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Marius_ArmA3

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About Marius_ArmA3

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  1. Marius_ArmA3

    Warlords

    Yes, I'm aware of the customization possibilities. I was referring to the public, official version on the official servers.
  2. Marius_ArmA3

    Warlords

    From my experience playing this gamemode for hours, I think you need to find a way to implement Armed UAVs, Artillery, and armed Blackfish/Xi'An because they are some of the coolest aspects of ArmA3. It seems a damn shame to have such cool assets not being used in this gamemode. Implement as much of the content you created as possible so it actually gets used in combat. Consider offsetting their power by: A very high cost = the other side will be pressed to destroy them with their jets for example, and the owning side will be pressed to defend these expensive assets. Limit their number. Limit their time of usage or frequency of buying. This would very cool if implemented. Please consider it, thank you.
  3. Hello, I'm trying to recreate the script that was used in Apex mission 6 for the aerial drone - to prevent players interacting with UAV waypoints. GOAL: Have players only be able to control a UAV Drone gunner, and NOT be able to mess with the scripted Drone waypoints in any way. Don't show drone waypoints on UAV Terminal map at all (like in mission 6 of Apex). WHAT I HAVE SO FAR: Using lockDriver and enableUAVWaypoints I got very close to solving this problem on my own. However, the Drone waypoint will still show on player's Terminal and they can still delete it using right click menu. In Apex mission 6, the LOITER waypoint that is pre-placed in EDEN is not visible on player's Terminal maps so they can't mess with it. You can "hack" around this by looping setAutonomous to false, but this will still show the waypoint on map, and reset th Drone's flyInHeight every time a player clicks the Autonomous box in Terminal. Is there a better solution? I can't find it in Apex Mission 6 files. How did they hide the waypoint? (setWaypointVisible has no effect on Terminal map...)
  4. Marius_ArmA3

    General Discussion (dev branch)

    Since Phabricator Captcha does not work I can't report a bug there, so I have to ask here: Does anyone else have a problem with the last mission of Bootcamp - "Damage control". For me, yesterday, in DEV, the game had a constant CTD at the start of the mission after the radio line "Just marking their territory, as per usual". It's not nice to break the official Campaign :( I have since returned to RC so I do not know the exact DEV version. Can someone confirm this problem? It only takes a few seconds, the CTD is fairly soon into the mission as described above.
  5. Ahem, if I may bring the developers attention to this problem. This need to get fixed ASAP. For us mission-makers this bug makes us switch to DEV for mission making and testing, and back to RETAIL for Multiplayer. Not nice to download 900MB all the time. I can't afford to fill my SSD with two gigantic Arma 3 installs.
  6. Confirmed. Dying in the new tac-ops missions on Altis, then loading the game takes ~15s where it took me 3-4 seconds to load Altis gamesaves before. Also using SSD.
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