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SaOk

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Posts posted by SaOk


  1. Last night there was submarine hunt in front of Helsinki and depth charges used as warning. Its not even yet said it was russian, but russian press (Rossijskaja Gazeta) is already reporting false news that our secretary of defense (written as "minister of scandal" and surname spelled wrong) would have said it was russian. :rolleyes: :clap:

    There is around 20 bad finnish speaking persons spamming all over finnish social media with their nonsense propaganda.


  2. Thanks, there should be autosave every around 30min. Admin can also save anytime in shift+1 menu. When starting the mission later then and not changing parameter via role selecting lobby, it should load the current progress. But player gear/location/personal resources are not saved, only the overall progress is saved including e.g. posts/camps/prestige/map platoons...

    But working very soon on the COOP.


  3. Thanks, :) I will try to add more animation transitions but units getting stuck is limiting it. Also much of the animations dont seem to work for player. But adding tweaks. Later if they add ragdoll enabliding that could also made things look more natural. The conflict between ragdoll and static animation was probably cause why they didnt include advance first aid from arma2.

    Fighting against unit getting stucked if tricky, but will try to add some tweaks for that. Will probably allow to clone the stucked units but add some penalty so player wouldnt use it when they get injured.

    For player getting stucked, could also add button to respawn.




  4. New WLA: Amalgamation update: Player can be revived too now (if advanced firstAId setting is enabled).

    That construct limit is some bug. Checking it next. Edit: The small bunker should allow 1 static and 2 guards so it could be normal at the end. Other fortresses allow 2 or more.

    Edit: New upload - Green Camp Visit again works and fixed the construct system bug.

  5. Yes, you can add prestige By writing pisteet=10000; in esc-menu and pressing exec.

    The pop up are still bit WIP (also the revive have still some issues especially with damage eventhandlers), will make the revive messages more rare. There could be tutorial mode parameter to toggle off most pop ups too.

    Adding revive for player is possible, just need some more work. At least AI is already quite fast to revive units. The animations are bit clumsy, would need way to force unit fall on ground as ragdoll. But will work on player revive, also later hopefully on draging and carrying. Last year made function for dragging but AI got stucked much.

    Will fix those construct bugs.


  6. Definitely, they dont see the games also sell better when having good mods. Just as expample ArmA2 probably sold over 1 million(?) more after dayz hype started. I think arma3 success have been 80-95% from mods too (maybe people buy it to play without mods but only since they see the great reviews that are there because of mods). Zeus and End Game are great, but would have been there too late. The game content in default arma3 when it was released was very slim and I dont think the campaign raised much interest even it was good. Who would buy the DLC's if there wouldnt have been mods. Not much to do with the new weapons and choppers if there would be only the few very dull showcases (something that could be made in less that hour, minus the voice-acting).


  7. With new DEV-build, they release new debug commands. If using that build and getting slowdown you can write this in esc-menu and press exec:

    copyToClipboard str diag_activeSQFScripts;

    Then ctrl+V it to http://pastebin.com/ and post the link in this thread. Also looking testing now that command myself.

    Edit: Adding scriptnames for next update so will be easier to read that data. Better wait it before possible posting to pastebin.


  8. Added missing RHS vehicles and units to appear, tweaking it more soon. Performance have been randomly poor for me too, especially if using mods. No idea what is going on, but somehow it seem to depend if player uses vehicles or not. Will try to search the bugs even could be game issue too. Around month ago disabled scripts one by one, but nothing seem to have negative effect on performance. Could be pathfinding, physX or some other stuff failing again.


  9. New WLA: Amalgamation update: Added Advanced FirstAid feature (enabled as default) - teammates can take more damage + can be revived (are automatically revived by other team-mates if autoMedic is on and there is no hold position command) + other related tweaks.

    Thanks :), yes should make it hide. Still bit learning the videos, but hope to have proper trailer for the consept at some point.


  10. Thanks :),

    more additions/tweaks coming to mod templates time to time. You can change appearing civs/cars from shift+1 mod section. Could try later to add some templates for that too. Having multiple templates activated at one time needs some more work but in plans. Not sure with the donations, those might not even fully legal in Finland. We are drowning into meaningless bureaucracy here. :)

    Reseting post AI would be one thing to add too. Not much related, but just suggestion to make team-mates take less damage to keep them more alive. Will include it soon as optional feature, also would be nice to add somekind of revive in SP for team-mates.


  11. Thanks :), but yes would be hard step. I have enjoyed the community for near 10 years (played OFP from 2001) making friends and getting superb feedback and advices . Making community pay have extreme bad vibe in it. Have still worked very seriously too and long, didnt make the consept in few hours (wouldnt take long to rewrite everything but the learning have took the most time). If WLA would look proper own game and would get rid of performance issues (still not sure if its game or my scripts - still I blaim mostly the game ;D) then maybe maybe. ;)


  12. In the current shape not, but might be interested of the "pay what you want"-concept (never if steam takes 75%). But not sure where the line goes - If the mission would get very very much more proper, the more fun would be to make it even as DLC. Still there should be proper full version available for free too (maybe leaving the later additions only behind the small price). But DLC is very unlikely to happen.

    Would depend totally on the mission quality and popularity. I dont think there is much active players anyway yet (maybe will never be). Making game content for living would be still dream so who know how it goes.

    But would charge money only if community sees my project good enough for that.

    Very hard question. Taking a step from priceless fun hobby to job makes it so tricky.

    Edit: But I dont know. Would need to think it more.


  13. Its a big robbery that they give only 25% for modder who does all the work. They basically are abusing young modders that dont see it. Should be 80-90% at least for modder. But not sure what to think, definitely the pay what your want would be better way (with e.g. 1$ minimum, if player dont want to support that much for the hard work, he dont have right to complain. Modders are not slaves, at the end they can do what they want with their work. Players can vote with their purses).

    But stealing other's work and sell it will be definitely issue. If it cant be prevented, then it will get very dirty.

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