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Everything posted by alky_lee
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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)
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There are also some entries in the changelog in relation to hacking and controlling UAVs. I don't know if they will interfere with your code regarding the Stomper, but includes a couple of bug fixes in relation to setcaptive status. Ability to steal UAVs by UAV Operators added (parameter uavHacker configured) Fixed: UAV cannot be connected after setCaptive true Fixed: UAV can not be hacked if setCaptive is true ​Now, if only finding a terminal wasn't such a rare event
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Sequence of Tasks not working correctly
alky_lee replied to Maurdekye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you given your tasks unique names? Having no name or the same name for tasks can cause this behaviour. -
A bit of feedback regarding the latest 1.85c version. I have just finished a mission during which I killed my first civilian in battle. It was all a bit unfortunate really, because I had been messing about with mods and started without TPW Mods active so had no cars to use with incognito. I could have restarted, but the mission started at 3am and there was a light show from the airfield in NW Altis where some serious ambient combat was taking place. I counted 25 body markers before the gravedigger script started removing them and it looked like a T100 tank had been disabled which I took a fancy to. As I had also found a hideout, all I needed was a vehicle and some AT/AA capability. Without TPW I spent a long time on foot without going very far and found a stronghold on the other side of Abdera. I still had no AT or a vehicle so made my way into Syrta, where I found a Marid just sitting there without the engine running that looked like it had been abandoned. I played safe and took out the front wheels with an LMG but got no reaction from it. Assuming it was empty after all, I exposed myself only for the turret to turn and the engine start up. After a few GMG rounds hit me, I reloaded the mission, I repeated the process and thought I saw the crew dismount. As I stuck my head up to take a few shots at the crew, I realised that a whole infantry squad had piled out the back. At close range and with MG bullets ripping through the walls I was no match for that firepower. Resuming the mission again, I saw the infantry squad and crew were bunched up at the back of the Marid. I used my one grenade to take out the crew and half the squad, as well as a passing civilian. After despatching the rest of the squad and a Strider GMG that came along afterwards, the Marid was finally mine. After killing the civilian, my reputation was in shreds and I received no requests for assassination missions and very little useful intel other than to head east. I used the Marid and the AT I gained to take the airfield, get the tank and then take the stronghold and free the captive. With four pieces of circle intel I then knew where I was looking and didn't consult any locals after that. If I had, perhaps my reputation might have recovered and I might have been given some side missions. As it was I found the body in Frini and took it back to the boat. The other airfield and stronghold were at Selakano in SE Altis and I didn't fancy going all the way down there just for the sake of a challenge.
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Removing NVGoggles won't work
alky_lee replied to SparkZ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Each faction have their own classnames for NV Goggles. For CSAT the classname is NVGoggles_OPFOR -
Support Units Stay On The Ground Until Called For
alky_lee replied to scooterperpetual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you are using the supports module set up, any units spawned on the ground will stay there until called upon. They shouldn't take off unless they are spawned as flying or else called upon to provide support. Place two modules in the editor (Support requester & support provider) and synchronise the unit calling the support to the support requester module, synchronise the support unit to the support provider module and both modules to each other. The support unit can then be called using the supports menu in the mission. Using the module gives you the option to use virtual units to provide the support, so no worries about running out of fuel. It can also limit the number of times that the support can be called. If you use a real unit and it gets destroyed, naturally it can no longer provide support. If you use a virtual unit, it will be available each time it is called up to the limit set. -
The thing that impressed me most about the mission was that the AI didn't crash when driving. How did you manage that?
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Tried this mission today and the quality is top notch. The only disappointment was that the mission ended when I wanted more, so when's the next episode coming out? I did encounter a few bugs:-
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688 hours but I also have a full time job and a wife who tries to keep me off the computer. I spent a lot of time in the editor trying to do stuff, but have tried making some of my own missions, and trying out some SP missions by other authors as well as the campaign. Since I passed 500 hours, I have spent most of the time playing the Pilgrimage mission by Rydygier.
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If you are getting intel on the location of the body, then you are indirectly getting intel on the location of the Stomper. You don't need to find the Stomper, it will find you, normally when you find the body. In towns it may not always have a direct line of sight on you, so may only be ambient combat for you if you select your route out of town carefully. If you get a UAV terminal, that will show you the location of the Stomper, and the body will not be far away.
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Potential teammates and officers are situated in a building within a 300m circle around the stronghold. It may not always be within the compound, but will not be far away.
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While you are waiting for someone to do your mission, have you checked out Pilgrimage by Rydygier. Although the mission is to search for his brother's body, there are strongholds to seek out and assault if you want. Weapons are accumulated by finding loot or from killing enemies. He has also produced an incognito mod which allows the player to walj around as long as he appears unarmed and doesn't get too close to the enemy. No mods are required to play the mission, but if you have weapon mods installed, you may find them in the loot boxes. If you use the incognito mod, it is recommended to use TPWMODS as well so that you have civilian vehicles to use. I tried it out yesterday and it worked well, although equipping yourself, finding the strongholds and assaulting them will take some time as you only start out with an smg. You have the choice to take a single AI with you at the start if you want.
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I'm glad it's disabled by default, I would probably get paranoid if I kept getting told that people were watching me. Being exposed was enough for me to get away without too much trouble.
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I tried out the incognito mod this morning. It was the quickest and easiest mission I've had to date, and the first time I've completed a Pilgrimage mission in a single sitting. Incognito seemed to work fine, but I did not receive any messages about being observed. In Pyrgos, the first message I got was that I had been exposed. I saw the patrol coming down the road towards me, turned the corner and legged it before they could open fire.Incognito allowed me to drive past the assassination target and select a good spot, and the same with a hideout I came across. Those were my only kills. My main concern was that I would come across the Stomper and not be able to deal with it. Luckily when I found the body, I had it loaded in the car and was heading across country when I came under fire. I just got on the road, over the hill and didn't see it again. I had a problem with single figure FPS in Pyrgos, and never had any ambient combat take place even though I spent some time there. The low FPS may have been due to bCombat so I will disable that and try again. I have also disabled the dynamic movement mod, as it stopped working the first time I got killed and had to re-load from my last save.
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I have just completed a mission where I stopped finding loot, but I may just have been unlucky. It was a VERY HARD setting, loot icons were turned off and loot distribution was at 50% and I didn't go into too many buildings so it is possible that there was no loot for me to find in the buildings I went into. It was also a relatively short mission of less than 4hrs. I was finding loot at the start, but when I came back another day and resumed the mission, at some point I had stopped finding it and never found anymore. I thought I would mention in case anyone is having similar issues. Mods I was using were bCombat 1.84, JSRS 2.1, TPW MODS, SThud, ST fatigue meter, VTS weapon resting, Outlawled Mag Repack & dynamic movement as well as Moduload. JSRS, bCombat, ST fatigue meter & dynamic movement were new mods. I had no problems with the other mods previously. I did have a few issues with sound so I have disabled JSRS and will try the next mission with vanilla sound. Obviously there were major changes to sound with the 1.24 update so there could be bugs in the game and it wouldn't be fair to blame a sound mod for that. Luckily for me, the air patrol called out to kill me took out an AAF roadblock nearby, and also a nearby hideout so I was able to loot the roadblock for loot & intel and then walk unopposed into the hideout. A quick skirmish in Dorida, more intel from a surrendered TL and off to Pyrgos. I disabled a mobile artillery piece there and found the body at the church. I didn't get a save there or message about the body, but found it in a back street and loaded it into the vehicle anyway. I suppose the Stomper was nearby so it wasn't really safe. My guesswork manual marker for the boat turned out to be spot on, and I completed the mission with only about 8 kills and 5 reverts. Almost a ninja. :cool: When you resume a mission after starting Arma (not normally an issue after loading within the mission after getting killed), not all mods get re-initialised. I use a mod called moduload to do this for me, but it didn't work with the ShackTac fatigue meter or some other mods in my latest mission, although it still works with mag repack & VTS weapon resting.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
alky_lee replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I had a curious incident last night. I used Team Switch to change to a team member. I wasn't aware that he had been hit by a TPW car whilst crossing the road. He was lying in the middle of the road undergoing TPW Bleedout and couldn't move. Once I had changed to this team member, I was unable to use any keys on the keyboard except for the map. I couldn't use Team Switch to change back or press ESC to access anything else. I waited for him to bleedout, and getting run over by another TPW car didn't help. In the end I had to use task manager to crash out of Arma This may be an Arma issue as much as anything else and is probably very rare. Does bleedout remove access to other commands? Of course it could have been that I had switched in just as he expired, in which case, why do dead bodies need to look at maps?- 5767 replies
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I am quite happy for you to do what you like with this. I did it mainly because there is a lot of good info in this thread, but it is not easy to go through to find it. So I have pulled all together into one document as a handy reference for players to look up if they want to find out how something works. There are a couple of things I didn't quite say, as some things are best left for players to work out themselves. I have learnt things myself by doing this and as a result I will probably do some more Pilgrimages with some other settings. I am trying a VERY HARD mission at the moment which is going very well. At least I have managed to pick up a map, radio, compass & watch and my first circle intel from an assassination mission, but I left Air Patrols to random and this time it has given me very long as I found out this morning as we were driving along miles from any airfield. Luckily I managed to hide in some woods and keep my hard won Strider, while the chopper took out all the local AAF including, I suspect, a heavily defended roadblock nearby. Could be a looting opportunity now the chopper has gone. I didn't see who called the chopper in though, could I have left some footprints for those Recon troops? I love how you don't know what is going to happen next in this mission, but lots does happen. I have the text of the guide in an open document format if that would help to put it, or parts of it, in mission. I feel it would be a bit long to put the whole thing in though.
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I have completed version 1 which is at https://dl.dropboxusercontent.com/u/7034905/Pilgrimage%20Guide%20ver%201.0.pdf It would be OK for a link to be added to the first post. I have learnt a lot by doing this. I will no longer waste time at an airfield searching for a captive. I also think that the tracking of the player is an awesome feature. It has happened to me in the past, when I have seen recon troops watching me from a distance. Once I spotted them after a vehicle had investigated my position, and another time I spotted them at the same time as a squad heading to my position. I wonder how much grief they have caused me without me spotting them?
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links have been added for the recommended mods I confused myself here as the camp called in the chopper which attacked me (on foot & running for cover) then I remembered, I didn't have ambient combat turned on and the AAF & CSAT would have been allies on that occasion. 5 corrections made :-) The other comments have been amended in line with your comments. The second draft is now available at https://dl.dropboxusercontent.com/u/7034905/Pilgrimage%20Guide%20Second%20Draft.pdf I will proof read through the document tomorrow and if all is OK the final document should be ready.
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I have long thought that this mission should have a guide, so I have produced a draft version at https://www.dropbox.com/sh/jzoeiv5xazxyyl5/AACBq1h0IrFKtaJ4AzNlxVrNa which contains information collected from this thread and some of my own thoughts
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I turned off damage for some of the vehicles in one of my missions, not just because the AI would trash the vehicles, but because the occupants could still be shot. It gave a more realistic experience when the vehicle gets ripped apart by a static MG and you die without a big explosion. A vehicle certainly shouldn't explode just because it has hit a rock. (Unless it is carrying unstable explosive). When I have seen vehicles burning the only explosions I have seen have been the tyres blowing out. If fuel has leaked out it just causes a big pool of fire on the ground underneath the vehicle.
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[OPEN BETA] [SP] bCombat infantry AI Mod
alky_lee replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Could I suggest that the config.sqf downloaded with Bcombat Settings be copied from Bcombat folder with the characters added in the correct place, so that the settings version could just replace the bcombat version in the bcombat folder. It might work a lot smoother for a lot of players until Fabrizio has time to update his config.sqf. -
How to make artillery support conditional?
alky_lee replied to Falloutperson416's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make sure you name the support requester module, leave the support requester module and your player unlinked in the editor, and in the trigger's onAct box put: Code: supportname synchronizeObjectsAdd [playername]; -
tips for improving attack helicopter/jet AI?
alky_lee replied to silentghoust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Attack helicopters AI varies according to side. The Blackfoot is most likely to engage. The Kajman will engage vehicles and the Lynx is flown by a blind crew. As a solitary infantryman it may take several passes before they notice you. Having said that I think BIS have been trying to make improvements to AI in this respect but I haven't been able to evaluate this as yet. The Lynx improvements were only announced on the dev branch this week. -
[OPEN BETA] [SP] bCombat infantry AI Mod
alky_lee replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The default settings for bcombat mean that they only react within 250m. Unless you have changed the settings, that will only be the vanilla AI working. I had an engagement at 300m and when I increased the relevant settings to 300m, there was a noticeable improvement in response to me firing on them. I changed three settings, detection range, fire back range and a third setting that means that they try to flank you. I used Gliptal's Bcombat settings app which made it all very simple. After changing the settings, they actually fired back and tried to flank me, which resulted in half the squad managing to approach my position.