Gotziem
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6 NeutralAbout Gotziem
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I just have to ask, did you get permission to redistrubute the xlib modules that you have used in your mission since I can't find any credits.
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Yeah, intel aint spawning and enemies just keep pouring making it near impossible to even clear the first city without using mortars, kinda ruins it since finishing the mission is impossible but killing people is fun! And a hosted session isn't the same thing as a dedicated unless i misunderstood what you meant with hosted.
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Better AI would be great but the pictures you took, are they taken from the editor or from a hosted session since I've tried hosting from my own PC and two dedicated servers and the intel doesn't seem to be spawning on either one of them. You can try joining yourself @ 139.59.148.110:2302
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Ok, when launching the mission through the editor then everything seems to be working, Intel is dropping (although still the small paper one, im using the light version) and caches are spawning (although one cache spawned inside the base but whatever) but the problems start to come when running on a dedicated server where neither caches or intel seems to be spawning. And allowing admins to limit the # of caches would probably be a great idea too! :)
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Thanks for the update but it seems to be breaking some parts. Now enemies seem to be constantly spawning even when grids are cleared and they seem to be moving towards the base, I died and respawned at base and was greeted by ~10 greenfor standing with guns ready, it was not pleasent. :) (maybe just adding some AI with stationary machineguns could solve this issue) Also, it seems like the intel is just not dropping, I've set the intel drop rate to 70% and after clearing grid after grid i still haven't found a single briefcase. Also, adding a hint about what the mission is at start might be helpful for new players, I think the old sample mission for the Alive mod was great at this (http://alivemod.com/missions). Also, the loadouts aren't selectible from the respawn menu since I often spawn on a tent I've placed since I dont know how to deploy an mhq so I keep having to use the default loadout. :P And could you maybe add a parameter to change the enemy skill level since it seems to be incredibly high for some ragheads in a jungle.
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I'll go ahead and report some bugs I've found while playing the mission since I've had a blast this far. I am not able to select saved loadouts. Enemies leave the grids and I have to chase them to wherever they ran to clear the grid, dont know if this is a feature but it wasn't like this in the A2 version. Intel doesn't seem to be dropped or spawned which is weird. Also, reviving is strange since im left in a sort of unconcious state after being revived where i cant move unless i take up my bipod first which doesn't always work. Otherwise it's tons of fun, big plus!
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i saw the hint and it came up as soon as i joined the server but rejoining has fixed the issue. Thanks anyways.
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Are the grids not supposed to be red then green when cleared in this version or am i just not being patient enough to let the mission load? :) edit: Tried using the light version and everything works great, this is just what i wanted in arma, thanks! edit2: Tried hosting on a dedicated server and now the red squares wont show up, thinking this could have something to do with the loadorder of the init (https://community.bistudio.com/wiki/Initialization_Order) , or maybe its just the bug with map markers that got introduced with tanoa.
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Takistan Insurgency [Dev Thread]
Gotziem replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there any reason for still using the AIA TP instead of the CUP terrains since I can't find the AIA TP being hosted anywhere that wont take like 2 weeks to download. :) Maybe a collection on steam for all the mods would be possible? also, is it supposed to be a greyish tint to the mission and is it possible to maybe turn it off through the parameters?- 606 replies
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- takistan
- insurgency
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