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Alpha-Kilo

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Posts posted by Alpha-Kilo


  1. Dorak, in the past BI has managed to exclude important features from their releases. This forum discusses many examples. I am grateful for every feature that modders decide to add to their work if and when they think its worth the effort. I think there is a chance that BI includes bipods in the Marksman DLC but I won't believe it before it is on my hard disk. Teaser pics and videos don't count.


  2. Kushulain,

    My group tried your AGM-friendly COOP version with more slots. We were five players and used a large set of mods including AGM. We started the game on a dedicated server with default options except loot distribution which we set to realistic. Unfortunately we had some problems with the mission:

    - The black loading screen with the Pilgrimage logo was on for several minutes before we could start. Probably all the scripts loaded in the background but it lasted much much longer than in the SP-version. Is this normal and has to be accepted or is it a symptom of a bug or a user-error?

    - Two of us spawned at the coast in cilivian clothes with a Scorpion sub-machine gun as expected. Three of us spawned on an uninhabited island in the north of Altis and had to be picked up by the boat. This group had military gear and weaponry. Shouldn't we all start in the same place?

    - We could not save the game. Churches did not save the game and we didn't get the typical "Your brother isn't here" message. We could walk for miles without any sign of enemies. No patrols, no hideouts, nothing.

    It seems to me that the mission didn't load properly. We aborted the game and started again, but to no avail. In fact we spent almost two hours with different experiments, restarting the mission, the client computers, the server. Maybe we used too many or wrong addons which interfered with the mission. The spawning of an AGM medical box worked well, by the way.

    Do you have any idea what we may have done wrong? In case addons are to blame, which ones are the usual suspects? Could you (white)list the addons you use with your group or shall I provide a list of the stuff we used?


  3. I haven't tried this addon though it does sound interesting. I'd just like to comment on the divers discussion on the first page of this thread. If this is irrelevant by now, please just ignore this post.

    In order to play a mission as a combat diver with the added ability to fight on dry land, I usually equip the diver with the standard SDAR rifle, a few magazines with underwater ammunition and some 5.56 STANAG mags. The rifle can shoot both types of ammo. My diver has to carry a rucksack. In the rucksack there is a normal 5.56 caliber rifle and all the attachments the mission maker or the virtual arsenal permit. Having two rifles at my disposal which both use the same ammo makes my life a bit easier. Once on dry land I simply drop the SDAR and any remaining underwater ammo and switch to the standard 5.56 rifle.


  4. Kushulain, this sounds very interesting.

    I'd like to suggest the COOP version to my group (anything between 2 and 15 players, addon package consisting of AGM, TFAR, Tao's folding map, ShackTac package plus an assortment of uniforms, weapons and AI-mods and graphics and sound effects).

    May I ask how exactly you modified the mission or are you willing to share your modified version, provided that Rydigier doens't mind the forking?


  5. Gruppe Adler was founded in April 2014. The founding members of our unit have been active in the Armaverse since Operation Flashpoint was released in 2001.

    We play Arma 3 only. Our perferred gamemode is TvT but we also play COOP. The social structure of our unit ranges from students in their mid-twenties to family-men in their mid-fifties. Our focus is on tactical game-play in a relaxed and friendly style. We cherish our virtual lives, we act cautiously rather than recklessly and use as few respawns as possible. We probably take Arma 3 more seriously than casual gamers would but we don't try to imitate the military. Besides playing we build our own missions, we are involved in addon-making and many other aspects of Arma 3.

    We are looking for dedicated Arma-3-players to reinforce our unit. Our members must be fluent in German and speak German in the unit.

    Further information is available in German at www.gruppe-adler.de or feel free to send me a PM here on the forum.

    Thank you for reading and best regards

    Alpha-Kilo
    Squad Leader


  6. I have to report a strange problem with version 0.9.6:

    When I talk over the radio I hear the squawk and the radio message box at the bottom right corner of the screen says "transmitting", but the voice is transmitted as directional talk only - just as if I had no radio in my inventory. It is the same for the friend I tested with. When he uses the radio I hear his voice without the typical slight distortion and his voice carries only a few meters when wispering and a bit further when speaking or shouting. So no radio functionality for both of us.

    We tested with two people on a dedicated server. We made sure that the server and both clients had TFAR 0.9.6 installed. Both of us made sure that the TS plugin was installed and we checked that Teamspeak indicated the right version. We checked that the config file was installed. We deleted TFAR from the server and both clients, rebooted our PCs and the server, downloaded TFAR again and repeated the installation. But it didn't help. We did not see any error message in-game and we verified that our radios were set to the same frequency. We checked with a self-made mission and with the standard COOP-mission "Headhunters" by BI.

    Since this problem has not been reported by anyone else I guess we did something wrong but we're running out of ideas what else to try. I'd be grateful for any help - the simpler the better!


  7. Regarding the missing "yellow actions": With version 1.85c I sometimes couldn't establish a hideout. Putting off the fire, and running around to find the "sweet spot" as we do when looting a corpse didn't help. I am not sure if this occurred in game version 1.30 or 1.32 or both. I agree, it's nothing serious and I wouldn't have mentioned it but you asked. By the way, I play Pilgrimage with all the recommended addons but nothing else. Now I am switching to 1.86c. Good luck with the competition!


  8. There's another reason why additional boats are welcome. Boats become unusable when they touch land. It is a pity to restart a mission just because you cannot nudge a boat back into the water in this game.


  9. Surfer, I'd like to help test your mission if you still need testers. I really enjoyed the Stalker series and I have just begun to delve into Lost Alpha. In ArmA I have played a few other postapocalyptic missions and campaigns which tried to re-create the Stalker feel. My squad is quite active but I am not sure how many of us are interested in your project. Two of us will definetely test your mission, we hope to fill the remaining slots later.

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