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wattywatts

Former Developer
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Everything posted by wattywatts

  1. Corporal 'Fix' is going to be deployed ASAP :)
  2. wattywatts

    Patrol Missions

    Med supplies
  3. wattywatts

    Patrol Missions

    For a Medikit you need a backpack. If you can't find any, the task can be completed by just
  4. As you are not alone and ultimately this side mission was quite far from being as "enjoyable" as it should have been (especially for those who didn't even try to find a mine detector and return later :)), it received a major reconstruction today:
  5. wattywatts

    Starting the scouting missions in Adapt

    Side missions are not triggered via the strategic map, only their location is stored there. Leave the base in any direction you want - the Scouting mission will start. And then just find some vehicle and move to the desired location. But, please, first try to find if there isn't a similar topic before starting new.
  6. wattywatts

    Soldier protection (dev branch)

    We appreciate all the feedback, but any feature must be designed carefully, because ArmA is: A) a game and thus should be fun B) ArmA and should be as authentic as possible These two conditions could form the following outcomes: A) is fun and is authentic - which is an ideal state B) is fun but is not completely authentic - this is an acceptable state, as fun has priority over authenticity C) is not fun but is authentic - which is an unacceptable state D) is not fun nor authentic - which is epic fail This is one of the reasons why we have a "Task force balance" - to find the point where the fun and authenticity are in an ideal correlation. So, please, stay patient, this feature is still under development.
  7. Thank you for your constructive feedback :) Regarding the heli bug in the "Exit strategy", our finest engineers are now looking at its' engine to see what's wrong and I believe they will be successful. As for the equipment saving and the scouting missions mechanisms - these systems are still being worked on and exactly the points you mentioned are now a priority for the responsible designers.
  8. First point - this is not about the mission, it's about the AI. Their behavior also depends on their skill and on your settings in 'Difficulty'. The answer to your second point is in the spoiler above. As above. However, the guerrilas have a tendency to steal your equipment from time to time, but we are currently convincing them to stop doing such a bad thing. Missions loadout:
  9. I'm afraid the first answer is no - we now have to focus on fixes, not new features. The vehicles should also be saved, but there are some vital questions that haven't been answered yet: - should all vehicles be saved? If yes, where to place them (most likely not, the base is not a car park :) )? If no, how to decide, which should be saved and which not? - some cars have random texture (and offroads have random number of doors and rear mirrors). How to make it consistent across mission? If it's even possible. - saving the car status - fuel, damage, cargo - should we give every enter-able vehicle an identity? If it gets immobilized somewhere, should it stay saved or should it be deleted after you return to base? - how to make sure there will always be some vehicle near the base, so player won't have to walk few km on his own to get any and it won't look too artificial?
  10. Only weapons, magazines and attachments are now being saved, but there are plans to save everything that player scavenged.
  11. wattywatts

    Patrol Missions

    Scouting on Altis - roam the nearby areas, visit some interesting places and meet new people. I bet some guerrillas could have some info about favored tourist locations ;)
  12. Will be fixed today. The original condition was
  13. Morning dew Version: 1.0 Required addons: None Required version: ArmA 2 Combat Operations 1.62 + ACR DLC Supported languages: English, Czech Dubbing: None Author: Watty Watts As I have written in the ACR DLC's thread, some people are surely going to make scenarios using new units, even though the DLC is quite bugged compared to the others. Well I am one of them, but before I make something that came completely out of my head, I got an idea to make some remakes of official SP missions first. These of course wouldn't be just exact copies with different units, basically I'm using the concept of the mission and the area where it was situated, but other aspects - objectives, balancing, briefings, gear etc. - were modified (sometimes quite a lot). First remake is the Morning dew, mission that came out with British armed forces DLC. This mission has quite good concept, but in my opinion is not working as it was planned. I can't remember single gameplay in which the Wildcat didn't crash and only rarely it was able provide some support. Jackal just drove in the middle of the city and was quickly destroyed etc. so most of the fighting remained on player's squad. Also not using the first aid module (which I basically use for units with body armors) mostly resulted in massacre and if the player wanted to win, he ought to eliminate at least half of the enemies including one or two vehicles, which is not so ArmA style, but more likely Rambo style (similar to the other BAF mission, where you lead few men with one Warrior against lots of enemies with tanks, apcs and Hind). Considering this, ACR Morning dew is the outcome. I wish you good luck in playing. Download links: UlozTo.cz, Armaholic.com
  14. Ok, so I did some research for AT rockets and missiles to make them more similar to their real-life brothers and sisters, mostly in terms of damage and min/max distance. As kju said, rebalancing the whole system is out of scope, yet some of these really need to be changed, for example AT-3 Malyutka is way too powerful and AGM-65 Maverick is way too weak. I didn't find values for most hand-held AT weapons, so any info will help. I sorted them from the weakest to the most powerful - depending on penetration and also considering warhead weight. < 150: OG-7, OG-9 150: MAAWS DP, SMAW DP cca 250: AT-3 Sagger, PG-7V 300: PG-9 375: RPG-18 400: M-136, MAAWS HEAT (single HEAT) cca 450: M47 Dragon, TOW-1A 500: AT-2 Swatter, PG-7VL, MAAWS tandem HEAT 550: NLAW 600: PG-7VR, SMAW HEAA, AT-5 Spandrel, 600-700: AT-6 Spiral 700: AT-10 Stabber 800: AT-11 Sniper 800-900: AT-9 Spiral 2 800+ ERA: FGM-148 Javelin 900-1000: AT-13 Saxhorn-2 900+ ERA: TOW-2B 1000+ ERA: AT-16 Scallion, AGM-114L Hellfire - 9 kg warhead ... AGM-65 Maverick - 135kg warhead ... Kh-29L - 320kg warhead Details for each rocket/missile:
  15. Air combat played on veteran: - player cannot lock FAB-250 nor Mk. 82, which he really shouldn't as they are iron bombs, but AI still can (and AI in Mi-24 with FAB-250 isn't able to use them properly). I think that the best solution would be to make them similar to unguided rockets - one can "lock" them on ground targets, but they would not track them - which would make them useful for static targets and useless against moving ones, as it really is. - player cannot lock laser target for GBU-12, not with TAB, right-click or when assigning via radio 2- - since the green squares around targets on HUD are gone, player in jet has to visually confirm the target. Even with long viewDistance and radar one can identify (it also depends on terrain) tank-sized target from quite short distance. Since IFVs and tanks use their cannons/HMGs quite effectively on air targets, it's suicide to fly low/slow/head on to identify something, so I'd like to have target markers back. - vehicles with divided weapons between pilot and gunner show only pilot's weapons on HUD. As they are already shown on interface, it would make better sense to show gunner's weapons.
  16. hint format ["%1",typeOf (vehicle player)]
  17. Try to give this uav setVariable ["name","MQ-9R"]; uav synchronizeObjectsAdd [(unitBackpack player)] in init.sqf after waitUntil{!(isNil "BIS_fnc_init")}; or with few secs pause. Then the equipment should be loaded properly, now it seems that it's syncing with empty object.
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