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Everything posted by OMAC
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Yep, my fingers are crossed. I enjoyed Harvest Red for the most part in SP, except for some bugs and that Harvest Red mission in Cherno would fail if any of Razor team are killed under your command. But, after the A3 DLCs, End Game, and Zeus, they are obviously moving away from SP in a big way, and they said they are planning to move even further away from SP in the future. So I have my doubts, which I hope will prove to be unfounded.
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My hope is that new Arma Tech will automatically optimize the campaign gameplay for SP or MP such as adding/removing autosaves, changing healing/revive system, adding lone wolf missions, etc. This is 2016, after all. ;)
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I would be more psyched to pre-order Apex if they would say that the campaign is designed for SP and COOP. I can assume, based on past BI campaigns, that SP gameplay is supported for COOP campaigns, but as BI has been emphasizing MP over SP for years now, I have concerns about how awesome and varied the SP gameplay will be.
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Most enemy vehicles on scouting missions are locked out as I remember.
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It looks like the pre-order is available now, so if you get it from BI store, the DLC will be activated in Steam, and you can get in Dev Branch when it's released. At least that's my best guess.
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I agree. I used captured Ifrit in Exit Strategy, and used AAF truck to transport troops in Preventive Diplomacy. But I never went near town with all the tanks and IFVs in Bingo Fuel, always walked stealthily to first base with cistern. Given the damn AAF IFV planted on the hill in overwatch position between first base and construction site, capturing your own armor is a wise alternative that I'd like to try sometime. It would also be awesome fun to wipe out convoy with high-value target using a tank or Kamysh! With captured armor, the mission would be a snap compared to the bone-crunching, agonizing nightmare it is without them.
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Village Sweep is completely clean for me after about 2-3 minutes playing mission. Nothing in RPT whatsoever. Using A2CO with OA and A2 on stable branch. ----- But I am getting this error (again) with Bear Rising, which I reported earlier, and had thought no longer occurred. I guess I was mistaken. The error pops up on-screen during briefing. Warning Message: Script CorePatch\CorePatch_WF\Scripts\Server\Server_UpdateAirport.sqf not found Besides that, Bear Rising is clean after a few minutes playing mission. ------ Eye For An Eye and Trial By Fire are both completely clean for me. God those are awesome missions.
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Presumably the BI playable content team is hard at work on the campaign for the Apex Tanoa Expansion. We cannot really compare A2CO + DLC with A3 without including Apex, but we sure can compare the DLCs alone.
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Yep, I am aware of that quote. Not good. Another BI dev said that people were "spoiled" by A2CO + DLC. He was right. Food for thought: what if BI hadn't bothered with Challenges, Karts, and Time Trials, and had focused on combat scenarios instead? Hmm. <_<
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I have suggested/begged for official BI A3 mission packs with immersive, story-driven playable content for years now. I would lay down serious clams for such packs, no questions asked. BI could release something like Final Doom, including Master "levels." ;) It's all about the story and missions, man.
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I almost had a hernia when I saw this today. LMAO. That is so funny/apt it's almost criminal. :D :D :D :D :D :D :D
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I feel the same way. It's not that I dislike A3, which has the better engine. It's just that A2CO + DLC are so damned good. Much more official SP content is key for me. And A2CO has mods such as CWR2 and Arma Rearmed 2* that have allowed me to immerse myself in BI content for years, and which are obviously not available for A3. And don't forget Eagle Wing. Time for Moricky to get back to mission making, for which he has abundant talent. A2 DLC >>>>>>>>>>>>>>>>>>>>>>>> A3 DLC. Not even in the same ballpark. ------ * And now there is this AWESOME new pack of OFP missions ported to Chernarus. I HIGHLY recommend playing this. https://forums.bistudio.com/topic/187086-ofp-classic-a2oa/#entry2960684
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AI freaking out about dead bodys (fix requested)
OMAC replied to max1944's topic in ARMA 3 - GENERAL
Yes, if I set group 1 to Safe, then they react normally to the carnage and go into Combat mode if CSAT corpses are present, and will stay in Combat mode for some time. They seem to stay in combat or alert mode for a long time, as in max1944's test mission. The length of time they stay in combat mode after encountering corpses is the issue which could effect BI missions. Perhaps behavior changes in waypoints could be used to fix the issue in missions... -
AI freaking out about dead bodys (fix requested)
OMAC replied to max1944's topic in ARMA 3 - GENERAL
Even the dead body of the CSAT soldier was ignored in my mission. Even if I add a few more CSAT right at group 2, group 1 never leaves Careless mode even as they walk past the dead NATO and CSAT bodies and burning Hunter. -
AI freaking out about dead bodys (fix requested)
OMAC replied to max1944's topic in ARMA 3 - GENERAL
I haven't tried your test "Immobile" mission yet, but I made a test mission where NATO soldiers in Careless mode (group 1) come upon some unseen NATO dead bodies (group 2). Group 1 starts about 150m away from group 2, but a building is between them so they can't see each other. The units of group 2 were killed by setDamage 1 eight seconds after mission start. No enemy forces are on the map. There is no reaction of group 1 to the dead bodies whatsoever. The living soldiers of group 1 never exit Careless mode, even though they walk right through the corpses of group 2. Then I added a Hunter to group 2 and set it to blow up when the footmobiles are killed. Still there was no reaction to the carnage by group 1, who walked calmly through the dead bodies and burning wreck. The only difference caused by the burning Hunter was that Group 1 leader said, "Clear!," around the time he spots the carnage. I then added a CSAT soldier next to group 2, who is quickly killed by group 2 before they themselves are killed. Still, group 1 units, who can hear the shots and explosion of the Hunter, have no reaction. The above seems to confirm what oukej wrote, that AI are not reacting strangely to dead bodies and blown vehicles. Using 1.54 stable. I wouldn't have been surprised if group 1 units entered Aware mode upon seeing the dead units, and stayed like that for a few minutes. But they never left Careless mode. ----- When I make missions, they are like my children, and receive lots of tender, loving care. When they become broken or someone notices a problem, I immediately fix them. I'm sure BI playable content team also cares deeply about East Wind + Prologue campaigns which took so much time to make. Arma Tech, including the essential, awesome editors (2d + 3d), makes it all possible, and allows for modding which grows the game player base. But the REAL creativity and awesomeness comes from the mission makers. This is the Art of Arma, why Arma exists; making a new virtual reality. I could be wrong, but I'll bet that BI peeps are checking their playable content with regard to changes to AI and other game elements that were developed after the campaigns were. Although new Tech should be introduced even if it breaks campaign missions, I would still hope that BI peeps fix the campaign accordingly so that future players will have fun with it. The campaigns are some of main legacies of BI dating back to OFP. -
One way to find out is to play the 3 campaigns in Arma Rearmed 2 (A2CO) v1.4 by SHJ-Studio, which will be released soon. :-)
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Hopefully adding editing capability isn't too much trouble. The A3 bug tracker didn't have editing available at first, either. --- Your web site shows current version of CUP Units as 1.2 instead of 1.1.2. http://cup-arma3.org/downloads/cup-units/ It also shows current version of CUP Vehicles as 1.0.1 instead of 1.1. http://cup-arma3.org/downloads/cup-vehicles/
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Note about the CUP bug tracker. There appears to be no way for ticket authors to edit tickets. Could that be implemented?
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FANTASTIC! Many thanks. :D :619: :clap:
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I've requested a fix for this LAV-25 (HQ) model issue several times. I guess it can't hurt to bring attention to it again. https://dev.withsix.com/issues/62100
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Good. Thank heaven it wasn't another bug. That reddit post linked to from that last message mentions that the LAV-25 had 3-round bursts. It would be interesting to know if single-shot was also available IRL (I would assume so). I wonder if the M242 Bushmaster cannon should be changed from single-shot for one mouse click + continuous fire when mouse button is held down, to single-shot for one mouse click + 3-round burst when mouse button is held down? I kind of like the way it is now, and am used to it. Unless a more definitive source can be found, I say stick to what it is now.
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^ ^ I have wondered about those optics differences as well. It would be great if fine zooming was made possible for those vehicles, unless the "hold button" zooming is intended for some reason. Another note. Should the LAV-25 have zeroing? It has a rangefinder built into the optics....
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[IceBreakr/IBIS] Lingor & Dingor for A3
OMAC replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please add awesome jungle sounds to Lingor final! :) Those sounds were one my favorite things about Lingor A2, and are essential for tropical atmosphere. Lingor 3.0 beta + CUP_Terrains 1.0: *Doors in Villa Carlo building in Drassen don't open and close. Action items for opening and closing doors only appear when player is on second floor. This is the same structure as General Guba's house on Kolgujev in OFP and CWR2. *Doors won't close in this building in Medlina (Open Door action is available even though doors are already open). The issue also occurs with the same building in Elektrozavodsk on Chernarus and a simliar one in Strelka on Utes in CUP_Terrains: http://bugs.cup-arma3.org/view.php?id=191 *Doors won't close in these small buildings at Checkpoint Oeste northwest of Corazon: *Although fuel stations work perfectly, Action items do not appear to order a subordinate to "Refuel at Building" when they are driving a vehicle that is low on fuel when near a fuel station. Edit: On the other hand, no such action appears in the same situation on Stratis with no mods loaded. WTF? I don't know why I never noticed this before. Looks like an A3 problem. Sounds so obvious that I may be missing something. But what? You can't order men to refuel vehicles at gas stations at all in A3? Hard to believe. http://feedback.arma3.com/view.php?id=27206 *Island intro will not play, error thrown: 15:47:09 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.ibr_lingor3 -
:) I have tested the reduced maxelev in CWR2 Shilka and it works well.
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SP campaign screwed up by the new AI suppression/awareness system
OMAC replied to max1944's topic in ARMA 3 - GENERAL
In the case of Lucky Shot, the AAF greenbacks at the heli crash site are being attacked by assailants coming in from the north before player even gets to site. Sometimes, most of the AAF are killed by these attackers, making the side quest much simpler for you. So it is normal for these AAF to be in combat mode before you get close to them, and even after.