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Everything posted by OMAC
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Rate Apex Protocol! *****SPOILERS WARNING*****
OMAC replied to drebin052's topic in ARMA 3 - OFFICIAL MISSIONS
Never mind. -
1.95 beta is working fine for me, which is awesome given all the Arma changes that have occurred since original release... I'm here very late in the game, and it is great that you are even continuing to update/maintain the mission at all. I tried playing Resist (1st place SP for MANW) for the first time a few months back, and it was essentially unplayable due to excruciatingly low (10 fps) performance in some battles, among other buggy things which largely ruined immersion. Yes, roving bands of Amazon badasses would be most awesome. Armed females were a very welcome addition to CWR2. I was wondering if it would be possible to implement much more simple, limited, hardcoded logic, e.g.: if CUP and Chernarus are loaded, make roving opfor ChDKZ (or CDF); if Lingor and Apex are loaded, make roving opfor Syndikat. A new setting (called something like "Armaverse") could be created that would implement such logic if desired, otherwise (default) opfor would be chosen randomly as they are now.
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I'm lovin' that bunker at Pic de Feas on Malden! I did teleport inside a hollow mountain at point Eperon (043060) by alt-click in Eden. At first I thought it was a cool cavern, but no... There's no escape. Edit: just found this, AWESOME:
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Yeah, I saw CSAT Pacific (Chinese) factions roving around on Chernarus! It would be cool if scripts could selectively choose roving factions most appropriate to an Armaverse terrain (if available), like Chedaki for Chernarus, possibly Chedaki or CDF for Bornholm, FIA for Altis, possibly Tanoan Syndikat guerillas for Lingor, etc. Having weird factions roving around looks odd, but certainly makes things interesting and varied. From Steam guide:
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Rate Apex Protocol! *****SPOILERS WARNING*****
OMAC replied to drebin052's topic in ARMA 3 - OFFICIAL MISSIONS
Never mind. -
Awesome. Didn't know that. Must be some complex scripting! Just playing again on Lingor, and noticed that AAF and CSAT are hostile to each other (given that I enabled ambient combat). But I also was attacked by a roving band of what looked like Taki Army soldiers (from CUP)*. I have also noticed roving bands of other strange-garbed enemies, and even what I think are CUP US soldiers. Does Pilgrimage auto-generate roving bands of random hostile factions, or is there some story logic behind what factions are chosen? *On Bornholm, near the end of the mission with brother's body in my HMMWV, I approached a town to look for a medic. I got out to search a house for loot. Suddenly, I heard a loud motor on the road, and my HMMWV exploded into flames, failing mission. It was a roving Taki Army T-72!!!!! Lots of surprises in Pilgrimage!
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Ah ha! I was unfamiliar with all the hideout's functions. So with a FAK, one would be completely healed if healing action at fireplace is selected? Perhaps a brief hint that healing and other advanced functions are available at campfire would be a good idea the first time a hideout is created. Yes, doctors should be rare. Having a few hospitals or doctor's offices in major towns marked on map (on all difficulty levels) could be good. Reputation is impossible to monitor (I think), and its impact on things like doctor availability is unknowable. I think that doctors for hire should be made more available in town/village centers (places with more civvys) when player is injured when he has default reputation. Player still may not find them, so increasing there probability of presence a little wouldn't affect gameplay that much. However, if complete healing* at a hideout is possible with a FAK, then changing doctor frequency may not be needed as much. But finding a camp to turn into a hideout isn't by any means a sure thing, and may not happen for over an hour at mission start. *healing enough to stop grunting and weapon shake at least. I must have missed the "Move body into your current vehicle" action. I'll try again next time if necessary. In general, I found it quite hard and time-consuming to make enough ff to function. It is quite easy to waste money by mistake, like by paying civvys for info (2000 ff), only to get no useful info beyond what you already know. But with experience, you learn what NOT to spend money on. Somewhere I read that AI can be hired for 10k ff (freed captives?). I never had more than ~3200 ff in my 3 playthroughs. I guess one must stay in the game for much, much, longer to get such huge amounts of ff. Thanks for the helpful info.
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I just spent many hours this weekend playing Pilgrimage 1.95 beta, and had a great time! I played Lingor, Chernarus, and Bornholm versions, all with no problems, and no previous experience with Pilgrimage. I played on Veteran using Hard difficulty option (reduced map markers, no hitch-hiking, etc.) Only on my third playthrough (Bornholm) did I discover the "save every 20 minutes" option. Very nice (!), but the mission is playable even without it, using only the one default manual save available on Veteran. All three times I played with CUP enabled, which I highly recommend, as CUP vehicles, and possibly solders, constantly showed up in game. Great! I have not yet attempted to attack any strongpoints or airports to liberate prisoners. Possible fun for future play. If you get injured and are playing without medic companion, you will most likely have to play entire mission grunting in pain and discomfort, as civilian "doctors" (will treat you for ff) are very few and far between. I saw one once, but didn't have enough ff to be treated, and when I went back to his location later, he was gone. :-( I would like it if such doctors were more common, and/or there were other places, such as hospitals or abandoned ambulances, where one could get treated. Is there a way to transfer your brother's body from one vehicle to another? I tried once, and it appeared that there was no such option. That could be very useful if your primary vehicle gets damaged. Thanks for this great mission.
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Yep, all is good now.
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One must now hit the "laze target" key to measure distance, for tank/IFV gunners, rangefinder, and laser designator.
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The Mk21 Centurian SAM system doesn't fire for me. Perhaps its targets must be flying above a certain altitude? Are there descriptions of the capabilities of the new turrets somewhere? Can't find them in field manual.
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It's awesome. You do have to work out the keybinds for the new options. Mine: laze target: \ or end radar on/off: LCRTL + R Left/right console next (turns on console): [ / ] Left/right console mode: RCTRL + [ / RCTRL + ] Close left/right console: : RCTRL + 2x[ / RCTRL + 2x] Major wish: Please consider adding method to save current keybind setup to a named entry. Also, this issue has been fixed!!!!!!!!!!!!!!!!!!! https://feedback.bistudio.com/T119383
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I made a mission using RHS units. See the "Desperate Measures" link in my signature below. What got me started on it was trying to find a way to use the awesome US M977A4-B repair truck with mounted MG! Enjoy.- 16577 replies
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The new Littlebirds, especially the AT variants, are AWESOME!!!!!!! Love the fold-out monitor for co-pilot. Great job, people!
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I tried the Blackfish for the first time this weekend, in the editor. As far as I can tell, the Armed variant is completely useless whether human or AI-controlled in SP without extensive scripting. At this time, it appears that Blackfish is an MP-only weapon that can be used effectively only with human pilot and gunners. SP, AI-piloted: Will not engage infantry AI gunners will not engage at all when flyInHeight altitude is above ~400m With human gunner, the AI pilot will NEVER fly counter-clockwise around enemy in Loiter waypoint so that guns are pointed toward enemy. As gunner, I never could get even one shot off with AI pilot AI-crewed aircraft will be destroyed in 15-30 seconds in any engagement with autocannon- or missile-equipped forces at default flying altitudes. Any Marid, Kamysh, or Tigris with default skill will take down the Blackfish so quickly that it is useless for any type of engagement, at least with no support from other types of friendly forces. In about 10-20 tries, AI-crewed Blackfish scored zero hits on enemy ground forces using Loiter waypoints. Several enemy tanks and IFVs took out a wing of 6 AI-controlled Blackfish in about 5 minutes. With one or more Tigris, the Blackfish will be taken out in even less time. AI pilots only perform direct strafing runs even though aircraft has no forward-facing weapons SP, human pilot: Armor is so weak, and weapons so ineffective (low splash damage for 105mm) and difficult to aim, that every mission against mechanized forces is a suicide mission. AI gunners score nowhere near enough hits to be effective against multiple mechanized ground units. AI ground forces score hits on the slow-moving Blackfish 90+% of the time. After 2-3 volleys of ground fire, Blackfish is going down. What would be cool is if co-pilot could mark a target or ground point with front-facing FLIR pod around which pilot would then loiter in counter-clockwise direction, tilted to left so that guns would point near the marked target/point... In a sense the co-pilot would be setting a loiter WP for the pilot based on a laser marker.
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why are there two options for 64-bit ? 64bit and 64bit default?
OMAC replied to unskilledfreak's topic in ARMA 3 - GENERAL
Yes, it is a little confusing. I suggest just using "Default (64-bit)." That's what I use. -
[SP Campaign] Bell Tolls - A Sequel to In Our Time
OMAC replied to TedHo's topic in ARMA 3 - USER MISSIONS
As reported many times on Steam forums, Strategic Map isn't available in Toll Booth mission when you are with Miller under bridge or in Hidden Agenda mission with Kerry, killing immersion and preventing mission progress. Solution: ESC to enter Debug Console Enter "IOT_strategic_open=true" in Execute area, press return Also, bug in Clear Skies prevents ending of mission and campaign: -
Actually you change AI gunner's weapon with ctrl+F.
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Completing Moral Fiber without using Arty
OMAC replied to OMAC's topic in ARMA 3 - OFFICIAL MISSIONS
Yes, for sure. Shelling civilian areas in the city and the FIA are mentioned by comms in the mission about 5 times, so the issue was important to the mission maker. It therefore seems odd that the choice would have no consequence.... -
Has anyone blown the tank and completed mission without calling in the arty? When arty is used to blow tank, angry comms come from FIA saying basically "To Hell with you, Kerry" for shelling the city. Is there a downside to this in the story? I think not, but... I tried blowing tank using PCML and a charge, but couldn't do it. Next time I will try again. But mission is broken now.
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Completing Moral Fiber without using Arty
OMAC replied to OMAC's topic in ARMA 3 - OFFICIAL MISSIONS
Three PCML rockets did the job! Nice not to hear the angry FIA comms from Nikos! -
That "Create" button is unusable, as all forums are grayed out (unclickable) in it. I see a Start New Topic button on all forums except this one ("BOHEMIA INTERACTIVE: Web-Pages").
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I don't see a "Start new thread" button for this forum.... Is that normal? No biggie, just wondering.
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I guess that makes sense, but it certainly is a shame that the TAC-OPS DLC couldn't use any assets from Marksman, Heli, or other DLCs. That sure limits the usable assets for TAC-OPS. But I understand that the DLCs couldn't be interdependent from a business/ownership perspective. Unless the TAC-OPS missions were smart enough to activate DLC assets in missions only if user owned the other DLCs.... But I doubt BI would do that - too much trouble, probably. ???
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Unfortunately this is not the case in 1.68 stable. I changed loadout of unit's backpack in editor using Virtual Arsenal, saved mission, exported to SP, started mission, and backpack contents are still invisible to anyone checking it's contents using "Open backpack" action. The contents are in there, but they are invisible to units other than the unit with the backpack.