neofit
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Everything posted by neofit
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[SP/Co05] Escape Chernarus - By P.Milkman
neofit replied to Necropaulo's topic in ARMA 3 - USER MISSIONS
Hi, Save is disabled? -
Nice little adventure, thanks. I don't think there is a way to configure anything, is there? Like, I've looted a bit and killed a few AI groups, but I'm freezing to death. No matches so far, and I'd normally wear 2-3 sets of clothes if I'm cold, so I'd rather not worry about this part. Or say I'm hit by a zombie and poof goes my whole grenadier vest, together with all my mags, so I'd rather turn this off as well :). Anyway, great work.
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Hello, I've been playing this SAS scenario using IFA3, then Pilgrimage ported to '44. There is this German sniper rifle, Kar98k ZF39, which is way harder to use that its British equivalent (whose name escapes me atm). Not only the K98 has much less magnification, which is probably authentic, but the worst thing is the automatic reload. While reloading the British one you keep looking through the scope and see where the bullets land, which is very helpful in this pre-laser era. With the German rifle, as soon as you've pulled the trigger and if it wasn't the last bullet in the clip, you automatically take your eye away from the scope to reload. So basically unless it's point-blank, you have idea where the bullets land and you are shooting blind. Is this normal? Is there a way to remedy to that? A manual reload would have been awesome.
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Shame there is no SP. No-buy for me.
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Meh, still a problem on my end, even after a complete PC rebuild (leaving on the old gfx card, since I'm not a bitcoin millionaire 🙂 ) and windows reinstall. So it starts building the game world after asking for mission variables, then never ends. After more than 10 minutes I hit Alt-F4, and the game acts like it exited normally, it even does a save and exit, even though I never saw the actual game world. The whole time I have one core doing 100%, but with a brand new i5-11600K (twice as fast as my old one) it should be more than enough to do everything in one minute. Zero mods or with my usual set of mods. Then I can actually Continue the mission and I get into the game world but it looks empty. I never see anyone nor find anyone nor any loot. Plenty of vehicles though. Maybe the map is different? Mine is from the .doc linked to the mission description on page 1, Vidda | Legacy Version. Or maybe some DLC that I don't have? I've tried vanilla Pilgrimage 1.95 and it works. 16:10:13 Starting mission: 16:10:13 Mission file: Pilgrimage\Pvt Partz\Pilgrimage_p195 (__cur_sp) 16:10:13 Mission world: blud_vidda 16:10:13 Mission directory: missions\__cur_sp.blud_vidda\ 16:10:13 EPE manager release (0|141|0) 16:10:17 c:\bis\source\stable\futura\lib\ui\uimap.cpp DisplayGetReady::Destroy:NOT IMPLEMENTED - briefing! 16:10:17 Mission id: 6fae2cf8718f798f1befb3f3034be490267abad7 16:10:28 B_T_Truck_01_medical_F: mirror_l_hide - unknown animation source mirror_l_hide 16:10:28 B_Truck_01_fuel_F: mirror_l_hide - unknown animation source mirror_l_hide 16:10:28 B_T_Truck_01_fuel_F: mirror_l_hide - unknown animation source mirror_l_hide 16:10:28 B_Truck_01_Repair_F: mirror_l_hide - unknown animation source mirror_l_hide 16:10:28 I_Truck_02_covered_F: rear_hide - unknown animation source rear_hide 16:10:28 B_T_Truck_01_mover_F: mirror_l_hide - unknown animation source mirror_l_hide 16:10:28 O_LSV_02_armed_F: unarmed_main_turret_hide - unknown animation source turrethide 16:10:28 O_LSV_02_armed_F: unarmed_doors_hide - unknown animation source doorshide 16:10:28 O_LSV_02_armed_F: magazine_reload_hide_1 - unknown animation source voronamuzzle_reloadmagazine 16:10:28 B_Truck_01_mover_F: mirror_l_hide - unknown animation source mirror_l_hide 16:10:28 B_T_Truck_01_ammo_F: mirror_l_hide - unknown animation source mirror_l_hide 16:10:28 B_T_Truck_01_Repair_F: mirror_l_hide - unknown animation source mirror_l_hide 16:10:28 O_T_LSV_02_armed_F: unarmed_main_turret_hide - unknown animation source turrethide 16:10:28 O_T_LSV_02_armed_F: unarmed_doors_hide - unknown animation source doorshide 16:10:28 O_T_LSV_02_armed_F: magazine_reload_hide_1 - unknown animation source voronamuzzle_reloadmagazine 16:10:28 I_Truck_02_transport_F: rear_hide - unknown animation source rear_hide 16:10:29 O_T_APC_Tracked_02_cannon_ghex_F: cannon_ready_light - unknown animation source muzzle_hide_cannon 16:23:55 Shutdown normally
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@Pvt Partz Apparently I am a bit late trying the Vidda version only today. The linked Vidda map is now labelled as "Legacy Vidda", and when I launching the scenario on it the setup phase after choosing the settings never ends. Any chance for an update?
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Hi, A lot of the features in this scenario have been inspired by other mission, like Rydigier's Pilgrimage, but some function differently, I'd like to know how the "Old Man" world is supposed to function. 1/ Fast Travel. It's not implemented as a teleport since it takes time to go from place to place. But for some reason I can't travel together with a vehicle. In Pilgrimage for instance the last vehicle you were in travels with you, so we know there is no technical issue that would prevent such a functionality. Do you truly only "fast travel on foot" or am I missing something. 2/ Is there a way to truly destroy a roadblock? In Pilgrimage again, once I kill everyone at a checkpoint it remains empty for the duration of the mission, which lasts a few hours to a couple of days max anyway. If such a feature exists, i.e. it stays empty for a couple of days at least, is it enough to kill everyone there or one has to C4 something else there? 3/ Helicopters. Pilgrimage has those pesky on call helicopters as well, about 1-2 on the island, but if I shoot them down or do to an airfield and destroy them on the ground, there will be no more of those for the remainder of the mission. Is it the same in Old Man or do they keep respawning? Thanks.
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Hi, From the help I got in-game, I guess there are two ways to use the weapons I am looting: 1/ Sell them at the insurgents' camp for money 2/ Put them into a box at a stash house for about half the money plus some kind of reputation with the said insurgents Where do I see this reputation level? Also, I've got this when looking at the insurgents screen: Does this mean that my game is broken and that I should restart? Is there any way to figure out if it will be broken again, before wasting my time playing for another hour before this screen becomes available again? Or is this "normal" and will start displaying proper figures as soon as I interact somehow with this faction? I've already sold weapons to their quartermaster and put some into the stash box, do I have to go on an actual assault with them for this box to fix itself? Thanks
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Good to know one doesn't need to compulsively loot everything in sight anymore then :).
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BTW, is that level, +3 or something, when you have -20%/+20% and accommodations at 100 (when Samjo says "lowest prices"), the highest one? Because I've given them about 1K-2K for the first three levels, then about 20K worth of weapons after that but I didn't get any other message from Samjo.
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Thanks. To me "Not Available" sounds like the "N/A" in Excel, which means that one has an error somewhere. I'd rather they replaced them by zeros.
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I've received a phone call from Samjo telling me he was happy with me blowing up the house, his first mission. After that I got the "Insurgents" button on the map screen. But I'd still appreciate an answer to my questions: 1/ Where do I see the reputation level? 2/ Is it normal to have the 'Not available' "figures" on my insurgency screen or should I start over?
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If you could read, you'd see: "Joined: March 10, 2007". And no, you can't in your mission. All I've seen were sprinting ones. Not fun. Brain dead creatures with rotting muscles having the coordination and strength to run? Does not compute. Yes, Einstein, I did read the notes. That does not make these idiotic restrictions fun. If you played Arma 3 a bit longer, you'd know that these things are managed in settings, so each player can manager them on their own, instead of having some arrogant mission maker force his views onto them. Yay, I'm stuck inside a vehicle with much less situational awareness than in real life, of what a difficult challenge, oh what fun. Everyone is looking for a challenge according to his limited capacity I guess, heh? Succeed at what, genius? In having fun in a crappy mission? Not wasting my time on that. Look, you started personal insults first, so the general tone is now on you. I admit to making one mistake though, I misread: I understood it as if a grown up actually meant it, not a kid who'd go all butthurt at the first criticism. Anyway, thread and user /ignored.
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I think it's Arma3. I don't remember being that POed by AI driving. I remember being driven by AIs and my only complaint being that they were rather slow. I remember being flown by AI teammates in choppers as well.
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I am not worried that AI driving will break this very mission. It's a general thing, more like a principle for me at this point. Most missions I play are not the military type ones that we get in the stock campaigns by BIS. Besides the various Pilgrimages, I mostly play Ravage-type or the Patrol Operations types of missions. I wish I could get into an apoc Altis and NOT find most, if not all of the intended to be scary AI bandit patrols all burnt and dead sticking from some wall or wreck on the road. I wish I could use more people in my patrol that would fit inside a single vehicle, because nurturing the second one is hair-pulling frustration, what with them getting stuck in walls at most turns or a single tree or rock in a field, without the AI brains to back off an extra meter so they can move around it. Wouldn't it be nice to be able to say "#2, driver, get in", pop onto the passenger seat, click somewhere on the map, and enjoy the scenery, trusting #2 will actually get you there. When I am seeing how well AI is driving in otherwise silly games like the Far Crys and the GTAs, it's like I'm watching super pro code compared to "Hello world" level AI coding in Arma3. Then we had the disastrous, no-save, allegedly SP campaign in Apex. And then BIS is telling me: "hey, buy more vehicles, they are fun. Buy more campaigns too, we are good at them!". Sorry, I don't feel like it for some reason. Edit: /rant off, sorry :).
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Debug console: in the "description.ext" file, add "enableDebugConsole = 2;" (for everyone, or =1 if only for SP and MP admins). It's in here. Have a nice and safe vacation.
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The Workshop page says that it also requires the Tanks DLC. I will absolutely get it as soon as the AI can drive one without getting stuck on a single rock in a desert :).
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NSMSB3 (Namalsk Stalker Mini Sand Box for ARMA3)
neofit replied to grimwald's topic in ARMA 3 - USER MISSIONS
Tried it today finally. It does make things better, but it is still too dark, even with the in-game brightness to the max. When I run around, I see a light brown circle on the ground all around me at about 30m, it moves with me, and beyond the ground is nearly black. Outside this circle, if I am shooting at AIs that are among trees with the sky in the background, the latter is so bright and the trees so dark that it's like shooting at a black silhouette on a black background. Even with all lights in the room turned off. Also, when I look at the same scene through an SVD scope, I am getting some nice shades of green instead of shades of black and everything is visible. Trees are not green without the scope, they are different shades of black. I haven't seen such an effect on any other map. It's like night time ground with day time skies. I depboed and derapified the Sullen skies config.bin, but I have no idea what to change in there. 🙂 -
Gave it a try. It sounded exciting from the description, but there are too many quality of life restrictions for fun. From the 10 minutes I managed to endure it: * You can save in SP, but not only there is only one save slot ("autosave.Arma3Save"), there are also many restrictions on when it can be used: you can't save in the car, not inside a house, only outside in (acid?) rain. Doesn't add anything to gameplay, on the contrary, it makes it frustrating, the antithesis of fun. * You can't drive in 3rd person. * You can't shoot when walking backwards, what we usually do when kiting zeds * and the worst, what actually killed it for me: running zombies. So, first village, 5 zombied Hussein Bolts around me, and I can't even kite. Not a mission for me unfortunately. Just remembered: * You have a GPS, but the key you have in the game settings doen't work * Apparently you are a professional in a very important mission, but you went into a zone with without an extra fuel, so you start with barely a few pixels in your Skoda. I thought I'd play until I run out, they I'd see if I should continue depending on the scarcity of the important resources, but the running zombies decided for me :).
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Awesome! Then I hope someone will port Pilgrimage onto it, if you'll allow that.
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I'm going through my old followed threads. Checked the Workshop just in case for anything called "f3llout" or "fallout" (like Dusty Roads went there to die), to no avail. The apparent death of this one make me sad the most. \o/ why oh why? 🙂
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What does that mean? We can start it as a normal SP mission, in Missions/<name> and save/load as a normal SP mission, or do we still have to jump through hoops as described above, with the lobby and all, wherever that is? Thanks.
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Nah. My main enemy: the save option is disabled. I aborted.
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Played a bit more, until we re-established electricity and the tasks stopped. * When I got into the Solar station, loaded the panels, the task said "Completed", but I got no task to go back to base. I went there myself and the task I never saw got completed, and I got the next one. Maybe this was because I wasn't in the GAZ per se. But why should I? This is a survival game, so people will find the first car they can and use it as a mobile base, loading it with all the stuff they find and loot. So I don't want to spend a lot of time moving all my stuff from my light truck onto the GAZ, with the possibility that this quest vehicle may go poof when one step of the other is finished, with all my stuff. So IMHO you should maybe modify the quest texts so they don't refer to the GAZ as much. I've done enough, I liberated the stuff you need, now send a non-hero to bring your stuff to the base, while I move onto the next task in my own vehicle :). * Same happened after the last task, with the tank, no task to go home. * There is a serious lack of food. I've looted countless nodes, to the point of not willing to play if I need to loot more. If I could eat balaclavas and other pieces of headgear, I'd be morbidly obese by now. But lack of loot inside nodes is OK, AFAIC. What is killing it for me is the lack of everything on NPCs. Stats say that besides zombies, I've killed 72 people. Three had a bit of dry milk. Found a can of tactical beacon. Finally got a toolbox so I didn't die. But hours into the game and countless murders, I don't have can opener nor a knife. IMHO, either we should get the most important tools (opener, toolbox, knife, backpack) in the first or the second "base", or NPCs should carry more of it, or better yet I should be able to buy some from the store, or even better, since I'm risking my life for them, the refugees should reward me with sweet sweet bacon after every successful mission. Being on the brink of death if I don't eat one can of bacon every hour feels a bit ridiculous. Keep up the good work.
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Hi, I've played to the It was quite fun. Some observations: Mission issue: I've had to restart because I've had a task issue at the very beginning. Task #1 is about getting a weapon. Luck had it so there was a firefight between the gendarmerie and the bandits before the shop, so I could loot a weapon from a corpse, then killed the 3 dudes in the room with the weapon crate. But I looked at what's on the table before opening the chest and got the piece of intel. Then I opened the chest and the game gave me the task to go get the intel now, but it was already taken, so the storyline was stuck. DLCs: BIS has plenty of resources to create useless DLCs, but none to teach AI how to drive. So an AI patrol couldn't avoid a lone house and hit it head on. A body in there, engine running, so I thought I might finally get some decent weapons and maybe a backpack but no: the SUV is a DLC one so I couldn't climb into it to eject the body to loot it. Maybe you can restrict the equipment pool up to Apex for instance? Immersion: It is a bit immersion breaking to have a build up about the food and drink being hoarded by the evil dudes, and then discovering that what the 3 armed guys were guarding with their lives is a whole can of soda plus one bag of rice. Food and drink: I don't know how loot quantity in lootable nodes is configured is configured in Ravage, but it is rather boring having to loot everything that is in sight with about a 1 in 20 chance to find something, plus it's always garbage. I don't know where food and drink are supposed to be, but I'd rather stop now if I actually have to rummage through all the garbage on the island in order to find something useful every 50th attempt, as the only way to survuve. I think it will be better the for immersion if there was no food inside lootable nodes after weeks of looting by multiple gangs, but that maybe one AI in 5 or 10 could carry something edible or drinkable. So far, IIRC, I've killed 3 guys in the weapons room, zero food and drink. 3 or 4 gendarmes, nothing. 3 guys by the "food storage", nothing on them. One solo wanderer, 3 guys in a patrol truck, 5 guys in the camp with the doc, not only the "camp" had zero food, but all its defenders were breatharians as well. And it looks like the guys at the refugee camp don't have any as well. Team: Will I be controlling team mates during the mission, or was the doc the only temporary recruit? If I will, please add a teamswitch feature. Arma3 has like 4 ways to arm your teammates, but each and every one of them is a huge PITA. Console: Please allow it. Other than that, it was quite fun so far, thank for all the work.