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Posts posted by b00tsy
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I find it quite realistic behavior when they are under fire, they are suppressed and therefor can't advance to the 'move' waypoint till they kill some of the bad guys that are in their way. Though in some situations as mentioned above you do wish they would make a run for it on your order! Maybe they can add an extra awareness state 'run&gun' that will make them move at all cost.
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More 'no respawn' mission on the way from my end. Though the options are limited with so little content to work with. Wish the alpha had already more placable small objects such as 'evidence', briefcase, etc that are useful to create mission objectives with. It is mostly now, blow up the crates, or capture the base, or kill the HVT, etc.
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TVT is always welcome to have as A2 was mainly about coop missions. I do suggest renaming the title/mission to TVT as that what it is reading the description. Usually missions are named in the order of 'gamemode-number of player slots- mission name - addons'
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Nope did not see that one, this should do what I had in mind I think. Thnks :)
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I have been looking through all the new alpha commands, but I don't see anything that could check if the mine has been deactivated or not. I have a demolitions mission/scenario in my head, but can't really create that without this. If the mine is deactivated it is still alive (as it is still present on the ground) so I can't use the old method of this && ((! alive ---) to activate triggers.
Any ideas? Anyone tried to mess with this already?
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I personally care about fps and performance and mechanics way way more then some textures and details. Every shiny that gets added reduces the performance more and more and then after some time we indeed need to call NASA if we can use their computers to play ArmA.
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smoke has a huge fps hit. dunno why. is the air -> smoke calced by CPU? whgy not let it be calced by PhysX?It's because of the amount of particles they pooh out. you can adjust the particle amount/quality in the graphic settings menu I believe.
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Would certainly prefer mouse wheel for stance, not sure about speed.Yes thats my only bother with the new stance cycling too, yesterday already attempted to move the stances to the scroll wheel, but didn't work. Or maybe an option would be to keep the new sub-stances disabled untill you enable them somewhere in a menu. Especially with QCB running from cover to cover it does not help to cycle all the stances just to run 10 meters. In that situation I only need stand and normal crouch.
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Good points! And big yes for harpoons too!
As for adding more sea grass and more fishes, it might cause a to big performance hit? For me I already have less fps in the water then on land as it is now.
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Hi, I have forgotten to add a 'hint' on how to destroy the crates for the newer players. You can simply shoot the crates to destroy them, takes around 8 to 10 rounds. I did not have the classnames of satchels yet so I could not customize the units and add some satchels to them. Thought it would be silly to release a new update just for 1 extra added hint, I will release a new update after I have made some more improvements to this mission :)
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I already commented on armaholic, but I think it's a great Idea if you start playing the alpha instead of luring in the kids in A3 with again zombies. Nothing personal, but I do think it's really lame to publish a zombie mod like 12 hours after the Alpha was released. The community got a whole 12 hours free of zombies and the crowd that it attracts. Put your skills to use and create something new that is in style of a mil-sim!
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Regardless of the attitude of OP, It would be nice to have a customize option for unit-gear and content for boxes in the editor instead of having to do it manually.
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Just a suggestion, you could use this script to solve the issue with the AI not staying in the buildings. :)I will check that out and see if it works with the alpha, thanks.
---------- Post added at 04:05 PM ---------- Previous post was at 03:56 PM ----------
Here is my take on playing it solo with supporting AI...Nice video mate, definitely gives a good idea about what needs more tweaking. The 80+ AI should not be a huge problem if it is played with other players instead of an AI team I think, At least you will have a better chance of staying alive. It was a bit harsh that You did not reach even the first objective house lol. I might create a lighter version that can be easier played with an AI team :)
I played it yesterday with an AI team like you and had a bit better luck at it. The most difficult part is moving into the town, once you are there you can use the buildings for cover and shoot from inside the buildings which makes it a lot more doable. I went all Rambo over the hill and got to the houses real quick, from there on it is better to manage and to complete the mission. But yeah, it is not Battlefield!
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Great. Tested it a few times myself now and with +5 players it it's pretty fun. Only the AI does not stay inside buildings as much as I intended, guess thats still the old ArmA2 AI at work :>
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Co-12 Capture Agia Marina 1.0 - Seek & Destroy (ArmA 3 Alpha)
This is my second test mission for infantry combat. The possibilities in the editor are still very limited, but this new mission should result in some pretty nice combat already with hopefully the AI showing off all the new stances when they engage you in CQB. There are approximately 90 AI in the town so for some players this mission could also be considered to be a 'stress test' for their PC. My PC has difficulties, but The majority of players should be able to get an acceptable fps.
Mission:
In this mission Bluefor has to capture the town Agia Marina. To do that the players have to clear 8 opfor occupied buildings and destroy the weapon crates inside the buildings (top floor). Your team will win when all 8 houses have been cleared and the weapon crates have been destroyed.
Features:
* Opfor patrols
* Occupied buildings
* Ammo points
* Custom music & sounds
* Instant respawn 60Secs delay
Notes:
Pls be aware that for me it also is an Alpha! I Do things in the editor exactly as I did in the ArmA2 editor and hope everything works properly in the alpha. If you encounter any issues then pls let me know.
Also as I can't play it myself with great fps (I need to upgrade my pc) if anyone wants to record some mission gameplay on youtube it will be helpfull for me to further improve the mission. I will probably add a few more objective locations and add more features if everything works so far as I intended it.
Download v1.0:
http://speedy.sh/E9BYA/Co-12-Capture-Agia-Marina-1.0-Seek-Destroy-ArmA-3-Alpha.rar
Armaholic mirror:
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Hacking is mostly a thing of the young generation. It is a reflection of the state of our system we and thus also the young generation are born.
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Haven't figured out all the new modules either yet. Is there a tutorial up already with examples?
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I run it at 15 FPS and I am beyond happy with my framerate. I used to run ARMA 2 at 10!Dito, I play currently on a very old pc that does not even meet the minimum specs to run it yet I still get around 15 fps. It is a bit to low for infantry combat, but I can't blame BIS for having a crappy pc of course. I am really just glad that it runs at all and that I can use the editor.
Having an old PC does have one advantage, you clearly see differences in average fps depending on what is placed on the map and what you are looking at. On a high end PC you wont even notice an fps difference. What I noticed the most so far is that the water in the alpha reduces the fps more now then looking at the land (because of the fish and sea weeds?), which was the other way around in arma2. In arma2 when I was looking at the sea it was the same as looking in the sky (high fps), now the sea drops 10 frames for me. I do hope they can improve the sea fps a bit more or more tweaking options to reduce quality and to remove sea vegetation and wildlife/fishes.
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There was not an arma3 'user mission' section yesterday. The mods are free to move it to the new section.
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Has nothing to do with being an elitist, cos I am far from that. But it has something to do about that it attracts bunny hopping teenagers not interested in (and not mature enough) military and realistic gameplay, yet they infest the military servers thinking they know it all or don't care and therefor start grieving/trolling etc. We have seen that for the last year. If it will be the same crap as we had with dayz then for me the game (online) will be pretty much ruined. And this is day 1 of the alpha, within 24 hours the first frikkin zombie mod appears! And that creator of the mod does not give a damn about arma either cos zombie stuff is the only thing he releases. I have played on public server with much pleasure and with good crowd till the zombie hype started. ArmA is rated for 18+ I believe, but add zombies and you will get 12 year old bunny hoppers with a strategic and tactical insight of a chicken.
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You want to hear something really sad? The first zombie mod has already been released. Not even 1 day of alpha or the zombies (and zombie crowd) start infesting the military simulator again.
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Hi guys, as there is no 'sp' option yet in the alpha you can play it in multiplayer as a single player mission! If you guys rather have the mission map so that you can play it in the editor then I will upload that too :)
Some more bigger proper missions are one the way in the upcoming weeks!
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The AI seems to use better cover now and they seem to be smarter and flank you more. I also notice that they still walk through walls with some buildings (shacks), instead of walking around the building they just go straight through the wall. Also they walk through doors without opening them. Overall they seem more nasty now.
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Playable as Co04 and SP
You are a Seal team that has to insert onto the beach and assault an opfor camp and search & destroy 2 ammo stashes.
After that your team has to safely return to the sea and swim to the extraction point. Sounds simple, but it never is!
Features:
* Insertion from the sea
* Custom music & sounds
* Night version and a Day version
* Opfor divers
* Opfor patrols and reinforcements
* No respawn (bird)
Hints:
The opfor weapons stashes (crates) can be destroyed by simply shooting some rounds at it.
The default weapons you start with have low accuracy and range, try to nag a weapon of an opfor body.
Initially there are opfor units inside buildings, be careful when entering those buildings, they may still be inside.
If you play it as a single player mission I highly recommend saving your progress manually.
Update v.1.1:
I have updated the 'day' version of this mission as I noticed that people mostly play only the day version instead of the night version. I also made it a bit new player friendly (still though enough for experienced players).
- Balanced the AI, reduced AI skill and there are now less AI at the base (initially).
- Added Opfor reinforcements that will arrive at the base approx 5 minutes after your team has been detected.
- Moved the starting point closer to the beach (2 minute swim), be aware of opfor divers.
- Added a few extra hints
- Added extra custom sounds
- Changed weather dynamics
Credits:
BIS for releasing an amazing alpha version!
Armaholic mirror (v1.1):

ArmA 3 - Chernarus and Takistan Already Ported
in ARMA 3 - BETA DISCUSSION
Posted
Hope to see a good port of the A2 maps on armaholic soon, just want the maps!