percster
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Posts posted by percster
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Hi I'm using ACRE2 on my dedicated server with Antistasi; perhaps this issue has been looked at but as it stands I am unable to make ammodrops and other NATO related tasks due to the fact that a radio is required but neither the 343 or the 148 counts. Also, even if I had the radio in the inventory, ACRE greys out the slot anyways so it still doesn't work and I can't access an important part of the mod. Previous versions didn't have this issue (we used to play the older version on armaholic with ACRE and did not receive this issue until we recently updated the mod version). Is there a work around that can be made for players that use ACRE or is there already a solution that I may have missed? Thanks in advance and great mod : )!
Hey,
only TFAR is (somewhat) supported at this point, so you were bound to run into issues using ACRE. That said, there should be a quick and easy workaround for the NATO issue if you're up for the tiniest bit of editing. I haven't tested it myself, but I cannot see why it shouldn't work.
You can either open NATOdialog.sqf and comment out the check in line 6 or you can change the check itself, which you'll find in /AI/hasRadio.sqf.
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Sometimes happen that the task are created as failed. Do you knew why?
It show task as failed at start, task desc are grayed out but for example "Kill traitor", i can go there and kill him and the task from failed are changed to success.
Tasks created as failed from the get-go and no mission markers on the map are the most common "join in progress" issues. You can try logging out and in again, possibly in a different slot, but the only reliable fix is to reinitialize the map.
However, it only really becomes a problem in the case of refugee/POW rescue missions. Without a map marker, you have to scan large areas manually, and since they are inside buildings, that can become rather tedious, even with thermal vision.
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On an unrelated note, has there been any changes to the way AAF vehicle crew act? I've been trying for DAYS to capture an AAF vehicle (MRAP, APC, anything!) and finally thought I'd get a wheeled APC. I destroyed its turret and all of its wheels but the crew refused to get out, ever. Eventually a random AI from a nearby friendly base killed it (and nearly me). So I'm wondering if you did anything to make capturing vehicles harder, like making their crew never bail, etc.
I haven't noticed this as an issue, neither in the latest version in MP nor the SP release. If you take out all wheels on one side, the crew should abandon their vehicle. In fact, we did just that about an hour ago on the official server: popped a Gorgon's tires with 7.62mm and everyone dismounted, leaving the vehicle up for grabs. Same with an unarmed Strider last night.
So it might have been one of those freak incidents, like hitting a Mora with 5 PCML to little effect. Usually, however, taking out tires is a rather reliable way of forcing the crew to dismount.
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Thank's to barbolani for outstanding work!!!
Just one question...... how does "steal static" work? I choose this function and I don't find stolen static mg anywhere. Pls help :mellow:
I'm glad to see new "Perk" feature in this mission
If you "steal" a static, it is disassembled and two backpacks spawn on the ground: one for the bi-/tripod, one for the weapon. You can then grab those backpacks and either store them in your arsenal or you can reassemble the weapon at base and store it in your garage. Or you can set it up in a controlled area for the AI to man it. Persistant save includes deployed static weapons.
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Reinforcements are one thing, they're usually just 1 truck or APC right? I can deal with that alone. But when 3+ aircraft and tanks/infantry, a whole combined arms force attacks minutes after I kill the last soldier, there simply is no way for me to have enough time to loot anything. This adds compounding difficulty since I can't get access to enough weapons to defend against increased spawns!
As for Traitor CSAT attack on HQ, I understand why it's done, but again, if CSAT is killing Petros before I have any sort of chance whatsoever to even get back to the HQ let alone defend him, then what's the point in me even trying those missions if it means I lose everything if I fail lol
I'll try to comment on this from an SP perspective (~50h into current game):
3+ aircraft/helis and a column is not "reinforcements", that's a proper counterattack. Those are quite overwhelming in the beginning of the game when the AAF has plenty of funds and income. It does, however, become much more manageable once you've overcome the initial onslaught. They run low on funds (110k+ down to 2-8k aka "poor"), which is when counterattacks happen less often and are more infantry-based than before. The early columns of 2 Gorgons, 2 Moras, a Strider and some infantry turn into a Strider and some trucks. You still get the occasional armoured column, but much less often.
These early columns present a window of opportunity though, although it might be a bit gamey. If you manage to unlock PCMLs or even Titans, you can drive the AAF into financial trouble really quickly by employing hit-and-run tactics from 1k+ away.
Generally speaking, don't bother trying to defend against these monstrous displays of power. Poke the bear, retreat into the mountains and rain hell down upon them. The initial poking can easily be done with a mortar, which is the single most powerful piece of equipment you can acquire in SP. A pickup or an SUV full of PCML combined with a mortar is entirely too much for the AI to handle as long as you can avoid being spotted from the air.
As for air attacks: destroy a roadblock, steal a static .50cal and set it up at your favorite position for mortar attacks. UAVs and gunships remain a threat, but all the other helicopters can easily be taken down with a static MG. A static AA works against UAVs if you set it up in your mortar base, but you risk loosing it to counter-fire from enemy mortars.
You can grab enough gear at roadblocks to unlock the most fundamental neccessities: PCMLs, NVGs, assault rifles, armour, 40mm HE.
For me, the level of difficulty dropped massively once I unlocked the tools for long range combat: Lynx, Titan AT, LRPS/DMS/TWS/Nightstalker. The AI, unfortunatly, is still helpless when being engaged at 800m+. Properly guarded convoys still are really difficult if you are the only thing drawing their attention, but everything else, including taking and holding bases, becomes manageable. Mortar + Titan go a loooong way.
That said, it's soooooooo much easier in MP.
PS: the default area is a nightmare, despite safer routes for NATO. It provides plenty of spots for ambushes, but troops from the base arrive very quickly which leaves little time to salvage gear.
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1. It doesn't seem to be possible so siphon fuel into the barrels out of a vehicle. I'm gonna guess that, eventually, I'll find a fuel depot and I'll need a truck with abunch of those barrels in them to steal some fuel? Don't tell me unless I'm dead wrong eh; the mystery of what I'll find out there is part of the fun of this mod, but a hint so I don't waste hours on a deadend path where there is no such game functionality is appreciated
As far as I know, siphoning fuel into barrels is not possible. But the military camps in and around cities come in a variety of flavours, one of which might contain a solution to any fuel problem one might have. *wink*
2. So far the only way I've found to heal myself or friendly troops is a somewhat damaged "Stryker MEV" that I commandeered and drove back to my hideout. Does that mobile MASH trucks healing capacity deplete over time? Are there other ways to heal soldiers?MEVs, civilian ambulance, MASH camp and medics amongst POWs as well as spawning partisans.
4. There was a weapons crate in a tent I found. I parked my truck right outside the tent 'door' and tried the "Transfer to truck" on the crate (not all crates had this pull-down option), but it said it couldn't find a truck in range.Some items seem to be too large to be loaded onto any vehicle, including flatbed trucks. My suggestion: sweep the area, bring in your cache, automatically transfer everything in a 250m radius into it.
5. Granted it is only less than one-day in-game time for me so far, but, I've seen about 5 or 6 enemy strongpoints, and 3 or 4 red-dot houses, and have yet to see any static enemy presence, though I have seen patrols. I left the settings for force strengths pretty much at default when I started. I guess I just need to keep looking? Pretty frustrating for a sniper when there nothing to shoot at :(Default settings are what I used in my first playthrough as well. If you ramp it up to max, it's a different beast altogether. Static deployments are still scarce, but roaming patrols become abundant, maybe overwhelming.
Default numbers of patrol groups allowed me to secure Gvozdno by killing precisely 6 soldiers, and Krasnostav had another 10-15. At max settings, I had to strip corpses for ammo twice before I even had a chance of escaping Komarovo, a clean sweep was out of the question entirely. When I hopped into my boat again, the area around my little stronghold was littered with black spots on the map, 30+ easy.
So if you want something to shoot at, crank up the number of foot patrols. ;)
However, due to the unorganized structure of the enemy forces, difficulty drops immensely once you acquire something like an AFV or an MBT as well as supply vehicles.
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Couple of questions, if you don't mind.
Mission 2:
Is the assassination of the second guy in the white sedan supposed to be rather difficult or am I missing something?
You can't go prone on top of the tower as it kills your line of fire, you can't use the railing as a rest for your rifle and the target is a good 800m away, on the move and partially concealed. Additionally, the white sedan is hidden behind trees during the two last stops, so that leaves only the first ~50m as a window of opportunity.
I popped a tire to make him leave the vehicle and hit him on the run during the 3-5 seconds it takes him to disappear behind the trees. 85% luck, 15% skill. That was after about 40 attempts to kill him inside his car.
So, did I miss something or do I still suck so badly from long range, even after hundreds of hours of warfare?
Mission 4:
Gorodetsky, supposedly hiding in Vyshnoye or Mogilevka: where is he?
I killed all the other guys, cleaned Vyshnoye (3 hostiles) and Mogilevka (~10 hostiles), checked all corpses: nothing. Turned both towns upside down, nothing. Checked the area within a 1km radius, nothing.
Loaded a savegame in Kabanino and went in again, this time by myself so I don't miss out on any corpses to check. Again, nothing, both towns clear.
Restarted the mission, same problem.
There's an enemy officer in the backyard of the marked building in Mogilevka everytime, but that corpse can't be searched.
Again, did I miss something or is it just some random bug?
Otherwise it's quite entertaining so far. Well done, mate.
[SP/CO8] A 3 - Antistasi Altis.
in ARMA 3 - USER MISSIONS
Posted
It's by design. As an engineer, your toolkit includes a lot of things, but not a spare tail rotor. Without the advanced flight model, most helicopters are reasonably stable to fly even with damaged tail rotors. Just put the pedal to the metal to keep it from becoming a vomit comet -- apply maximum counter-torque to keep it from spinning out of control.