-
Content Count
730 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by alky_lee
-
Are you using TPW mods? If so you need to disable TPW Skirmish in his config
-
The PC Gamer article seems to have generated quite a lot of interest in the mission. My first Pilgrimage video I put on Youtube has received around 150 views since yesterday. I was a bit worried, because that was about 4 months ago, when I was using 1.78. Luckily I did it as a gentle introduction to Pilgrimage and didn't go into too much detail, so it is quite generic, but I have quickly added a comment with some recommendations for mods to use in the mission and also about ambient combat. To go back to my settings for that first mission, without mods or ambient combat and everything in vanilla, would seem pretty boring now.
-
[OPEN BETA] [SP] bCombat infantry AI Mod
alky_lee replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As Lordprimate says, bCombat only works with infantry, and the default engagement/investigation range in the config is 250m, but you can increase that if you want. The config file is bCombat.config.hpp not the config.sqf file. -
Brilliant. It shows were not the only ones who love this mission.
-
Does that mean that this sort of behaviour is a thing of the past? https://www.youtube.com/watch?v=FYQVTb0eRj0
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
I had two crashes right at the end of the debriefing when I clicked on continue. Mine appeared to be a Physx.dll crash. There is a ticket on it http://feedback.arma3.com/view.php?id=19229
-
Don't worry, it didn't stagnate and I had a lot of fun in Episode 2, when we did go on the offensive again briefly. Episode 3 is a lot more cagey, but I needed lulls to seek out weapons and/or ammunition before they finally start to pierce the very thin line. I love the fluctuating battle dynamic in this battle, and I'm glad I decided to team switch into other roles to see the battle through to it's conclusion and beyond. I feel episode 3 will need editing to reduce the length. There's still another 45 mins to go before the AI calls time. Indeed, watching that chopper flying around was like an arrow through my heart. I was tempted to go back, pick up the AA missiles and return to my unit, but the damage had been done by then.
-
I have started putting up videos of this battle in three episodes, as the battle ran for 2 hours before we were overrun and our morale was broken. Because the mission didn't complete, I continued the battle to the bitter end. The intense battle is in Episode 2, but Episode 1 serves as a brief introduction to Hetman: War Stories. Episode 3 will follow later, just to complete the story. Episode 1 Episode 2
-
The medal would have to be awarded posthumously. I resumed the mission today and the character was killed, And they might want to take it back, because he killed a friendly pilot before he died. lol. One suggestion is to advise the player, as part of the briefing, the role that they are fulfilling in the battle. Whilst some roles are fairly obvious, I started in a Hunter as part of a fireteam. I couldn't check my inventory to realise that I had a backpack full of Titan AA Missiles but no launcher. Obviously our team was to provide AA cover against aerial threats. After I went lone wolf, a Kajman flew over and was shot down, although it took more than one missile to take it down. One of my team was complaining about no ammo, and I realised later that I was carrying three AA missiles with me which were intended to resupply the team. Had I known my role, I might have been more patient and stayed with them.
-
The boat used will only accommodate three people, so there was no way that I could get all four of us into the boat.
-
Full Rpt Log is at https://dl.dropboxusercontent.com/u/7034905/arma3_2014-09-06_08-58-31.rptErrors that I have identified are: Error loading control config.bin/RscDisplayTeamSwitch/Controls/CA_TSTitle/ Error loading control config.bin/RscDisplayTeamSwitch/Controls/CA_TSTitle/ Error in expression <anger = _x getVariable ["NearE",0]; if (_inDanger > 0.05) then { if ((random 100> Error position: <_inDanger > 0.05) then { if ((random 100> Error Undefined variable in expression: _indanger Error loading control config.bin/RscDisplayTeamSwitch/Controls/CA_TSTitle/ Error in expression <_HQ getVariable ["RydHQ_NObj",1]) <= 2) then {_Lpos = getPosATL (vehicle (_HQ ge> Error position: <then {_Lpos = getPosATL (vehicle (_HQ ge> Error then: Type switch, expected if Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <_difR = ((_grpIconColorEnd select 0) - (_grpIconColor select 0)) * _step; _difG > Error position: <_grpIconColor select 0)) * _step; _difG > Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 29 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <i" from 0 to _fadetime step _delay do { _grpIconColor set [0,(_grpIconColor sele> Error position: <_grpIconColor set [0,(_grpIconColor sele> Error Undefined variable in expression: _grpiconcolor File A3\modules_f\marta\data\scripts\fnc_effect.sqf, line 35 Error in expression <anger = _x getVariable ["NearE",0]; if (_inDanger > 0.05) then { if ((random 100> Error position: <_inDanger > 0.05) then { if ((random 100> Error Undefined variable in expression: _indanger "END OF BATTLE" Error in expression <hen { _awardedList = _awardedList + (_x getVariable ["WS_myName",name _sd]) + "<> Error position: <getVariable ["WS_myName",name _sd]) + "<> Error getvariable: Type Array, expected Namespace,Object,Group,Control,Team member,Task,Location File missions\__cur_sp.altis\init.sqf, line 2305 In that case I think the battle will continue until I say it's over. At least I should be able to wipe out the entire attacking army (in theory). I think we lost a long time ago, but as the mission ending did not work, I can continue against the odds and eradicate their entire army or die trying. There are three friendlies and three enemy that have surrendered in the same area. The battle was my attempt to provide a longer engagement by tweaking the settings at mission start. I changed the ratio to 2:3, gave the enemy very low chance of armour & friendlies low chance of armour. Unfortunately our armour advantage was neutralised without having much effect on the enemy. Looking at my RPT file it would appear that the crash is a PhysX error.
-
Steam Workshop Still Useful?
alky_lee replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes you are right, but I can't see any other independent review that could carry similar weight, which leaves us with the current user review system. I would rather BIS concentrate on squashing bugs, improving optimisation and providing extra features, as well as fixing the AI. That will keep them busy for a while. -
I re-enabled TPW Air and that worked OK, so it must be to do with the mods. I have downloaded the latest version of the mission. I will install that later and try with the mods again. They are not essential though. The vanilla aircraft are sufficient to provide ambience through TPW air. With bCombat enabled, it reduced the amount of covering when disembarking but did not eradicate it completely. It did however transform the enemies approach when they were coming for me and things were not going well for my side. I was in one of the big cargo towers that AI normally use for committing suicide, and with bCombat, the enemy AI came up into the tower to attack me. I could accept that in that mission. However in my latest mission, I was a team member in a Hunter again. We moved to the front of the battle area, drove past and around an enemy fireteam just yards away, but didn't engage them and they didn't engage us either. We then returned to dead ground and disembarked and waited. I then decided to go Lone Wolf to take out the fireteam, which I did, but then the enemy started to advance in numbers and I died. I used Team Switch to change to another unit, and continue the battle. I died again and I am now on my fifth unit using the cargo tower as a defensive position which is working well so far. I go out during lulls in the fighting to collect weapons/ammunition from dead enemies that make it to the FOB, but I think I may have broken the mission. I have seen a message pop up about morale, but the mission hasn't completed. Also despite having killed dozens of enemy, there is an endless procession of enemy squads coming towards me. Will enemy squads continue to spawn or are enemy numbers finite from the mission start? Also is there a gravedigger script, as I am amassing quite a collection of dead bodies around my position? With surrendered units, is there a way to un-surrender them? Having fought our way to their position, we had to leave them behind when we retreated again, and now they are stood in the middle of the enemy positions and at risk of friendly fire. I have also experienced a couple of CTD events. Both times were in the mission debriefing screen. I can look through the debriefing screens OK, but when I click continue the CTD occurs. It has happened twice out of five missions so far but is not a mission breaker, as it has already ended. I can't see anything in the feedback tracker to suggest that it is a problem for others. As far as the mission goes, having now gone lone wolf, I have been involved in some tense CQB, especially as I forgot I had enabled bCombat and found myself flanked and surrounded on occasions. Will I go lone wolf again? Probably, especially if the stupid AI becomes immersion breaking at all. I am not one for total immersion at the expense of entertainment, but the manoeuvring can be entertaining in it's own way, if only to see where you end up on the battlefield. At least there is the option to team switch into another role without going against orders, rather than go lone wolf.
-
Steam Workshop Still Useful?
alky_lee replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think BIS should provide a rating for missions on the workshop based on content and being relatively bug free (although a lot of bugs are introduced each time A3 is updated). That way there would be an independent rating for a mission. The user ratings require 25 or 30 votes to get a rating, but very few players bother to vote. None of my missions have user ratings on them, even though they have hundreds of subscribers. I wouldn't expect BIS to provide a critical review of the story part of the mission other than to confirm that there is a story to it, but give an indication of what to expect. 5 stars could for the professional ones with voice acting and everything. 4 stars without voice acting 3 stars for less professional ones 2 stars for for ones without any sort of brifing or introduction 1 star for those that have no explanation or briefing at all -
How are units selected for this mission? I am using Ivory Aircraft Mods, but I have found aircraft on the ground on a couple of missions. I have disabled the mods for now as well as TPW air which should stop that happening. The AI are in need of much improvement. Does bCombat improve things with the infantry movement and help to prolong the battles? In my last mission, the squad I was in dismounted from a Marshal only for the AI to collect in a huddle in the middle of the road while they all "covered" each other. It was quite funny really, but it did destroy the immersion that had built up so well. We had also been dropped 1k from the enemy. By the time the squad got organised and started to move into town, and with the fatigue system, the enemy had already been pushed back into the sea.
-
I have knocked together a quick image (1024 x 512 pixels) if this is any good. https://dl.dropboxusercontent.com/u/7034905/HWS.gif (241 kB)
-
Low FPS and Mission Editing
alky_lee replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found in one of my missions that putting down loads of AI had very little effect on FPS, but giving them all waypoints dropped FPS very quickly by about 10 FPS. EDIT: Like your mission, the whole battle takes place within 700m so caching isn't an option. I have tried removing same AI and deleting waypoints to get the FPS back up. I wondered if it was to do with the current AI pathfinding issues. -
I think it was just the BIS thing where AI have run round in a 100m circle before they can get in a vehicle. Because I was on the beach at the bottom of some cliffs, this meant they ran up the hill away from the beach. Then the other BIS thing where the AI can't work out the route to take to get back, meant they probably ended up farther away. BIS have released some improvements to AI pathfinding on the Dev Branch today. Let's hope it helps I experienced that a lot in vehicles and learned to ignore it, but it was worrying at first. I realise that in Pilgrimage, the player is central to everything that occurs, including AC. In HWS, the player is just a small cog in a big machine. I have tried my first HWS and it was over quicker than you can loot your first group of dead bodies in Pilgrimage. A successful mission although I never fired a shot. My AI team leader thought it was a good idea to sit in a Hunter in the middle of a battlefield while he worked out his route. An enemy Marid came over the hill and ripped into us with his machine gun. I was the only survivor, but I was impressed that the Hunter didn't actually explode like it would have done before. I liked the full scale battle going on all around. Next time I might get to shoot at an enemy.
-
I have just completed another mission using the incognito mod and TPW mods. I love the incognito mod, it feels very realistic as to how you can move around the island and carry out recces on targets and then decide whether to engage or withdraw and come back later. I'm not sure what makes the enemy engage, but I have been shot from a distance, whilst I have also been able to walk up behind an enemy, then take out my gun and shoot him. When I found the body, an Ifrit GMG took out the Stomper for me. It certainly makes life interesting. I made a point this time of releasing the captives from both strongholds as well as keeping my companion alive. Having a fireteam makes a big difference when engaging the enemy. The released captives are born killers when it comes to an ambush. But there is a bit of a question over their loyalty. When I got back to the boat with the body, I tried to get everyone in the boat for a group picture as the mission completes, only for the two hired guns to run off and disappear. I keep telling myself that I have played enough Pilgrimage and that I will try something else, but I keep coming back to it. I love the random circumstances that you find yourself in. It's like being dealt a hand of cards and that is what you have to play with, like taking on a stronghold with no AT when you only went for a quick recce to see what was needed. Luckily I had left my companion with a mortar that I had captured. I got him to get on the mortar and then called in rounds on the armour and managed to disable it. That sorted out our ride out of there with our newly released mercenary companion. Time for some Hetman War Stories now. I have high expectations.
-
[OPEN BETA] [SP] bCombat infantry AI Mod
alky_lee replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately PWS tends to install userconfig folders with the wrong address by adding an extra bcombat folder in the tree so that the path ends up as userconfig/bcombat/bcombat/bcombat_config.hpp instead of userconfig/bcombat/bcombat_config.hpp. You need to move the bcombat folder containing bcombat_config.hpp into the userconfig folder and then deleting the redundant bcombat folder in the userconfig folder. The userconfig folder is found in the Steamapps/common/Arma3 folder -
How do I make a helicopter extraction?
alky_lee replied to Maurdekye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is a link to a simple heli insert/extraction tutorial. Just remember to place an invisible helipad where you want the heli to land. If you search this forum, there are more complex scripts where the heli will land on smoke instead. (Useful if you don't have a fixed extraction point) -
Best way to update Steam Workshop item?
alky_lee replied to Smoerble's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It all seems a bit messy compared to just providing a new pbo to be downloaded. As the Steam Workshop doesn't have much documentation, how are we supposed to know when we are doing it right except through trial and error. I try to avoid updating missions as much as possible. -
Best way to update Steam Workshop item?
alky_lee replied to Smoerble's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You should choose the mission on the left that DOES start with [unpublished] (this is your updated mission) and publish that one. It will overwrite the previously published mission. -
Sequence of Tasks not working correctly
alky_lee replied to Maurdekye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In that case it is probably caused by an even simpler error. Double check that the triggers and modules are synced rather than grouped, especially as the modules tend to be grouped automatically when placed in the editor. If that doesn't resolve it, concentrate on the triggers, looking for typos or an errant character that may have slipped in such as an unwanted space or comma. -
It was stated as a known issue when it came out on Dev Branch. Might be worth giving it a try. Known Issue: the new 'Sharpen' PP effect may need to be enabled and disabled to prevent setting conflicts (resulting in the game looking blurry)