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cyprus

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Everything posted by cyprus

  1. cyprus

    RHS Escalation (AFRF and USAF)

    I did some more troubleshooting, and I got all the missions that wouldn't start to start by enabling CBA RC4 on the dedicated server. Only one of the missions I tested requires CBA_A3. I don't have any mods enabled that require CBA_A3. I don't get why this is happening. This has happened to me before, and it stopped for a while but now it's back. Look, just for testing I made a mission that uses a single blufor playable unit, and an M1A1 abrams. Absolutely nothing else was placed on the map. I didn't even have CBA loaded when creating this mission. This mission does not load for me unless I turn on both RHSUSAF and CBA_A3 RC4. Here's the pbo: http://pastebin.com/Bj7ipKgt Has anyone ever seen anything like this? Should I post this to the CBA thread?
  2. cyprus

    co10 Escape

    The difficulty settings as applied by the server or in the mission parameters? I've tried setting enemy skill in the mission parameters down to cadet and that didn't seem to help.
  3. cyprus

    RHS Escalation (AFRF and USAF)

    Can anyone here confirm that they can load missions using RHSUSAF vehicles, such as the abrams and humvee, on a dedicated server? Every time I try to load a mission using one of those vehicles I get an error in the dedicated server that says, "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. rhsusf_c_troops," or an error similar to that. I haven't seen this until a few days ago. I can still load these missions on a listen server and in the editor, so I don't know what's going on here. My dedicated server and client are on the same computer if that information is useful. Here's an example RPT when I try to load a mission: http://pastebin.com/NwWESXFi
  4. cyprus

    co10 Escape

    Well as I've said I have all mods disabled on both the server and client, so it can't be that, unless there's some weird mod loading bugs happening, which I've had problems with before. I did notice that it's not a headshot 100% of the time, but so far from the last few days of testing there's only been one time where I've been shot and lived. The other night when I was playing with a few friends we were getting one hit killed from 100+ meters away. Yeah they would miss, but if it was ever a hit it was always a one shot kill. Almost everyone was wearing full carrier rigs, and I made sure that I was personally.
  5. cyprus

    co10 Escape

    I'm running into a pretty strange issue where it seems that AI are always killing us in one shot. We're running version 1.7.3 on an unmodded dedicated server. The AI will shoot at us and miss, but if we get hit it's an instant kill, even if we're wearing full carrier rigs. I don't see this behavior on any other missions I've played. I'll do more testing, but anyone got any ideas as to why this is happening?
  6. cyprus

    RHS Escalation (AFRF and USAF)

    I was just going off the original post. The OP's link is http://www.rhsmods.org/updater. I seemed to have fixed the other issue I mentioned in my post. I'm not sure if I was putting the updater in the wrong location, but it works fine now.
  7. cyprus

    RHS Escalation (AFRF and USAF)

    I noticed that the link to the tutorial for the updater is broken. Is this known? Also, I have version 0.3.7, but just to see if the updater is working I put the updater files for RHS AFRF within the @RHSAFRF folder and it started downloading new files. Shouldn't it not be doing that because I'm using the latest version of the mod? Does the updater need to be updated so to speak?
  8. cyprus

    [COOP|02-10] Altis On Fire Campaign

    How come you never updated the epilogue mission? I've never actually played it, but I'm just curious.
  9. cyprus

    co10 Escape

    Yeah maps and other items disappearing/not being able to be picked up seems to be really persistent with the escape altis type missions for whatever reason. As of a couple patches ago I can't pick up maps and compasses on escape roy when playing on a dedicated server. It sucks because I like playing both his version and your version and comparing the two. Also I've never actually beat this version of escape altis, only escape roy, and I'm a little confused as to how to trigger the radio to call in for extraction. I see the radio towers, but they don't seem to be activate-able. Is it only some radio towers? Where is the actual "button" supposed to be? Something that would help with this I think would be to include a briefing when the game starts because it's nice to have something that describes the objectives, and maybe some tips and tricks too. It's especially useful for new players, who might not know what's going on, and it's easier for them to read a briefing than it is to explain the gametype every time.
  10. cyprus

    [COOP] Escape Roy

    It's been a long time, but it seems that somehow in the last couple patches that picking up maps and compasses is no longer possible on a dedicated server. It seems to work on a listen server for whatever reason. It really sucks because the frequent problems I've had with guards shooting us in the prison seem to have mostly disappeared. I know NeoArmageddon constantly has issues with items disappearing and not being able to pick up certain items on his version of escape altis. Anyone got any ideas?
  11. cyprus

    co10 Escape

    Wow, I didn't think anybody still worked on escape altis. Me and my group of friends have been doing escape roy for a while and having a blast with that, but since he hasn't updated it in a while, (the latest versions have many problems with the guards detecting you inside the prison and firing at you even when you're unarmed), we've been playing version 4.28. I gave a lot of feedback in his thread, and Escape Roy is probably one of my favorite Arma missions, so I'm glad to see you guys working on your own version. I haven't run a thorough test, but I just ran version 1.7.3 and I've noticed that opening the door when unarmed starts the alarm, but it doesn't seem to alert the guards. They'll just continue doing their patrols, and you can run away easily. They'll still attack you if you enter line of sight, however. I did notice that being in the prison with just the backpack on did trigger the alarm if one of the guards see you. So the script seems to mostly work, but if you fix the guards not being alerted when opening the door while unarmed then it'll be great. I have a few of questions about this version of escape altis. First, when enemy is alerted to your position, does that immediately trigger them calling reinforcements, and the subsequent patrolling of that area for you, or is that only triggered after a few seconds, like in the original escape altis and in escape roy? What about when the alarm is set off when you initially escape? I hope it's only triggered after a few seconds, that way if you take out a patrol quickly, you can continue running the mission stealthily. Second question is that I noticed in the original thread you mentioned that you removed the manual ai settings, but they're clearly still here. When did you add them back and why? Lastly, this isn't a question about escape altis, but it's a question about mission troubleshooting, and since you seem to be a knowledgeable mission maker, I figure that asking it here would be a good idea. So I have a friend that is trying out mission making, and he made a mission that uses the RHS Escalation mod. What's strange, however, is that when I run the mission on a dedicated server, the mission won't load, and the server console says that I can't play the mission because I'm missing an file from the RHS mod. I know that's impossible because I can see the file that the server says I'm missing in the RHS folder, and the mod is enabled on both the server and the client. We couldn't figure out why it was happening, especially since I could load other missions using RHS units on the server just fine. I eventually tried putting CBA on the server, and that made the mission work. That doesn't make any sense to me. I know RHS doesn't use CBA because we run missions with RHS units without CBA just fine. So what could possibly cause this? Does it have anything to do with him creating the mission with CBA enabled?
  12. Well if I wanted to have all 3 configs, what is the proper order? I know you said order must be respected, but it isn't explained what the proper order is supposed to be.
  13. How do I force Arma3Sync to use my .Arma3Profile and Arma3.cfg? If I add "-profiles=e:\My Stuff\Documents\Arma 3\Arma 3 Server Stuff" (location of my arma profile) in the addition parameters section the profile doesn't load. The picture on the wiki also doesn't really help http://www.sonsofexiled.fr/wiki/images/arma3sync/arma3sync_start_arma3server.png Why would there be two -config parameters? How would the game know which one is which?
  14. Is there any sort of explanation for this? Why are missions with mods that run fine on the listen server not running on the dedicated server? I'm seeing errors about missing addons, but I have the exact same mods on the server and the client. The server is literally using the exact same files as the client because the server is in the same folder as the client. Something happened with the last patch because this did not happen before. How can I get to the bottom of this? Here are the server rpt log files. Yes, I know that there are "missing" addons, but as I've already said, that's impossible because the server and the client are running the same mods from the exact same folder. https://drive.google.com/file/d/0B0oJvB5EeQoRejdYbHQ4c3VQLWs/view?usp=sharing
  15. I can send you it, but it requires a looot of mods to run. He kinda went nuts with putting in modded vehicles. Here are the necessary mods to run it. http://www.armaholic.com/page.php?id=26513 http://www.armaholic.com/page.php?id=24441 http://www.armaholic.com/page.php?id=26852 http://www.armaholic.com/page.php?id=22594 http://www.armaholic.com/page.php?id=24573 http://www.armaholic.com/page.php?id=25367 http://www.armaholic.com/page.php?id=25312 http://www.armaholic.com/page.php?id=21912 http://www.armaholic.com/page.php?id=21775 http://www.armaholic.com/page.php?id=24926 http://www.armaholic.com/page.php?id=24909 http://www.armaholic.com/page.php?id=24958 http://www.armaholic.com/page.php?id=24099 http://www.armaholic.com/page.php?id=24100 http://www.armaholic.com/page.php?id=26349 http://www.armaholic.com/page.php?id=19131 http://www.armaholic.com/page.php?id=25551 http://forums.bistudio.com/showthread.php?182072-All-in-Arma-Terrain-Pack-%28AiA-TP%29-A1-A2-OA-terrains-from-BI-in-A3 Here's the mission itself: https://drive.google.com/open?id=0B0oJvB5EeQoRWWtoVjdsUEJvbFU&authuser=0 I don't expect you or anyone else to actually download that many mods, but if anyone wants to help me go for it. Also give the mission a try it's actually pretty fun. It's best played with a couple people though. Tell me if it's not opening on any type of server. I probably missed a necessary mod if that happened. Also some mods rely on others so make sure everything is installed in the correct order. I want to be clear though, that mission, and every other mission that I'm having problems with in the dedicated server, is giving me no problems in the listen server. I just opened the mission I linked in a listen server and it's running fine.
  16. Yeah I know what mission that one is for. I'm not sure if that RPT is referring to when I tried to run it on the dedicated server or the listen server, but the mission runs fine on the listen server. On the dedicated server, even when I've checked to make sure I have all the right mods I don't even get to the character selection screen. That mission has had some weird issues for over a month now. It used to work fine on a dedicated server, and then I remember my friend changed something in the mission (he made it) and I could no longer host it in the dedicated server. Still though, it works on a listen server, but not a dedicated server. That's the issue I'm having with every single one of these missions when this never happened before. Did the last couple patches change the way files are read on the dedicated server? If I have the same mods installed on the game and the server, why should I be having any problems?
  17. It does seem to be a specific mission causing the server crashes, however I can't be entirely sure because I can't seem to load any other mission that uses mods on a dedicated server at the moment. Here's the thread where I detailed the problem I'm having. Maybe someone here can help. I have a couple questions about AiA though. When patching AiA for example I might have a file called "AiA_LanguageCore.pbo.AiA_TP_2014_09_07.bisign" and the patch has a file called "AiA_LanguageCore.pbo.AiA_TP_2014_10_18.bisign" do I really need both or am I supposed to delete the older one? Also why is the AiA TDP so much bigger than the AiA TP lite? Shouldn't the data pack be smaller because it has no textures? When choosing what to use for a server, what would be the point of downloading the data only pack when the TP lite is so much smaller (5GB vs 1.9GB)?
  18. So in the patch notes where it says "Fixed: AiA crashes when loading another terrain," is that supposed to fix the server crash when changing from AiA maps? I'm still getting them if I go from an AiA map to another map.
  19. cyprus

    [COOP] Escape Roy

    I figured the trigger would have worked for all enemies. I didn't realize the prison guards and the patrols were separate entities. It may have not been "broken" from your perspective but from a player perspective it definitely is. To me it seemed like it was completely broken because me and my friend were getting fired upon almost immediately, when this never happened before, so you have to understand why it immediately seemed broken to me. I've played too many missions that are just completely broken, and it seemed like the mission creator never tested it once. I'm not saying that you didn't test it, it's just that after a few months I've tended to notice these things fast, and it frustrates me because I can't see why the mission creator wouldn't have noticed it immediately. I apologize if what said sounded harsh, but I mean no intention of being so, I just want to help you fix problems. I understand somethings slip through and you're only one person doing this in your free time, so it's no big deal; I just want to make you aware of potential issues. Thanks. Yeah extraction choppers are pretty bugged, sucks you can't do much about it. Is not being attacked by enemies at all in the extraction sequence something that has happened to you before? No, he just spawned and immediately died. It seems to be him falling through the map or something. I don't think it has too much to do with your mission. I think it has more to do with the current desync problems plaguing Arma coupled with the general buggyness of the imported maps from previous games, as this is something that doesn't happen on Altis or Stratis. What I mean is that in general I've encountered a lot of issues with the initial prison spawn and the way the guards behave in escape roy, whereas escape altis/stratis seems to be much more predictable and understandable. It's very frustrating as a player when you're getting shot by enemies when you're unarmed or they shouldn't be able to see you. I understand you can't control everything, but for example earlier in this thread in regards to problems with version 4.34 I said: And NeoArmaggedon said in reply: He also said in regards to something else I posted that: So knowing that the AI problems are caused by early "Escape has started," which Neo said has seemed to be fixed in escape altis/stratis (and from my personal testing I think that is true), I'm just wondering why you can't just essentially copy paste the script so that you can avoid the AI issues in your version. I did notice that you said that believed you fixed it before I posted this comment, but if the underlying cause is the early "Escape has started," I feel you should focus on that to fix the underlying cause if you aren't currently. That's kinda silly how they don't let you switch it's unit class. Oh well, I was just curious, thanks for clarifying. To be specific I'm asking if that it's possible for patrols that are already spawned and loaded into the map to become instantly aware of your position as soon as your spotted by another group that "radioed" for backup. I know that if the patrols detect you on their own they will instantly engage you. If what I'm asking for isn't possible I'll just bump up the difficulty to see if that gets the desired effect. Most of the time I play on Cadet difficulty because I usually only have one other person to play it with. I always thought that they just keep expanding the search area until they find you. At least that's what the briefing implies. Do they stop searching for you because the units searching for you despawned? Absolutely no need to apologize. I know that you're just one guy trying to make something fun in your spare time. I never expected you to rush to implement my ideas. I'm just throwing them out there because I want to improve the missions. Whether or not you actually implement them or not doesn't really matter to me. I didn't intend to give you the impression that I was being demanding, and I've never asked when you are going to put on these features so I'm not sure how you got the impression that I wanted them asap. I was only clarifying my ideas. Thank you for taking the time to answer my questions and address my concerns, though. It's nice to see a mission creator that cares about their mission enough to try to make it better not just for themselves, but for others too.
  20. cyprus

    [COOP] Escape Roy

    Unfortunately after some testing (always on a dedicated server) the I've found that the trigger to prevent guards from firing on the prison area to be completely broken. The guards used to not fire at you until you picked up the bag or a weapon, now if a guard sees you at all in the base they will start firing at you. In one case they even called in a helicopter and it was making gun runs on me while I was still in the prison! I highly suggest removing it asap and only putting it back in after extensive testing. 4.36 also seems to have some other bugs that I don't recall happening in previous versions. For some reason when you hijack the com center and meet the rendezvous choppers, the tasks are never actually checked off in the task list, you are only given a notification that you completed a task from what seems to be an external script. Why not just use Bohemia's built in tasks to pop up a message that you completed a task? There's also several problems with the extraction sequence. Also, and I know this didn't happen before, when the extraction choppers landed. We got in one, but it turned off it's engines and they wouldn't turn back on. We had to bail out and get in the second one, and rather than the chopper taking off and flying for a bit before completing the mission, the helicopter stood on the ground for about 10 seconds with it's engines on, and the mission abruptly ended. The enemies also seemed to make no attempt to attack us while we were waiting for the helicopter, while in the previous 2 times we've actually made it to extraction, we've been attacked by waves of enemies supported by paratroopers, and in the other time by mraps and apcs. There were lot's of enemies in the general area, but they were just random enemies spawned for patrolling. I think the no enemies spawning might have something to do with the tasks not being completed? Maybe the enemies spawned to attack the extraction area are attached to a trigger that was accidentally removed? Also, a big problem that I was getting was that that my friend kept dying on mission start. This has happened before, but so far only on maps from a3mp and aia. It hasn't happened in a while though, and only happened in bugged versions. The early mission has started bug has also appeared in full force in this version, whereas in previous versions the other modules would typically load first, in 4.36 the mission always seems to load before the other modules. I think you should really take another look at the scripts from escape altis because the early mission start causes strange behaviors in the ai in the prison (as mentioned by Neo on the previous page), and those ai problems are one of most annoying issues in escape roy because it makes a well executed escape nearly impossible. The buffer does seem to work, however, which is nice. I also mentioned that lights in the prison didn't seem to be working, but I tested in this version and 4.34 and they're working now. Maybe it was a one time thing? Also, I did mention it before, but I since you didn't comment on it I want to say again that there should be flashlights in the bag in the prison, and enemies don't have flashlights. It's very strange to see enemies not using flashlights when it's pitch black. Something that I'm not sure whether to call a bug or not that has been in escape roy for a while is the pawnee helo that the enemies call for support is labeled as the same faction as you on the map. Why is that? Is the pawnee only a blufor unit, and you can't make it appear as another faction? I have a question about the general mechanics of the mission though that I've been wondering for a while. I've noticed is that when you're actually detected by the enemies they will call for backup squads, but random patrols aren't alerted. Is this intended, a limitation of the Arma scripting, or a bug? It would be really cool to see those nearby patrolling units scrambling to help their allies. Lastly, I'd like to expand a little more on the suggestions that I made that you commented on and hopefully clarify what I mean. You said that my idea of enemies at bases being on high alert seemed, "...overcomplicated to me. Bases are populated and depopulated as needed." I wasn't really talking about adding more units, I was specifically saying that enemies should simply have a faster patrol pattern, maybe a more spread out patrol pattern, and more awareness (like their squad leader telling them to scan the horizon frequently) if your position becomes known to the entire enemy force. Is what I suggested not possible without spawning more units because units already spawned can't be affected by a script that modifies their AI? I only know a few things about arma scripting, and I haven't really got into it yet. You also said that, regarding my idea of using static bases in addition to randomly generated ones, "That would be possible for Altis and Neo has talked about a hybrid version where maps can be entirely dynamic in base placement whilst other maps use presexisting markers and locations. It's a clever idea but not something I've added as I'm more into creating convincing dynamic content." I wasn't saying have some maps with dynamic base placment and others with pre-existing markers and locations, I was asking if it was possible to randomly fill these static locations with units and equipment randomly in addition to auto-generated stuff already in the mission. It most certainly fits in with your vision of an entirely dynamic mission.
  21. cyprus

    [COOP] Escape Roy

    4.34 seems to be stable. Glad to see you ironed out the bugs. As for your questions, I always run on a dedicated server with a bunch of addons, but most of those are maps and weapons/vehicles/gear, and community base addons. I don't run any mods that affect AI or anything else like that usually. I'm not sure how much of the long pauses are an ARMA issue rather than the mission itself, but I haven't seen them on other missions. As for my AI question I was looking for more details. What exactly do they control? The skill and precision values in the difficulty settings? If that's all they control why not just take them out and have the player control it with the built in difficulty settings: less things that can break. Also after playing Escape Roy many times there are several nagging issues that I hope you can address. The most annoying is on most community-made maps you frequently spawn on or very close to the edge of the map where there is just a flat ground texture. It happens only on maps with these "out of bounds" zones. Maps like Chernarus and Utes, which have no "out of bounds" zones aren't effected. I'm guessing it has something to do with the script trying to put the prison in as open an area as possible or something? I'm not sure, but if you can try it on Bystrica or Takistan and you'll see what I mean. If it's possible you should try to make it so the script avoids going in areas that have no cover around them because it is pretty frustrating spawning in the middle of the salt lake on Altis. Reducing map size might also help on the maps with the out of bounds areas. I'm using AIA to test this, but I did test A3MP to test this issue and the AI issue described below. On A3MP maps, the prison never spawns, and the enemies seem to be moving as if their glitched, so A3MP can't be used for now. Do you adjust the parameters for the maps with A3MP or AIA in mind? I use AIA, so I don't really care about A3MP compatibility. A3MP seems to be superseded by AIA anyways. I also get the "Civilian vehicle must have a name. Script exiting" error on longer play sessions usually. I'm not sure what causes it. It seems to happen out of nowhere. Saved parameters also don't work for me either. Not sure how they could though: is saving mission settings even possible? Another annoying thing is the backpack with the weapons at spawn. You can't just take the weapons out of it, you have to pick it up and drop the weapons on the floor, or pick it up and put the weapons in your inventory. I know you can take weapons out of a backpack (just tested it in virtual arsenal to confirm) when the backpack is on the ground, so it has to be something in the mission. There's also some very strange behavior in the prison after you pick up a weapon. The enemy almost seems like it sees through walls, but not quite. I've noticed that if pick up a weapon, and are facing them through a crack in the wall, even with their back turned, they will detect you and turn around. This doesn't seem to happen through a solid wall. This behavior doesn't exist in the original escape altis your mod is based on. I tested in the original escape altis and i was able to open the gate and walk behind enemies that weren't facing me and follow them for some time. The behavior in your mod doesn't seem to be consistent though, and after a couple hours of testing it's still hard to determine what exactly is going on. I think you should definitely compare the scripts that affect the AI in the beginning of the mission to the ones in the original escape altis to see what's going on. At the very least adjust the prison design to something like the one from the original escape altis (it uses a solid sheet metal wall and a open-able gate at the front) because the current prison has several large gaps that the AI can see right through, and in a group of 4 or so, it becomes very difficult to prevent the AI from seeing us through those large gaps. Loading is also a bit a of a problem because you load into the prison before the bases are loaded and it says "Escape has Started!". Is there any way to make it so that you spawn outside the map or delay spawn, and don't spawn into the prison until everything else is loaded first, to avoid potential issues? In addition to bug fixes, here are a few features I think you should add in. Some are easy to implement, but others might not be so easy. A few features I would suggest though: -Give some enemies gps, so I can disable having enemies show up on the map, but still be able to find bases and navigate the terrain. It adds a bit of challenge too. -Put lightposts on the initial prison (like the original escape altis), so it isn't pitch black at night, also give all enemies flashlights, and put a few in the backpack by default to help when you escape from the prison. This helps especially when you turn off nvgs and thermal scopes. -I've noticed that once you are spotted, you are relentlessly hunted, but bases never seem to be on high alert. Stuff like bigger search patterns, and faster movement would help give the sense that they know you're around and are ready for you. -A lot of maps, and Altis in particular have a lot of large bases that are usually empty or occasionally have a few units and/or an ammo base in there, such as the large air base on the south central part of Altis. Is it possible to have a few of them fully stocked and equipped with gear and soldiers dynamically? Maybe a few unmanned tanks and helocopters that we can steal depending on the type of base. It would work great as a risk/reward type thing, along with something new. -Along this line, towns do tend to have more enemies, but perhaps have an even larger force in towns? (Does the village patrol setting control this?) For example, a higher chance of ground vehicles patrolling around towns and some fortifications? Maybe more civilians too? If you really want to go all out though maybe have something like a riot erupt between the civilians and the occupying altis forces in towns randomly? It makes sense given the background of the mission. -Ability to set view distance. Honestly I've never seen a single mission that actually does this right and I'm not even sure if it's fully possible. From my understanding mission view distance overrides server view distance, but no matter what settings I put, for every mission I've tried, I can't increase my view distance above 1600 in game. It would be a cool feature for long range scouting and just for immersion in general. I know that was quite a lot, and I hope you can at least get to some of it. I've been having a lot of fun with this mode, and I only hope to see it get better. I'm going to do all I that can to help test and improve the mission.
  22. cyprus

    [COOP] Escape Roy

    Version 4.33 seems to be completely broken. No matter what settings I try, the mission gets stuck on a black screen where it says "Creating Mission" (or something like that in the process of typing this I forgot). It also is labeled as version 4.32 in the missions menu. Version 4.32 also has problems. Pure mode doesn't work on Altis and Stratis. The backpack has no weapons and enemies don't load in in pure mode. Pure mode does work on addon maps however. Another issue that it has that I don't recall encountering on earlier mission versions is periodic freezing that affects all people in the mission. It's random and lasts about 5 seconds. I can't seem to figure out why it's happening. I'll see if I encounter it in version 4.28 because I'm only going to run that for now. It seems that trying to put in options for addon factions is causing a lot of problems at the moment. I think that for now what you should do is release a stable version with only the Mechs, karts, and civilians mods because they doen't seem to be causing many problems when put in (and because the mechs are hilarious), and a second version with addon factions enabled for testing. In the version with addon factions, I like the options menu you added, but I think in addition to that you should add "Arma 3 factions only" under the pure/mixed mode options setting. I'm guessing that in version 4.33 if you select no addon factions and "mixed" it should be Arma 3 factions only, but that is kinda confusing, and I think part of what may be causing problems in version 4.33 because the "mixed" setting might be looking for mods that aren't there. Granted, that's just a guess, but clear options settings are always better than unclear options settings. I have a couple questions though about the mod in general. What exactly do the difficulty settings do? Do they override or complement the built in Arma 3 difficulty settings? How does the AI mods difficulty settings work? Should I enable it with a mod like TPWCAS A3 - AI Suppression system even though that mod isn't a full AI mod and is designed to work with other mods? Also why is there a "clear" and a "sunny" option for the weather? There doesn't seem to be any difference between the two when testing. Is "clear" supposed to be no clouds in the sky at all, and "sunny" partially cloudy?
  23. cyprus

    [COOP] Escape Roy

    One thing I would like to request is having a "Arma 3 Units only" setting in addition to the "Pure" and "Mixed" modes. Not everyone I play with will always have the mod, and sometimes it's nice just to play against the default Arma 3 units only. Is this a possibility? Also what exactly is Mechs? Is it this Lastly why are the mechs and civilians mod autodetected now? I think it makes more sense to leave it as an option for the same reasons I posted for the first request.
  24. cyprus

    [COOP] Escape Roy

    First of all, I gotta say great mod. It's extremely challenging and extremely fun. I especially like that it scales well for small groups because I usually only have 3 or 4 people at the most that I can play with at any given time. There really isn't a good selection of missions designed for small groups in Arma 3 right now. I have a few issues though. I have also gotten the issue where I can't use the satellite phone in the coms center. It seems to happen the most when the building isn't on flat terrain, but I'm not absolutely sure of that. Also, Fallujah seems to be broken. The prison always spawns off the map, and there's always a Pawnee helo that spawns right above or near the prison that's just floating in mid air and doesn't do anything. This happens with both the A3MP and the AiA mods. Has anyone else gotten these issues on Fallujah?
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