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Baraz

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About Baraz

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    baraz

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  1. Baraz

    Night showcase

    The issue or topic is not the difficulty as such (which is a very subjective point), as the discussion here shows : it is about how, if you do not trigger the proper objectives, the mission fails even if you were to kill everyone there. So the triggers (objectives) could be made clearer or they could be made more flexible (if the mission is done a bit differently).
  2. PROOF : here is another thread about the topic and even a VIDEO showing how it is done (they are scripted or sequential tasks to be done in order and it should succeed automatically once done, period). NOW, if this no longer works since last patch, it has nothing to do with the thread here which was meant to HELP because it is a frustrating scripted bit in the mission. If so, it should be posted in the official Feedback/Issue Tracker here. You are the ONLY person who claims it is false and you mostly did it with such a bad attitude that I did not want to waste my time doing a video (calling me a "lying toad" on Steam, etc.). Again, you are the ONLY person raging at me.
  3. Baraz

    Night showcase

    Although I recognize the good work BI does for other aspects of the game and DLCs, these annoyances reported a thousand times are not fixed or improved years later. In this case, super easy fix: inform the player of those specific objectives/triggers. Ideal would be to allow more triggers for success. It was hard to destroy and defeat so many units to then be told you failed for unknown reasons.
  4. This is a very minor thing, but it might be an oversight (not as designed). Having zero civilian VR casualties, therefore zero collateral damage, does not give the Steam achievement, unless you also have zero soldier casualties on your side. If a few VR soldiers on your side falls, it blocks this achievement. Considering the purpose of this DLC and the content, if the user applies the rules of engagement and laws of war explained, it should congratulate the player with the Steam achievement. An armed combatant, fallen in the line of duty, should not count. Am I wrong ? (i.e. Did I have a civilian causality and did not notice? Pretty sure I would have failed the mission outright if that was so)
  5. By removing all the needless mission code after version=53; it all works fine without an error. For those who do not know also : remove everything before: if (!isServer) exitWith {}; and save that as a simple text file called cz75_breachingdoors.sqf and placed in your mission folder.
  6. Did a few tests : For the script, I removed the intro and the last coded line (they seemed for the pbo only). Make the installation instructions clearer if a copy-paste of the whole pbo content is not appropriate. They are not clear at the moment for a noob. I only kept what starts with if and I kept the last ); The scripts contains mission data and West units specs (?) I get a script error around line 70. Otherwise it works : doors are locked. Various mines can blow the doors open. Grenades do not open doors. As for gun damage, I only tried 0.45 ammo shots (which did not open the door).
  7. Another similar script I found allowed the locked doors to also be opened by ... a Toolkit to lockpick (with a timer) some weapons like shotguns (suggestion: could be opened based on, if possible, ammo-class hit, on explosion classes or on penetration level). The other script in question did not work though, so I am looking at yours now :P EDIT: see my next post ...
  8. An Arma 4 implies making players pay again for the core game and waiting years to obtain all the goodies now available in Arma 3. Not good! I strongly believe that various user-friendly tweaks and new simple functions can maintain Arma 3 is the current competition. Other FPS games still do not offer anything close the Eden Editor/Zeus. Like a new action menu and a different system to manage saved game (just two big examples: many other tweaks also). For the multiplayer aspect, the option to save all current map/player/inventory data (preventively in case of crashes or to allow a save and continue some other time). Easier mission creation tool (little or no written scripting) and better AI settings. With a few important changes like those, the game could be marketed again, along with their DLCs.
  9. Baraz

    Persistent Zeus missions

    That does work in general and relatively easy to use (copy-paste the code on your map). Only downside is it will not save Eden Editor details, such as edited loadouts, etc. So it is good for quickly replacing all the AI and vehicles in place, but they will use their generic or default state. Example: a Nato Ammobearer that had special traits, ID and loadout, that a player used, will return as a generic Nato Ammobearer. Just saying so new Zeuses know what it is used for. It does not allow MP player persistence as such.
  10. In the Virtual Arsenal, like many, I would like to see numbered stats/specs, mostly for weapons. I searched the web and did not find a mod. Is there a mod or a function one can activate too see gear specs in numbers, or better still, DPS, etc.
  11. I did a few quick tests between Courage and Fleeing Coefficient. They are different things it turns out. - with very low Courage, enemies move a way a bit (not very fast) and go prone sometimes ; - with high Fleeing Coefficient (from this mod), combatants and civilians sprint away as far as needed, then crouch or go prone. If they can fight, they run a safe distance to cover and fire. If they are unarmed or civilians, they sprint like hell out of sight. EDIT: even with 100% Courage, the "Fleeing" behavior kicks in. They basically evade being sitting ducks, which can be good (have not checked if they stay behind cover or run). The fleeing behavior is pretty cool. I like it.
  12. Awesome answer, much appreciated. The fact that you still answer questions years later is jaw-dropping, commendable. Thanks.
  13. I read it. For question 2, I was not clear : I mean that in multiplayer/on a server, I presume that the AI settings we choose per unit, with this module in Eden Editor (Mission), are authoritative and that players who join the server do not affect those values. Hence why I ended by "that is obvious", but I want to be sure it doesn't need to be deeper in the server settings.
  14. Hello, 1) Question: the mod adds a Fleeing Coefficient, but there still is the good old Courage attribute (hidden in vanilla). Why are there two settings? Sounds like they both do the same thing. 2) I presume that this makes the AI sub-skills set by the Mission and therefore player/client settings are not considered. Obvious, I know, but I am a noob making sure my understanding is correct. The alternative is to write a server setting which has the obvious advantage that all AI are set automatically. 3) I presume the vanilla AI General Skill slider in Eden Editor is not important once you change the other sub-skill attributes made visible by this mod. No need to answer, unless I am wrong.
  15. Ah, thank you. From your answer, and something I just read elsewhere, what some nickname a proper dedicated server is a computer being used only to host as such. The Admin/Zeus/Gamemaster is on another computer as normal with the Arma 3 client. This should improve performance and hopefully the dedicated server computer should crash less often as no one is really playing on it (and the Arma 3 client is logically closed also). Also explains why some were proposing one should ideally use an extra Steam account (though probably not necessary).
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