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Posts posted by Kreu

  1. 5 hours ago, krzychuzokecia said:

    Out of curiosity: what AI settings you have in difficulty? Any AI mods like LAMBS?

    No AI Mods. Skill set to 100 Precision to 70.


    5 hours ago, krzychuzokecia said:

    Placing them on the hill means nothing, since you have to place them in effective range of their weapons... which means, enemies can detect them too.

    Everybody in your team has a scope. Only few enemys have scopes. Also yours have bether weapons = greater range and bether protective equipment. Don't forget yours also have silencers! Your guys will win if you choose the right distance


    5 hours ago, krzychuzokecia said:

    Unless you really did equip your team with .50 cal sniper rifles and Voronas. But with typical non-cheese loadout of 7.62 snipers you have to get inside 600 meter range for AI to make them effective. But that sword (the pun! the pun!) cuts both ways (and again, enemy has advantage of not being in the open).

    I usually have one Titan AT launcher on  my team. Sometimes one sniper with a .50 cal. Thats kinda overkill though. At 600 meters only few enemys have the equipment to attack you.

    Here a video how i did my last task in a new Extraction run:


    • Like 1

  2. On 11/25/2021 at 1:28 PM, krzychuzokecia said:

    So, I tried the "Extraction" scenario, and well... it's painful, in a bad way.


    Let's start with the intro that gives you few actual informations about your purpose. Reading briefing is not optional.


    Random task assignment is not acceptable: my first task was to defend checkpoint which was in the southern part of the map. I lost probably 10 minutes trying to get AIs into the vehicles without them destroying the camp. Then I went southward (having to stop every 30 seconds to wait for other car - Arma thing, but scenario should take it into account) only to get blasted by host nation's APC - which is funny, because intro gives you feeling that you're operating with the host nation approval. After reload I haven't died, but task was marked as failed, because I haven't even got to the checkpoint. Okay, some lessons learned, let's restart.


    This time I got "destroy weapons caches" task - and it went "kind of" well. "Kind of" because enemy AI (I was fighting rebels, not the regular army) can snipe you from 400 meters with an AK. Again, Arma thing, but scenario should take it into account. Of course the same applies to friendly AI, but... you only start with 3. Since the objective was in the town (with enemies pre-placed in windows, or on rooftops - that's kinda cool) my comrades died in no time, leaving me alone with enemy reinforcements. I fell a hero, under hail of bullets.


    So, few notes. I don't see (story-wise) why I'd be blasted by Angara army, but maybe there's some explanation further down the quest. However, with me having a small team of PMCs, it's a bad idea even gameplay-wise: you just can't survive any accidental meeting with SFIA. Worst part: since they roll in APCs, they usually see you first. Old Man got it right: CSAT was not bothering you, unless you began bothering them. One of the few things Old Man did right from the start.


    But even taking on rebels, in singleplayer, is a huge effort due to Arma being Arma. This mission feels a lot like "Dynamic Recon Ops with a story" - however in DRO I usually went into the battle with full 12 person squad, and some armored vehicle that wouldn't die from first .50 cal burst. You can get more contractors in "Extraction", but not early in the game, and I don't see any option for buying vehicles. What can be done, however, is reviving. Especially since you can switch unit after first death - it'd greatly help solo players to have ability to get their squad back on legs after surviving casualties against overwhelming enemy force.


    Also - going back to the task assignement thing - IMO it would be way better to have player choose tasks, have him evaluate risks, or even possibility to join the fight (it's not fun to hear "you failed" because you were only through half of the way to the target, being busy micromanaging AIs who can't drive on straight road).


    I'm not done yet with the mission, but... it doesn't look promising. Maybe the "open world" framework doesn't really fit into traditional Arma 3 combat gameplay, and is better left to "walking sims" like Pilgrimage? I dunno. Also, once again in case of A3 paid mods Creator DLCs, it seems that what can make great, innovative mod, is often not enough to make a good product. Quality control issues that I could live with when it comes to mod ("hey, you put so much effort into this, who cares about bugs!"), are hard pill to swallow when one has to pay for them ("looks nice on screenshots, but barely works, 0/10, gimme my money back!"). Western Sahara is fortunately not that expensive as other cDLCs, but that's not enough of consolation when the "main course" of the DLC - the mission - is just not fun.

    Well i agree with the APC thing. I also got suprised by them. Didn't have strong enough AT with me to deafeat them. A hint that Tura meight have some Army equipment would have been nice. I think the marker description of the airfield is supposed to be a hint but has an error? It says that Tura equipment got seized when the Airfield got raided. I think it is supposed to say Army equipment was seized by Tura when they raided the airfield.

    Else i can't really agree with your critisizm. In generall the scenario is to easy in my opinion because it is so cheap to get the best equipment. Place your Sniper/AT squad on a hill next to the objectiv and they will destroy everything. Just stay outside the range of enemys who dont have scopes.

    Edit: But if your first task was to defend the outpost it for sure isn't fare that you don't have time to get AT equipment.

  3. Hey i like the DLC so far. Some feedback to the Exctraction game mode:

    First its great! But i think it can be improved.

    Small issues:
    1. REMOVED.
    2. So far i always got the excact same enemy reinforcements. Would be nice if they could vary in amount and Equipment. Enemy infantry reinforcements dismount to late.


    Medium issues:

    3. Friendly AI moves very slow. Its like their movement got restricted to "LIMITED" in the Mission creator.
    (this might only happen if you give them a movement order right at the start of the mission. I started a third Extraction playthrough and this time my AI teammates move at normal speed)
    4. Why only 5 AI comrades when i play singleplayer? Would really like to have more. | Not the case anymore. Thaniks for the Update.

    5. Searching intel is quite tedious, especially when you play singleplayer and you have to do it all by yourself.
    Instead of intel having a chance to spawn on any corpse, it should only spawn in key building or enemy squadleaders. That way you would only have to search one guy of a squad.

    6. I didn't find any way to repair Vehicles completely. | You can repair at the UN Base. Would prefer if you could purchase the repairs in base though.

    7. Its quite annoing to refuel and rearm the Vehicles all the time.


    Big issues:
    8. Why not more playerslots for multiplayer?

    9. The economy system has many flaws
    - To few things to purchase. You should be able to pay for vehicle repairs, auto refuel in base and auto rearm in base. Especially in singleplayer its exhausting to refuel and rearm you vehicles all by yourself.
    Also why can't i buy new vehicles? Let me pay for a one time artillery or air support. Right now i swiming in money all the time with nothing to spend it on.
    - 100$ let me buy any Equipment in the game? Thats absolutely broken. Sefrou-Ramal is a very open map. If i can buy the best long range equipment right from the start for my entire team the gamemode becomes jokingly easy.
    Just place your AI on a hill and watch them snipe every enemy in the area, who are almost always onehit and can't shoot back because of the lack of scopes.
    I really think the purchasing system for equipment almost ruins the gamemode. You have to heavely restrict yourself if you want  it to stay challenging.

    My major flaw:
    - Gamemode is to easy. Even in singleplayer. Main reason being that its to easy to get very powerfull equipment. The problem gets amplyfied by bad enemy equipment and very open map.
    Also you can find some quite powerfull vehicles which make you almost undefeatable. I like that they are in the game (Even if i would prefer them to be purchasable) but the enemys need equipment to counter them.


    - Its not possible to not show the location of the player on the map. Should be possible.

    - There is another reason why many Tasks are so easy. Enemys always try to attack you instead of holding a position. So you attack a village with Tura's and sooner or later most of them will push out of the village trying to get closer to you.
    This makes them easy targets as they push out into the open. There is barely anything left to do once you actually move into the village. More of them should stay back.

    Still i really like the gamemode. Especially as long as i restrict my buy options myself. I do think it could be improved though.

    • Thanks 1

  4. Following situation:

    In my mission the RESISTANCE players and their AI disguise as EAST soldiers and infiltrate their base.

    For that i let them joinSilent a WEST group. WEST is allied with EAST.
    Works like a charm.

    Now once a player damages or kills an EAST soldier i want him to joinSilent Resistance again.
    So each enemy soldier has a kill and a dammage eventhandler. Once they fire i want the shooter to join the group grpResRejoin so that he gets treated like an enemy.
    I created this group at the start of the mission: grpResRejoin = createGroup [independent, false];
    Now the wiki says that once the last unit of an group dies, the group always gets deleted.
    So it might happen that a player kills an East soldier, joins the group grpResRejoin, gets killed himself and the group gets deleted.
    But what if another player kills an enemy now? He can't join grpResRejoin anymore because it got deleted.
    So i need to check each time before i want a player to join the group, if the group does exist. If not it needs to be created first.
    Problem is i can't check if the group does exist.
    (isNull grpResRejoin) doesn't return anything if the group hasen't been created.
    So how do i solve the Problem?

    Thank you for any advise

  5. I want AAF to be able to controll an AN/MPQ-105 BLUFOR radar.
    I joined the radar with an AAF unit so they should be able controll it.

    As Host:
    1. I am a AAF unit.
    2. I pick up the AAF UAV terminal.
    3. I open the AAF UAV terminal.
    4. The Radar gets shown to me and i can click on it and connect. (It is marked as BLUFOR unit on the map thou)

    As Client:
    0. I restart the mission
    1. I am a AAF unit.
    2. I pick up the AAF UAV terminal.
    3. I open the AAF UAV terminal.
    4. I can't see the Radar. I also can't connect by walking up to it and trying it directly.
    Even test = plLeader connectTerminalToUAV secRadar; doesn't work. I get connected to the UAV but i can't controll it.

    I also tried placing an empty radar and moved an AAF unit inside it. If i now connect to the radar i can eject the soldier and remote controll him, which of course is not what should happen.

    Anybody got any suggestions? Thanks in advance!

  6. Got an answer on reddit.

    In case anybody ever has the same question, here is the answer


    The AMRAAM D missile carried by the F/A-181 has a Semi-Active Radar Homing guidance package. This requires the launching aircraft to illuminate the target with its onboard Active Radar (Fire Control) system to lock, launch and guide to impact.

    The data link allows the Black Wasp to close to within lethal attack range before lighting up (turning on the Active Radar system) thus minimizing adversary reaction time. If you wish to attack full stealth you'll have to use the BIM-9X IR guided missile or the gun (and get much closer).

    When target distance is under 1 km, apparently you are able to get a visual detection but you still shouldn't be able to shoot the AMRAAM w/o your active radar. Note minimum range is 800 m for the AMRAAM.

    The MIM-145 Defender missile system uses a different type of guidance that requires a (remote) active radar system to guide it. In other words, its only function is to get the missile in the air. This allows a single radar to control multiple missile batteries just like IRL.


    Answer is from KillAllTheThings from Reddit

  7. Following situation:
    I placed a radar in the editor. radar is active and it shares all data link info.
    i fly in a black wasp with the abillity to receive data link, but radar is turned of at all time. an enemy jet is approaching the position of the radar. 


    I expected to be able to lock onto the ememy incoming jet with my medium range radar guided missiles. 


    But i can't. I can see the enemy jet on the sensors panel, because my allied radar detected him and sends me his position. but i cant lock onto him until im closer than 1km.


    If i use the defender SAM site i can lock onto enemys via Data Link. 


    My Question:
    Am i doing something wrong or is the black wasp just not able to lock onto data link shared targets?
    Also why can i suddenly lock onto them when the distance is less than one km?

  8. I created a mission where you are controlling a Blackfoot gunship.
    This mission can be played in mutiplayer as well.
    But there is an issue.
    After a few minutes (ca 5 - 10min) the Blackfoot gunner starts to experience extreme camera shaking.
    I did test the mission with a friend and he did send me this:

    and this:

    He was the host btw.

    I did test this again with my and my girlfriends PC and the problem was still there.

    Does anybody else encouter this Problem?

  9. On 7/5/2020 at 10:59 PM, engima said:

    Start out easy.


    Try to only use BIS_fnc_holdActionAdd in its simplest form. Do not do it in an init line, and do not use remoteExec.


    Then expand with your customization of it one step at a time.


    When the code works, route it to the correct machine. You might use remoteExec or publicVariable with a publicVariableEventhandler.


    And also, maybe you will need scheduled execution, and in that case you might need to use ”spawn” inside the eventhandler.

    Thanks for the answer. Somehow didn't get a notification that somebody replied to my thread.
    The hold action is working in multiplayer. Not a smooth as in singleplayer but im ok with that.
    Im currently making tests to find out how locality works exactly. Thinks don't seem to be very consistent sometimes. But im sure i will understand it sooner or later ^^

  10. Im creating a multiplayer mission where i want that only the pilot of a chopper can use a certain BIS_fnc_holdActionAdd.
    Several things are confusing me.
    First i have a container with following code in the init line:


    this, "change loadout", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa",  "_this == driver heli1 AND allowRearm",  "true", {},  {}, {sc1 = execVM  "scripts\rearm.sqf";
     {allowRearm = true},  [],
     1, 0,
    ] remoteExec ["BIS_fnc_holdActionAdd", 0, this];


    I actually expected that the pilot would now see the enty several times, one entry for each player.
    But to my happy suprise the pilot can only see the entry once.
    So this is the first thing i can't understand.

    But it keeps getting more confusing. Once the pilot completes the hold action, a script gets started (rearm.sqf).
    In this script a new hold action gets created in exactly the same way as the first one:


    loadoutChanger, "cancel",
    "_this == driver heli1 AND allowCancel",  "true", {},  {},
    terminate sc1;
    allowRearm = TRUE;
    while {cancelVar < 20} do
        [loadoutChanger, cancelVar] remoteExec ["BIS_fnc_holdActionRemove", 0, loadoutChanger];
        cancelVar = cancelVar + 1;
    pylonSelect = FALSE;
    allowCancel = FALSE;
    {},  [],
    1, 0,
    ] remoteExec ["BIS_fnc_holdActionAdd", 0, loadoutChanger];

    this time suddenly the action gets added once for every player. Why does it behave different this time?

    I then decided to change my script. I try to get the id of the player who is controlling the pilot:

    pilotID = 0;
    pilotID = owner heli1D;

    I made two tests. The first time the host was playing heli1D. in that case pilotID was 2. Why was the pilotID 2?
    The host wasn't able to see the holdAction (he should have been).

    Second test the clients controlls heli1D. pilotID is 2 again. the client can see the hold action and it also got added only once.
    Again i don't understand whats going on.

    Im totally confused now. Help would be highly appreaciated.

  11. 11 minutes ago, stburr91 said:

    What is it exactly that you want to achieve? Must it be the drone that targets the unit, or do you just want the unit targeted with a laser? 


    If it's the latter, then you could just create a laser, and attach it to the AA unit. 

    Yeah i just found that solution. Didn't know you can even create lasertargets.  Everything is working now. Thanks for the answer 🙂

    • Like 1

  12. I want a darter to target enemy AA infanty with its laser for the player.
    Drone name = dr1

    Enemy AA soldier name =  e1

    The drone is succesfully spotting the AA soldier.

    I then execute following script:

    dr1 reveal [e1, 4];

    dr1 doTarget e1;

    [dr1, "Laserdesignator_mounted"] call BIS_fnc_fire;


    The AI starts firing its laserdesignator but it won't target the soldier.
    lookAt and doWatch didn't work either. I also tried:  dr1G doTarget e1;

    with no success

    Is there anything else i can try?

  13. 15 minutes ago, gc8 said:


    I don't understand how this could work because list is supposed to take trigger as parameter


    to make the list stay and not change you have to use the + operator to copy the list to forces


    like so:

    forces = +(list triggerOne)


    more info: https://community.bistudio.com/wiki/list




    Sorry i meant trigger not array. My bad 🤦‍♂️


    9 minutes ago, engima said:

    I guess you mean you made a ”trigger” and not ”array”. (Since you mention ”activation”).


    In that case it is maybe the trigger that manages the list (the array). And killing a unit and running ”list trigger” again returns the ones alive.


    An ordinary array will not delete dead units, and empty items (removed units) will have value null (like objNull if it is a soldier).

    Yeah i meant trigger. My bad 🤦‍♂️


    7 minutes ago, gc8 said:


    yep. list gives pointer to the trigger's array so the list returned will change. As the wiki states https://community.bistudio.com/wiki/list

    Ah thanks. Thats very interresting and quite convinient.

  14. I made a small scenario to test the behaviour of arrays. I placed two BLUFOR soldiers inside an Trigger. Trigger name is ar1. Trigger activation is BLUFOR present.
    I then execute forces = list ar1;

    forces is now an array with two units.

    Now if i kill one of those units, it automatically gets removed from the array forces.
    I always thought i have to that myself.
    This doesn't match with the experiences i previously made.
    In another mission im currently creating, dead units seem to stay in my arrays.


    So what is your knowledge about this topic?



    As you can see the AI is not engaging the targets, despite knowing about them and having clear line of sight.
    Also tested this with max AI skill setting.

    Oddly enough if i do the same test on the big salt lake (same distance, units, etc) the tank actually starts shooting when i reveal the targets for him (Only small bursts).

  16. @XerXesCZ

    On 12/23/2019 at 11:30 AM, XerXesCZ said:


    Oh, but there are actually two autosaves present in this scenario, the newest autosave and the one before it.

    Im finally back at home now.
    Yes you are right there are two save slots.
    When im sleeping or the game is autosaving its always using the upper save slot.
    The last time it used the lower slot was pretty much at the start of the scenario.
    So currently i have the option between a broken savepoint (upper save slot) or practikally restart (lower save slot) 😄.
    I case you wondering why my upper save is broken.


    I can't complete the quest "Locate the CSAT unit" because i can't give Keystone the documents.


  17. 7 hours ago, James Bonds said:

    Now a quick note on fps, why is it so low? I understand low fps on multiplayer servers but this is a single-player one person scenario to me it just doesn't make sense but it does not ruin the experience since I'm so used to low fps in Arma 3.

    @James Bonds
    I am by no means an expert on this subject. But i do create missions by myself and i can tell you that certain scripts can have quite an big impact on the performance.
    It might be that quite a lot of scripts are constantly running in this Szenario. Testing the knowsabout value OPFOR units have about the player, Testing if the player is holding any weapon, spawn scripts for all the ambient units and civilians. Each time these units spawn they have to get initialized and start moving to their waypoints and start their pathfinding.
    Im pretty sure there is a lot going on in this mission.

    I also like the current saving system. I only miss having more than one slot for my save points. Currently if something breaks the mission and it gets saved you gotta restart everything.

    • Like 2