair-respawned, and must be repaired in the field to continue transporting units.

- [CHANGE] GAIA is now default AI commander.

- [CHANGE] Reverted scoring to vanilla ArmA 3. AI won't count towards players, but player gunners will share points with player drivers/commanders.

- [CHANGE] BIS ambient combat sounds added to parameter list instead of being forced.

- [CHANGE] OPFOR CAS no longer continues being reinforced once the radio tower is destroyed.

- [CHANGE] Each AO has a randomized number of active squads, influenced by difficulty and progression.

- [CHANGE] Reduced OPFOR AAA accuracy.

- [bUGFIX] OPFOR infantry reinforce again.

- [bUGFIX] Fixed OPFOR Armor bug where it continuously respawned.

- [bUGFIX] Briefing correctly populates rank restrictions.

- [bUGFIX] Fixed wonky scoring issues with change to vanilla a3 scoring.

- [bUGFIX] Fixed player MASH/FARP deployment.

- [bUGFIX] Side mission selection is fixed.

- [bUGFIX] Offroads/Unarmed Hunter respawn fixed.

- [bUGFIX] MASH owners now receive points for auto-healing BLUFOR units at the MASH.

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Hi EVO lovers! I'm reporting in some updates, and working on polishing 1.1 with a ton of bug fixes and new stuff to have it to you tonight or tomorrow. I'll be going dark for the next week as I'll be housing some family for this week, and at E3 next week! Hopefully BIS has a booth I can stop by. :rolleyes:

Here's the 1.1 changelog as of 3:45PM EST, 6/9/15. Let me know if I'm missing your request or a bug that needs to be fixed!

Damn dude I expect many many pics from you!!! You really should try to be there for this @E3...

http://arma3.com/countdown

https://www.facebook.com/events/561291824013459/

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If you know how to edit missions, sure! Otherwise, I won't be making a RHS version anytime soon. I'll be doing an ACE version next though.

Hooah!! great job on this project, can't wait for the ACE version too! ArmA is great, but got to face it guys like KilJoy back in the day are what kept it from being a slopped mess of programming unleashed to spoiled EA gamers here in the US. Keep up the great work and remember to take credit for the revamp!

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Hooah!! great job on this project, can't wait for the ACE version too! ArmA is great, but got to face it guys like KilJoy back in the day are what kept it from being a slopped mess of programming unleashed to spoiled EA gamers here in the US. Keep up the great work and remember to take credit for the revamp!

Thanks for the kind words. They did make it look easy! 1.1 should be a hell of a game though, can't wait to get it out to you guys.

Damn dude I expect many many pics from you!!! You really should try to be there for this @E3...

http://arma3.com/countdown

https://www.facebook.com/events/561291824013459/

:o I already submitted my credentials and am hoping to get in. If I don't hear back, I'm going to show up anyway. :rolleyes:

Just added another things to the list, but its a bit of a spoiler (for the mission, not the campaign).

- [NEW] AO may contain infantry minefields.

- [NEW] AO may contain AT minefields.

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I mean OPFOR enemy Ki

---------- Post added at 23:31 ---------- Previous post was at 23:26 ----------

In the EVO/fn_onUnitKilled.sqf

have you made a mistake with the veriable etc.

In line 15

private ["_killed","_killer","_scoreToAdd","_score","_notify","_vis","_displayName","_fLetter","_pre","_string"];

_killed = _this select 0;

_killer = _this select 1;

_scoreToAdd = 0;

_score = 0;

_notify = true;

_vis = lineIntersects [eyePos _killer, eyePos _killed, _killer, _killed];

if (("killNotificationParam " call BIS_fnc_getParamValue) == 0) then {

_notify = false;

} else {

_notify = true;

};

if (isPlayer _killer || isPlayer (leader group _killer)) then {

if (!isPlayer _killer) then {_killer == leader group _killer};

// _score = _killer getVariable "EVO_score"; error

_score = _killer getVariable ["EVO_score", 0];

if (true) then {

if ((side _killed) != (side _killer)) then {

if (_killed isKindOf "Man" && toLower(typeOf _killed) != toLower("O_officer_F")) then {

//npc kill

_score = _score + 1;

_scoreToAdd = 1;

_killer setVariable ["EVO_score", _score, true];

if(!_vis) then {

_displayName = (getText(configFile >> "CfgVehicles" >> (typeOf _killed) >> "displayName"));

_fLetter = str(_displayName select [0,1]);

_pre = "a";

_fLetter = toUpper(_fLetter);

if (_fLetter == "A" || _fLetter == "E" || _fLetter == "I" || _fLetter == "O" || _fLetter == "U") then {

_pre = "an";

};

_string = format["You killed %1 %2.", _pre, _displayName];

if (_notify) then {

[[[_string, _scoreToAdd, _killer], {

if (player == _this select 2) then {["PointsAdded",[(_this select 0), (_this select 1)]] call BIS_fnc_showNotification};

}], "BIS_fnc_spawn", true] call BIS_fnc_MP;

};

};

};

if (_killed isKindOf "Car") then {

//support car

_scoreToAdd = 5;

_score = _score + 5;

_killer setVariable ["EVO_score", _score, true];

if(!_vis) then {

_displayName = (getText(configFile >> "CfgVehicles" >> (typeOf _killed) >> "displayName"));

_fLetter = str(_displayName select [0,1]);

_pre = "a";

_fLetter = toUpper(_fLetter);

if (_fLetter == "A" || _fLetter == "E" || _fLetter == "I" || _fLetter == "O" || _fLetter == "U") then {

_pre = "an";

};

_string = format["You killed %1 %2.", _pre, _displayName];

if (_notify) then {

[[[_string, _scoreToAdd, _killer], {

if (player == _this select 2) then {["PointsAdded",[(_this select 0), (_this select 1)]] call BIS_fnc_showNotification};

}], "BIS_fnc_spawn", true] call BIS_fnc_MP;

};

};

};

if (_killed isKindOf "Tank") then {

//support car

_scoreToAdd = 7;

_score = _score + 7;

_killer setVariable ["EVO_score", _score, true];

if(!_vis) then {

_displayName = (getText(configFile >> "CfgVehicles" >> (typeOf _killed) >> "displayName"));

_fLetter = str(_displayName select [0,1]);

_pre = "a";

_fLetter = toUpper(_fLetter);

if (_fLetter == "A" || _fLetter == "E" || _fLetter == "I" || _fLetter == "O" || _fLetter == "U") then {

_pre = "an";

};

_string = format["You killed %1 %2.", _pre, _displayName];

if (_notify) then {

[[[_string, _scoreToAdd, _killer], {

if (player == _this select 2) then {["PointsAdded",[(_this select 0), (_this select 1)]] call BIS_fnc_showNotification};

}], "BIS_fnc_spawn", true] call BIS_fnc_MP;

};

};

};

if (_killed isKindOf "Helicopter") then {

//transport kill

_scoreToAdd = 7;

_score = _score + 7;

_killer setVariable ["EVO_score", _score, true];

if(!_vis) then {

_displayName = (getText(configFile >> "CfgVehicles" >> (typeOf _killed) >> "displayName"));

_fLetter = str(_displayName select [0,1]);

_pre = "a";

if (_fLetter == "A" || _fLetter == "E" || _fLetter == "I" || _fLetter == "O" || _fLetter == "U") then {

_pre = "an";

};

_string = format["You killed %1 %2.", _pre, _displayName];

if (_notify) then {

[[[_string, _scoreToAdd, _killer], {

if (player == _this select 2) then {["PointsAdded",[(_this select 0), (_this select 1)]] call BIS_fnc_showNotification};

}], "BIS_fnc_spawn", true] call BIS_fnc_MP;

};

};

};

if (_killed isKindOf "Plane") then {

//support car

_scoreToAdd = 8;

_score = _score + 8;

_killer setVariable ["EVO_score", _score, true];

if(!_vis) then {

_displayName = (getText(configFile >> "CfgVehicles" >> (typeOf _killed) >> "displayName"));

_fLetter = str(_displayName select [0,1]);

_pre = "a";

_fLetter = toUpper(_fLetter);

if (_fLetter == "A" || _fLetter == "E" || _fLetter == "I" || _fLetter == "O" || _fLetter == "U") then {

_pre = "an";

};

_string = format["You killed %1 %2.", _pre, _displayName];

if (_notify) then {

[[[_string, _scoreToAdd, _killer], {

if (player == _this select 2) then {["PointsAdded",[(_this select 0), (_this select 1)]] call BIS_fnc_showNotification};

}], "BIS_fnc_spawn", true] call BIS_fnc_MP;

};

};

};

if (toLower(typeOf _killed) == toLower("O_officer_F")) then {

//support car

_scoreToAdd = -5;

_score = _score - 5;

_killer setVariable ["EVO_score", _score, true];

[[[], {

if (player == _killer) then {["PointsRemoved",["You killed the OPFOR Officer.", 5]] call BIS_fnc_showNotification};

}], "BIS_fnc_spawn", true] call BIS_fnc_MP;

};

if (toLower(typeOf _killed) == toLower("Land_Communication_F")) then {

//support car

_scoreToAdd = 8;

_score = _score + 8;

_killer setVariable ["EVO_score", _score, true];

_string = format["You destroyed the %1.", (getText(configFile >> "CfgVehicles" >> (typeOf _killed) >> "displayName"))];

[[[_string, _scoreToAdd, _killer], {

if (player == _this select 2) then {["PointsAdded",[(_this select 0), (_this select 1)]] call BIS_fnc_showNotification};

}], "BIS_fnc_spawn", true] call BIS_fnc_MP;

};

} else {

[[[_string, _scoreToAdd, _killer], {

if (player == _killer) then {["PointsRemoved",["Friendly Fire Kill", 7]] call BIS_fnc_showNotification};

}], "BIS_fnc_spawn", true] call BIS_fnc_MP;

_score = _score - 7;

_scoreToAdd = -7;

if (_score < 0) then {

_subScore = 0 - _score;

_scoreToAdd = _scoreToAdd + _subScore;

_score = 0;

};

_killer setVariable ["EVO_score", _score, true];

};

} ;

};

[_killer, _scoreToAdd] call BIS_fnc_addScore;

false

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We tested you Evo yesterday, someone as already talked about some bugs, but we had another one, anyone on our server can't load the loadout on the virtual arsenal, we can save but when I try to load I have all my saves grayed out.

Some other question:

- The radio tower (I think we found it) what do I need to destroy, 1 charge, 2 charge? 1 didn't work .

- Is the radio tower destroyable only by satchel charge or similar? No bombing mortar or A-10 missiles?

- Is it possible to play with TFAR (and obviously CBA)?

- If you die you rank down?

Some advice:

- Do not respawn player inside bunker at base, 50% of time I got stucked in the middle of the roof, need to die and respawn again.

- Do not show all the new weapons available when you rank up, too annoying too long to show all the new stuff imho

tnx for your work

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We tested you Evo yesterday, someone as already talked about some bugs, but we had another one, anyone on our server can't load the loadout on the virtual arsenal, we can save but when I try to load I have all my saves grayed out.

Some other question:

- The radio tower (I think we found it) what do I need to destroy, 1 charge, 2 charge? 1 didn't work .

- Is the radio tower destroyable only by satchel charge or similar? No bombing mortar or A-10 missiles?

- Is it possible to play with TFAR (and obviously CBA)?

- If you die you rank down?

Some advice:

- Do not respawn player inside bunker at base, 50% of time I got stucked in the middle of the roof, need to die and respawn again.

- Do not show all the new weapons available when you rank up, too annoying too long to show all the new stuff imho

tnx for your work

Thanks for the feedback. The bugs you listed are fixed in 1.1. I'm on my way home from the office, and when I get there I'm going to test/build/publish 1.1 so stay tuned. Ranking down from dieing was a bug. You can play with TFAR and CBA. The Radiotower must be destroyed by placed charges. It takes two explosive charges. I'll move the respawn and I'm working on a way to only show some (most important?) unlocks, as it shows WAY too many atm.

Thanks for your support!

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Thanks for the feedback. The bugs you listed are fixed in 1.1. I'm on my way home from the office, and when I get there I'm going to test/build/publish 1.1 so stay tuned. Ranking down from dieing was a bug. You can play with TFAR and CBA. The Radiotower must be destroyed by placed charges. It takes two explosive charges. I'll move the respawn and I'm working on a way to only show some (most important?) unlocks, as it shows WAY too many atm.

Thanks for your support!

Holler at me on Steam if ya need help testing

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v1.1 is now available on GitHub!

  • [NEW] Difficulty mission parameter.
  • [NEW] Radio Tower now uses composition instead of just a radio tower.
  • [NEW] Player's now have access to AI-driven support assets, depending on rank.
  • [NEW] CROSSROADS plays radio squelch while transmitting.
  • [NEW] Staging Base has vehicle servicing area for auto rearm/refuel/repair.
  • [NEW] GAIA or UPSMON available to control OPFOR AI via mission parameters.
  • [NEW] Units can have on-hit and on-death SFX via mission parameter.
  • [NEW] AO may contain infantry minefields.
  • [NEW] AO may contain AT minefields.
  • [NEW] OPFOR mortars will deploy flares at night.
  • [CHANGE] AOs can have a random number of OPFOR mortar camps.
  • [CHANGE] Basic respawn moved to Iceman's script.
  • [CHANGE] MHQ is now repair-respawned, and must be repaired in the field to continue transporting units.
  • [CHANGE] GAIA is now default AI commander.
  • [CHANGE] Reverted scoring to vanilla ArmA 3. AI won't count towards players, but player gunners will share points with player drivers/commanders.
  • [CHANGE] BIS ambient combat sounds added to parameter list instead of being forced.
  • [CHANGE] OPFOR CAS no longer continues being reinforced once the radio tower is destroyed.
  • [CHANGE] Each AO has a randomized number of active squads, influenced by difficulty and progression.
  • [CHANGE] Reduced OPFOR AAA accuracy.
  • [bUGFIX] OPFOR infantry reinforce again.
  • [bUGFIX] Fixed OPFOR Armor bug where it continuously respawned.
  • [bUGFIX] Briefing correctly populates rank restrictions.
  • [bUGFIX] Fixed wonky scoring issues with change to vanilla a3 scoring.
  • [bUGFIX] Fixed player MASH/FARP deployment.
  • [bUGFIX] Side mission selection is fixed.
  • [bUGFIX] Offroads respawn fixed.
  • [bUGFIX] MASH owners now receive points for auto-healing BLUFOR units at the MASH.

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v1.1 is now available on GitHub!

  • [NEW] Difficulty mission parameter.
  • [NEW] Radio Tower now uses composition instead of just a radio tower.
  • [NEW] Player's now have access to AI-driven support assets, depending on rank.
  • [NEW] CROSSROADS plays radio squelch while transmitting.
  • [NEW] Staging Base has vehicle servicing area for auto rearm/refuel/repair.
  • [NEW] GAIA or UPSMON available to control OPFOR AI via mission parameters.
  • [NEW] Units can have on-hit and on-death SFX via mission parameter.
  • [NEW] AO may contain infantry minefields.
  • [NEW] AO may contain AT minefields.
  • [NEW] OPFOR mortars will deploy flares at night.
  • [CHANGE] AOs can have a random number of OPFOR mortar camps.
  • [CHANGE] Basic respawn moved to Iceman's script.
  • [CHANGE] MHQ is now repair-respawned, and must be repaired in the field to continue transporting units.
  • [CHANGE] GAIA is now default AI commander.
  • [CHANGE] Reverted scoring to vanilla ArmA 3. AI won't count towards players, but player gunners will share points with player drivers/commanders.
  • [CHANGE] BIS ambient combat sounds added to parameter list instead of being forced.
  • [CHANGE] OPFOR CAS no longer continues being reinforced once the radio tower is destroyed.
  • [CHANGE] Each AO has a randomized number of active squads, influenced by difficulty and progression.
  • [CHANGE] Reduced OPFOR AAA accuracy.
  • [bUGFIX] OPFOR infantry reinforce again.
  • [bUGFIX] Fixed OPFOR Armor bug where it continuously respawned.
  • [bUGFIX] Briefing correctly populates rank restrictions.
  • [bUGFIX] Fixed wonky scoring issues with change to vanilla a3 scoring.
  • [bUGFIX] Fixed player MASH/FARP deployment.
  • [bUGFIX] Side mission selection is fixed.
  • [bUGFIX] Offroads respawn fixed.
  • [bUGFIX] MASH owners now receive points for auto-healing BLUFOR units at the MASH.

Good stuff will give it a go after i wake up :D

---------- Post added at 10:16 AM ---------- Previous post was at 09:12 AM ----------

Quick run, Mash deploys compositions as intended, Mortars an Arty goes thru fire sequence, still no rounds falling @target point.

Is this Mortar tied into the Mortar/Arty support? Think maybe a cpl Kajmans from town may have taken it out, an would that stop the Mortar/Arty support from finishing?

http://images.akamai.steamusercontent.com/ugc/522762879946028195/03F432C028D5C444153CB495B68235ADDE4B9365/

http://images.akamai.steamusercontent.com/ugc/522762879946028314/DCF6B3FC3B12FB7621ACE7B21111E53B26DC9F00/

Edited by Call_911

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Good stuff will give it a go after i wake up :D

---------- Post added at 10:16 AM ---------- Previous post was at 09:12 AM ----------

Quick run, Mash deploys compositions as intended, Mortars an Arty goes thru fire sequence, still no rounds falling @target point.

Is this Mortar tied into the Mortar/Arty support? Think maybe a cpl Kajmans from town may have taken it out, an would that stop the Mortar/Arty support from finishing?

http://images.akamai.steamusercontent.com/ugc/522762879946028195/03F432C028D5C444153CB495B68235ADDE4B9365/

http://images.akamai.steamusercontent.com/ugc/522762879946028314/DCF6B3FC3B12FB7621ACE7B21111E53B26DC9F00/

Well then... defend your base! :p

I'll put that in the list of things to for 1.2. Happy hunting!

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Well then... defend your base! :p

I'll put that in the list of things to for 1.2. Happy hunting!

I did lol :D just spent 4-5 hrs playing 1st 3 towns with 4-5 others, time for food :D

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I did lol :D just spent 4-5 hrs playing 1st 3 towns with 4-5 others, time for food :D

Everything went smoothly? Dedicated server?

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Everything went smoothly? Dedicated server?

Yeah on my server, was lots of fun with others players, 2nd town took like 6 satchels b4 we could get it down. Town 3 was just plain crazy fight :D Wish they all played like that, brought back some ArmA1-2 love :D Just the usual ArmA Arsenal complaints an breaking in players who've never experienced Evoultion b4 :D Difficutly changes made to ai seem about right. Both CAS supports work, Arty/Mortars/Rockets don't fire. Got that unknown fog issue gonna research it now might be either the game or the dedi server.

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Yeah on my server, was lots of fun with others players, 2nd town took like 6 satchels b4 we could get it down. Town 3 was just plain crazy fight :D Wish they all played like that, brought back some ArmA1-2 love :D Just the usual ArmA Arsenal complaints an breaking in players who've never experienced Evoultion b4 :D Difficutly changes made to ai seem about right. Both CAS supports work, Arty/Mortars/Rockets don't fire. Got that unknown fog issue gonna research it now might be either the game or the dedi server.

Awesome. Yeah the arsenal bug is a BIS thing, I'm going to post on the forums soon about it. I'm working on the arty supports now. Must be a dedi problem because they work fine for me.

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A few notes after a couple hours on our dedicated server.

- Vehicles despawn/respawn very fast. A couple of times they despawned with players still in them.

- After we cleared the first town no new tasks appeared in the list, we saw a circle around the next town, headed there and were attacked by opfor but no tasks listed...

- Mortar/arty support not working but you're already aware of that.

- After I got revived I had two backpacks, one on me and one on the ground in front of me, every time. Random equipment sometimes disappearing after a revive.

- Opfor despawn immediately when they are killed, looks a bit strange when they disappear in midair in front of you.

- Would it be possible to make the cities more random? After a few mission restarts it's a bit repetitve to so the same towns over n over

Other than these notes it's a great mission :)

Thank you

Edited by Watarimono

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A few notes after a couple hours on our dedicated server.

- Vehicles despawn/respawn very fast. A couple of times they despawned with players still in them.

- After we cleared the first town no new tasks appeared in the list, we saw a circle around the next town, headed there and were attacked by opfor but no tasks listed...

- Mortar/arty support not working but you're already aware of that.

- After I got revived I had two backpacks, one on me and one on the ground in front of me, every time. Random equipment sometimes disappearing after a revive.

- Opfor despawn immediately when they are killed, looks a bit strange when they disappear in midair in front of you.

- Would it be possible to make the cities more random? After a few mission restarts it's a bit repetitve to so the same towns over n over

Other than these notes it's a great mission :)

Thank you

Thanks for the feedback. I'm aware of the vehicle respawn issue with the Offroads and am working to resolve it.

I haven't heard anyone report tasks not showing up, can you confirm you're on v1.1?

OPFOR shouldn't despawn if players are in the vicinity. When did this occur? Did you already "clear" the AO?

I'm investigating changing the way the system chooses cities, however it would be a pretty substantial change, so I'll look into it.

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A few notes after a couple hours on our dedicated server.

- Vehicles despawn/respawn very fast. A couple of times they despawned with players still in them.

- After we cleared the first town no new tasks appeared in the list, we saw a circle around the next town, headed there and were attacked by opfor but no tasks listed...

- Mortar/arty support not working but you're already aware of that.

- After I got revived I had two backpacks, one on me and one on the ground in front of me, every time. Random equipment sometimes disappearing after a revive.

- Opfor despawn immediately when they are killed, looks a bit strange when they disappear in midair in front of you.

- Would it be possible to make the cities more random? After a few mission restarts it's a bit repetitve to so the same towns over n over

Other than these notes it's a great mission :)

Thank you

Noticed the ai magically disappearing 1 sec after i shot them, thought maybe kolmain did that to keep mission clean. is the mhq despawning fairly quick for you guys too after yo park it on/off base?

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Yes, we're using 1.1

Active opfor doesn't despawn but dead opfor bodies disappear directly after killed. They don't even hit the ground before disappearing. This happened the entire gamesession, no difference if the AO was cleared or not. As soon as an opfor was killed they disappeared into thin air.

We haven't used MHQ so I can't answer if it despawns quickly

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First of all thanks for the v.1.1, unfortunately I had to realize that there are several script error messages more than in version 1.0?

Will today times the error document and post you and hope you can fix it.

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Hi! Tell me where in the mission is the script, which can be supplemented with a weapon issued at higher rank? I want to add weapons from other mods.

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Hi how can we use R3F logistic, I see I can load a box inside a vehicle but the box is empty. Or I need to put every singular ammo or weapon manually? It takes too long.

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Hi how can we use R3F logistic, I see I can load a box inside a vehicle but the box is empty. Or I need to put every singular ammo or weapon manually? It takes too long.

Not sure that Kolmain has added loadable crates yet(or I hav'nt found em) to be loaded into vehicles to be taken to a farp or mash or MHQ loc yet. Hoping we'll eventually see a support option to call in a ammo crate filled with just ammo for various weapons etc. That can be dragged/loaded into trucks etc. Thats how it was for Evolution ArmA1 an ArmA2, but than you just had guys sitting on hills with guided AT's spamming the AO with limitless ammo, so how Kolmain does it is yet to be seen.

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Not sure that Kolmain has added loadable crates yet(or I hav'nt found em) to be loaded into vehicles to be taken to a farp or mash or MHQ loc yet. Hoping we'll eventually see a support option to call in a ammo crate filled with just ammo for various weapons etc. That can be dragged/loaded into trucks etc. Thats how it was for Evolution ArmA1 an ArmA2, but than you just had guys sitting on hills with guided AT's spamming the AO with limitless ammo, so how Kolmain does it is yet to be seen.

You can find loadable crates next to the medical bunker in front of the flag, there are some red box you can move and load on any vehicle but are empty.

About gameplay, yes you can do as you say but you forgot that AI has air support and unlimited reinforcement until you destroy the radio tower, and you need ammo box or some kind of refill otherwise you can't break in the city.

I see you can build FARP and MASH with Repair Specialist and Combat Life Saver, but how?

Edit:

Ok you need to be several hundred meters away from the base to be able to build a MASH of a FARP, at MASH I wasn't able to test if you can heal yourself, but at FARP I can't see any ammo box, all box are empty and there is no option to load Virtual Arsenal. You don't need any special vehicle to build MASH but you need repair vehicle to build FARP

Edited by DuM3D0

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