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Baleur

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About Baleur

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    Private First Class
  1. How does one go about actually saving progress in a mission you made? I made a little conquest mission for Stratis, and i am extremely impressed with what ALIVE can do. But, progress never saves. No matter if i play in SP, or if i play on a private LAN server in MP. I have tried putting as many modules on "Persistance: Yes" as possible, i tried registering to the warroom website with my ingame playerid, i tried all sorts of stuff. Surely, there must be a way to save progress? Surely? Cheers for clearing it up, precognitively :D
  2. Using the RHS mods, i see some default Slammers and such spawning when you set up your first main base. Is this intentional for compatability reasons, or an unforseen oversight? Overall, still love this mission :)
  3. Press the AppKey for the mission custom menu, and click on autoResupply, that will disable ai's automatically searching corpses even when they have ammo. Honestly it sucks because they even leave vehicles to go looking for ammo even if they never fired a shot. I've had tank gunners and fully loaded apc drivers literally stop and get out to search a corpse far away, in the middle of combat.
  4. I agree. Mods like WLA, Alive and DUWS are what Arma 3 should have shipped with on release day. Because on release day there was NOTHING in terms of free form gameplay. There was a fraction of a campaign, and nothing else. If they move on to Arma 4 without incorporating the developments of modders such as you, i'm afraid we will see even less content on release. But all that said, know that all of us are very thankful of the hard work put in. In its current state it is still a bloody good, maybe even the best, modern military warfare simulator on the gaming market. When i say that statement, i mean With your mods. Naturally. Arma is one of those games, like the Total War games, or Civilization, or even Minecraft, that really need the modding support to truly shine and become what it had the potential to be. This said, may i ask another dumb newbie question? Whats the preffered way to play? With the mission.pbo file or the loose folder? :D
  5. What does flay.pbo do, and what is the animspeed_notrans ? No documentation on those files in the readme or docs folder. Cheers :)
  6. Just getting a "cant find bcombat.sqf script" error on launching arma 3, despite that file existing in the mod folder. Edit: oh, the modfolder has to be named @bcombat, NOT the default extracted @bcombat-0.18 Might wanna change that
  7. Absolutely amazing mission. But i am having serious hotkey problems. If i start the map by "restart" or "play", hotkeys work as intended (for example Y to pickup stuff). But if i start via "Resume" (before i knew about the save system), or via "restart" and then choosing the in-mission save, hotkeys no longer work such as Y to pickup gear. It is really frustrating. Its like anytime i load any save they stop working.
  8. Sorry for a potentially idiotic question, but i havent played Arma 3 for quite a while (last time i played it, the first DLC just came out). Many changes to the game, and many mod updates later, i now notice that after i jog for 5 minutes, my character becomes SO utterly fatigued that he cant move at anything than a snails pace, literally. Laying down to rest, literally sitting idle for 2 minutes, does not help. I just had a "fun" mission where i had to walk back to my jeep 900 meters away, at about 1 meter per second. Not joking. Is this intentional? Is this part of vanilla Arma 3 now or is it something in this mod? Which files / what config line do i edit to get rid of it, thanks. I tried chaning the animation values in the bottom of the config files to their default, but didnt seem to make a difference.
  9. Absolutely ridiculous that the GPS is forced off in certain situations, such as looking through a scope or in certain vehicle optics or turrets or even the bloody main driver seat of the tanks! There's no excuse for this. How hard can it be to fix? allow_gps=1 How many months will we have to wait for this? Arma 2 never solved this. Will Arma 3 also never bother? Stop adding new graphical rain effects. Start making the tiny tweaks / fixes that we need for actual gameplay!
  10. Someone out there must have figured it out, or are they utterly broken? I've had UAV's turn 180 degrees around to chase targets on the other side of the map even when ordered with a waypoint on "Never Fire". I still have occurances where they refuse to fire. More editor troubleshooting i guess.
  11. Indeed. It's astonishing how something as simple as "lock target and shoot" is so confubuzzled in Arma. When even half-arsed scripted 3 minute missions in CoD can manage a lock-on mechanic that works reliably.
  12. I can't even fathom what's going on. I'm quite used to flying and all that, but this laser designator nonsense is confusing me. So first off. You can control the "flying" itself. And left clicking shoots a missile or drops a bomb straight ahead. BUT it still fires automatically on targets it feels are appropriate. How do you prevent that? If you use the "Never Fire" or "Hold Fire & Engage at Will" waypoints, it simply never fires if you are in turret mode, ever. Then you can put it in "Manual fire", which essentially REMOVES manual fire from you, and only lets you use the laser designator, which obviously doesn't do anything when you're in the "flying" seat.... Uh? Secondly, you can control the "turret" itself. The laser designator. If your greyhawk is set at a waypoint to loiter or search and destroy or whatever, it keeps circling the area in such a SMALL radious that the wing is constantly blocking the very area you're trying to target! If you raise the altitude, it doesn't help, since it can't just dive bomb in such a small area without crashing or wobbling like nuts. If it is set to Never Fire or Hold Fire, it seems to never ever shoot, even if you laze a target straight ahead. if it is not set to anything specific, it will automatically fire missiles even if you don't laze anything ??? And when it actually seems to work, when it tries to turn around to face the area you just targeted, it obviously pushes your laser off target when the wing dips down in front of your face, causing it to CONTINUALLY re-adjust the trajectory to the now new and wrong target pointing straight down in the ground since it pushed you off target........... So that's worthless as well. The only way it seems to work properly is if you do a ridiculously long 2km approach slow as a turtle. But even then, it will randomly engage targets and even FIRE on it's own without you even lazing anything, or it will wobble up and down like a nutcase when you're just trying to hold the point on a tank, since the missiles are guided the bloody UAV wouldn't need to wobble to re-adjust it's flight path what so ever! It could just fly straight ahead and the missile would still curve down and hit. AND if you want to change the waypoint or path of the UAV mid-flight or while in the turret? Grats, you need to release control, causing it to swing around wildly in a random direction, scroll wheel fast as heck to find "UAV Terminal" and then give a new waypoint. Ridiculous. Why can't i just open the map? Sigh. It really frustrates the hell out of me. Please tell me there is some magical keybind that solves this? Some sort of thing that just directly lets me laze targets, and have it ONLY fire when i do so, never before. Thanks. Someone out there MUST have had better luck with this than me, after 3 hours of desperately fighting against it.
  13. They don't know what they are talking about. They never even played the game, or any game in their lives. They say these games allow players to shoot with impunity, killing civilians left and right. No? There ARE no civilians in Arma 3. In multiplayer, everyone you shoot is either part of the NATO faction or the Iranian faction, or the independents which represent rebels. Armed rebels, certainly not civilians. Granted there may be civilians in single player missions, but even so there is no benefit to killing them, in fact in most missions you LOSE if you kill too many civilians. And no Arma player what so ever actually plays with the intent on killing civilians, because there's no point. They say that the decision to kill is very real. No? There is no decision to kill, because we don't kill anyone... We shoot virtual bullets at pixels walking around, controlled by other players. How can they be so utterly clueless and doomsday invoking to claim that a person that shoots a game character has a "very real decision to kill". Who's being killed here? Nobody. Just yet another media report by people who never played a game in their entire lives, and don't understand the distinction between games and reality. It's funny how people who DO play games regularly are far far more aware of the differences between real life and games, than those who do nothing but see horror in it but never played themselves. Facepalm.
  14. Frankly the Nato & Russian weapons pack mod should be standard on all servers.. It's ridiculous how few weapons the vanilla game has, makes playing Wasteland or even Annex pretty dull as you barely have any soldier-to-soldier variety what so ever. Want to be a machinegunner? Oh another MX or Zafir. Nothing else. No choice.
  15. Huh? Night time was changed? I didnt notice, i always liked how it looked :D Maybe i didnt play it enough.
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