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Everything posted by alky_lee
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I disabled automatic updates so that this didn't happen to me. Unfortunately Steam didn't remember so the game updated and I lost my saved game. The file could probably be edited to make it run, but this will probably cause other problems so probably isn't worth the effort. I have lost a couple of very interesting missions this way already.
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My vote would be for the settings log to be kept. If I am confident that everything works, I wouldn't need to look at it. I only looked on this occasion to check that it had provided random settings. If you use random settings for everything, there is always that chance when it turns everything off and you are running round the map by yourself. After a couple of days when you still have just have the SMG you may want to just check that everyone hasn't gone and left you behind I think I would probably continue to set most things and use random settings for 2 or 3 things. Is there a way to ensure that random doesn't turn off that particular setting. I rather miss air patrols, and I would want the random setting to select the length of patrol instead of disabling it?
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I've taken a break from my current 1.83c mission to try out the 1.85c mission. It gave me random settings for the ones where I set them to random and kept the ones where I had set them. I found the settings log that showed what had been set and so far the mission would seem to bear that out. It has given me artillery on, realistic loot and no air patrols. I have landed in the same place as my current mission so it is easy to compare the two. If I were to use the random settings properly, I wouldn't want to know what the settings were, so that things could surprise me. However, with getting realistic loot, it would be very easy to think that something had broken if you didb't know
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I think a record of the mission settings is a good idea. On longer missions, and when real life gets in the way, I can't always remember what settings I started off with and start to wonder if things are going wrong with the mission when it was just a setting I had changed.
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Changing Independent Hostility during Mission
alky_lee replied to oddballsix's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Setfriend is meant to be used at the start of the mission. Changing it part way through a mission can cause unexpected issues. It would be better to use setcaptive or join them temporarily to an enemy with 0% probability of presence. -
Two Simple Problems With Bargate
alky_lee replied to CapBlackShot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it's something to do with animations, but I can't find it documented anywhere so I can only guess. I suspect it kills the animation keeping the gate open until the trigger deactivates, then closes the gate. I haven't tried sending a convoy through to test it though. Perhaps someone who knows about animations can shed some light on it, but it worked for my purposes. -
I didn't have a problem with it this morning, although I am having trouble seeing a tank that's only 450m away, even though my view distance and object drawing distance are well above 2k
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I tried starting in the dark once. I had to wair a couple of hours till the moon came out. Starting by moonlight is fantastic.
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Two Simple Problems With Bargate
alky_lee replied to CapBlackShot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you tried altering the size of the trigger or reducing it so that it is only activated by a cop standing next to the weighted end of the gate. I assume the craziness is caused by people moving in and out of the trigger area. I find that when a gate is put down in the editor, it is off to one side so your trigger in the editor could be offset slightly in the game and not quite where you think it should be. -
Two Simple Problems With Bargate
alky_lee replied to CapBlackShot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't but picked up the following for use in a simple trigger. Adjust the size of the trigger area to suit. Name the gate: gate1 Then in the gate init line put: this allowdamage false; Put this into the trigger: Activation: Blufor Condition: this On Act: gate1 animate ["Door_1_rot", 1]; off1 On Dea: gate1 animate ["Door_1_rot", 0]; off1 Then whenever a unit goes into the trigger area the gate opens until all units leave the area. -
Campaign Episode 2: ADAPT - Feedback thread ** SPOILER WARNING! **
alky_lee replied to Wiki's topic in ARMA 3 - GENERAL
I just finished the campaign today (before the update) and then find that it's been updated with major changes to the scouting missions in Adapt with the addition of vehicles and AI teams to use as well as saving vehicles and inventory at the hubs. Looks like I will have to try the scouting missions again, perhaps with a few mods now I don't have to play the story missions. -
As a mission maker, I haven't bought the DLC so I won't be using it in my missions. As far as including DLC content in missions goes, it is not much different to including mods. How many multiplayer missions have players running round in their underwear because someone is using a mod that others don't have. The big question for me is whether I want to buy the DLC or not. Although I enjoy flying helicopters, I wouldn't consider myself a pilot and don't feel that I would appreciate the finer points of the DLC other than having some different helicopters to crash. Karts or marksman DLC doesn't seem compelling to make me buy the DLC either. However I can try them out to see if I want to buy them. If I did buy them I would make some missions that used them, but not in every case. It just seems to me that they are expensive for the content you get, although I will possibly buy them eventually. I wonder if the price will drop as time goes on in some future Steam sale weekend, etc. I won't hold my breath though. It seems that BIS wants people to be able to try them out but otherwise not be able to use them unless they've paid for them. As far as BIS is concerned, the best approach is the one that makes them the most money. This will also be best for the community as more players will have bought the DLC, but a split between haves/have nots is inevitable.
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I have different shortcuts for different modsets, but even my vanilla shortcut still has CBA3, Mag repacking and ShackTac hud. I like mods that improve immersion such as Bcombat and TPW. Having said that, I may not want to use everything that a mod provides. I also use mods to make editing quicker or simpler.
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What would you like to see worked on next in ArmA 3?
alky_lee replied to Westonsammy's topic in ARMA 3 - GENERAL
As I mainly play single-player the mission breakers are the AI not being able to drive and disobeying orders, and occasionally low FPS that drops to unplayable levels. After that are the annoying things such as the action menu and doors not opening, etc as well as the long list of places for your AI team mates to re-arm. While better sounds would be welcome that would be in my third category of improving immersion along with a better damage/injury simulation and medical/healing system. I agree that at this stage of the release cycle, my first category shouldn't be there, but you need the basics right before you can build on them. Then perhaps things wouldn't break so much when the game gets updated. There are some brilliant mission makers/modders out there but, if they move on to something else/become ill/die, there isn't always someone to jump into their shoes and carry on. It would be good for them to have well documented tools and editors to use. Without third party content, this game would not gain as much attention as it does. -
I'm sorry but I couldn't resist that. I understand what you're saying about super AI, I have encountered the same thing in one of the scouting missions where an AI is looking out of the window as I am trying to creep around the corner to take him out. Before I can see him he turns and kills me with one shot through the wall. Is it always CSAT that do this? My example is in the following video at 2.00 minutes. He should have been aware of me because I had just killed his mate who showed all the reactions of a dead sheep.
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I used to clean the windows on the inside but leave them dirty on the outside so I could see out but people couldn't see in. It didn't work. People could still see in and apparently it's the same in ARMA. Standing behind glass doesn't screen you.
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Just a bit of feedback on the reputation system. I have been running a long fighting patrol on the 1.81c version. At first I wasn't trusted and they just wanted me to go away. The intel I received was sending me W ,E & S. If they had said north I would have shot them because I was on the north coast. Now after several days in, they are falling over themselves to give me assassination missions. I was in the middle of firefight with one target, when another target came up behind me and I was caught in a crossfire. Unfortunately I died and they killed my target. Apart from that minor issue I am enjoying reading what they are saying. I still have another 2 assassination missions to do. Still loving it.
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My teammate is called eyeball mark 1. Not always reliable and works better with two
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On the other hand it could be an animation error. When the gunner is finally shot and killed there is no change in his pose, so he was already in the death pose. This suggests one of two errors. Either the death pose has been incorrectly triggered, or the dead gunner hasn't been ejected from the weapon on death. Whatever, if the body was behind cover, it would be almost impossible to kill the gunner from a distance.
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Looks to me like he's only injured and you can see him moving, but something has made him fall to the floor. Perhaps BIS need to look at injured gunners in static weapons not being able to fire if they are on the deck. Some code somewhere has made him fall to the floor even though he isn't dead, which would be very good in an infantryman but looks weird with a static gunner.
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It would be nice to have the option to turn off autonomy, as the Stomper normally damages it's wheels if left to it's own devices. I am sure that Alex would have some tricks from his father, even if he doesn't understand how they actually work. You will only be able to control the UGV of your own side, (in this case BLUFOR), even if you had an OPFOR terminal for the Saif, you wouldn't be able to connect to it and control it. I remembered to mark the original position of the Stomper before I moved it, but all to no avail, as Arma has updated today and I can't resume my saved mission because of incompatible versions.
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I managed to find a UAV terminal in the 1.8c version I'm doing at the moment and took control of the Stomper. However because of AI caching, the enemies only spawn around the player, so I had to move it in the vicinity of the player to find targets for it to engage. This is a very dangerous thing to do because, although you are controlling it, it still has a mind of it's own and will kill the player first chance it gets. Remember not to stand in front of a window of the building you are hiding in. The Stomper also seems to know where you are, even if you move it far away. When you move into town, when you check on it's location you find it's on the other side of town heading towards you. Thankfully it's "driven" by "AI", so struggles with the low stone walls in the fields until it smashes a wheel. In the end I had to just expend it's ammunition and then blow it up, to stop it getting in the way. I am looking forward to 1.81c when I should be able to hack the Stomper and then be able to call on it's help when needed. I assume that it's not possible to spawn AI in the vicinity of the Stomper, as everything centres around the players position, even the messages about nearby patrols when controlling the Stomper.
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IIRC the "gravedigger" script works on two variables, the number of bodies and the distance from the player. Basically the more bodies there are the less distance the player has to move away from them before they are automatically removed. It also takes any weapons that are on the ground in the vicinity. I don't know if the latest version has affected this in any way. I try to remove bodies manually when I have done with them or I am leaving an area, so that I don't lose new bodies that may be in my new area.
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What I didn't say was that my only available direction to escape from the Stomper was towards an enemy position with static weapons. I know this because I was killed by a static GMG. I didn't record my escape from the Stomper but I didn't expect to survive, but it couldn't engage me because I was lying in a ditch and it was too close to me. I did record my encounter with the Stomper which is at https://www.youtube.com/watch?v=-z79BDbB7Ks I went back there this morning and the Stomper was gone, so I went and got the body and took it back to the boat. I completed the mission this time in around 2.5 hours. I can now download the latest version to have a go at that.
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I could have used being able to hack the stomper on my 1.8c mission I started last week. My first enemy contact was the mad Stomper. I had to use both my SMG mags to try and disable it. I managed to take out two tyres and get away from it. I then found the body but didn't have a vehicle. Luckily I had found a couple of HVT jobs and they both have vehicles, so I have now liberated one of them for my personal use. Meanwhile the Stomper is still active, judging by the increasing number of body myarkers near to it's last position. All this is within a few hundred metres of the boat. With the reputation system, do you get any credit for healing injured civilians? I've found quite a few so far in this mission.