armedpuncher
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Posts posted by armedpuncher
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How about you put a please and thanks in that post you rude c###
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Hello!
I've scoured around the forum however can't seem to locate a mod that effectively adds a warning sound when either and / or a SAM site or AAA weapon has locked onto the player's vehicle.
Note the radar effectively displays this but the standard countermeasure process should at least contain an audible warning.
Anyone know of a mod that might do this?
Thanks
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Hi Hulahuga,
Great stuff, really enjoying this mission. So big thanks
Curious if you intend to update with a 'version 0.50'?
Key feedback which may be of some value (generally 3-4 players):
> Aircraft availability is great. Really makes for some fun moments. We find that the north-east and south-west airfields are pretty lightly defended however (maybe inconsistent with the hardware available there). Perhaps add an APC or something as a 'roving guard dog'?
> When transiting map in an aircraft generally find AA light, except for the main airport which is heavy (due to fixed and mobile defences). Potentially buff a few random manpad emplacements? Or add to ammo dump / comm centres
> Spawning attack chopper (Hokum?). Awesome when this appears. Is it random however? Generally encounter it 1 out of ~6 or so play throughs. If often disengages early also.
> General level of ambient & civilian adds a lot to the atmosphere
> Wondering if when completing the comm centre hack there is any triggers to spawn enemies? Perhaps would be cool if that triggered a stack of units around the base randomly, with perhaps an attack chopper routed to the comm centre.
> Would be cool if the odd opfor jet did a patrol of the map, with 'fire at will 'orders of course
> When waiting for the boats, or getting close, could be cool if randomly spawned some kind of chase or enemies in the area. We generally find after clearing the map the last ~2-3km to the end waypoint is vacant and we can wait 'unmolestered'.
Awesome stuff however, cheers
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Hi VanhA,
This is a awesome mission, well done. Perfect coop action, especially when playing at the same hour the game is set at.
One bit of feedback if I may, we liberated one of the half tracks and it appeared the AI would no longer fire at us, despite there being tons of enemies at close quarters.
Otherwise awesome mission, thanks again
co10 Escape
in ARMA 3 - USER MISSIONS
Posted
Hey guys,
First up awesome mission, thanks so much for the hard work
Just on the AI. Can someone pls point me in the right direction to change the AI skill (Soft I know)
Running with TADST, the 'custom' AI skill and accuracy don't seem to do anything. Also have tried ASRI AI with adjusting the 'aiming' in the userconfig file. Neither of these seem to have any effect.
What am I doing wrong here? Does the mission AI settings (can see in the init server sqf) overide any 'external' AI settings?
Many thanks!!!