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About diwako

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  1. The mission Star Catcher is a fully automated replayable mission which does not need any player as Zeus. It features a full raid similar to raids one can find within the Destiny game series. Several changes to the destiny formula were done as “bullshit destiny logic” does not really fit into Arma’s gameplay. Which means “magic” mechanics and boss fights are removed, and the general puzzle mechanics are brought down to some more realistic levels. Be warned this mission is not a normal Arma mission, it features puzzles, advanced mechanics, and some gimmicks you normally do not find in regular missions. There is a whole 10+ pages document detailing all kinds of things about the raid, the background story, and its mechanics. Of course, for the true destiny day 1 experience, you should not read it and go in fully blind. Just do not complain it has taken a real long time to beat. For new commers and people not trying to guess the mechanics, I suggest you best read this document: https://docs.google.com/document/d/1DFi0imz627_HuhGY1u6ER-bR7QWY7AcySusszYH302s/edit?usp=sharing (More screenshots in the download link) Story A group of Russian Separatists are threatening the destruction of New York City with a captured Russian weapons satellite armed with a micro nuke launcher and are demanding a huge ransom in order to influence the Russian government. Russian special forces, supported by a USAF AC-130 are due to execute a raid on a bunker suspected to contain the control unit of the satellite. Requirements CBA_A3 ACE ACRE2 Cup Terrains - Core Cup Terrains - Maps RHSAFRF USAF AC130 Features End Stats Show stats like kill, death, and revive counts at the end of the mission for everyone. Also will show how many times you have wiped and how long it took you from first encounter to mission end. Emote system Like in Destiny, you can do silly dances while waiting for your team mates to get ready, or the raid leader trying to convey their plan. NVG color change Green is so 2035, blue is the new color! Medical revive system Like in destiny you have revive tokens. Here those are the medical item Adenosine! It can be used to quick heal any downed player. Just ACE interact on them and look for the “Quick Heal” option. Can only be used on unstable patients and only if you have at least one adenosine left! Music system Different music per encounter, very similar like in Destiny. Can change during the raid as well. BettIR like NVG IR lamp The bunker is really dark, to make BettIR not a hard dependency, a similar feature which does not work as well as BettIR is included in this system. I do recommend to use BettIR with this mission, but if you do not want to, this is the replacement for it. For those that do not know what BettIR is, it adds an infra-red light to your NVG goggles. You can illuminate objects in front of you and can effectively see better with ACE NVGs! ACE interactions Not really a feature, just a highlight that anything related to this raid will be interactable using ACE interactions. Scroll wheel actions won’t be used. Additional mods/CDLCs supported There are some additional mods which are supported but are not hard requirements, they however will make the experience better in one way or another - All other RHS non terrain mods - 3CB factions - YueMod - GM - LAMBS Danger FSM - DUI Any optics without additional zoom factors are supported and automatically added to the arsenal! ACE Medical WARNING! ACE medical is required here! This is the LATEST ACE medical not the “old” one! Make sure to NOT FORCE any global ACE medical related CBA/Addon settings on your server or Client. There are special mechanics at play here, you can read more on that inside the document linked above! FAQ Q: Can I play this alone in SP? A: Unfortunately, no. This is designed with multiple people in mind Q: How many players does this support? A: 9 players, some more spectator slots Q: I cannot get 8 other players together; can I play with less? A: Yes, it will be harder to beat, but the mechanics in its core should still work. Make sure to have at least 2 player groups! Q: Why ACRE2 and not TFAR? A: Most weird mod choices here are because this was first made for my unit, which uses ACRE2 Q: Will you support TFAR in the future? A: TBH not sure, ACRE is added in many parts of this mission, if someone wants to help me port it over, sure! Q: Why RHS and not CUP? A: Same for ACRE2, my unit just uses RHS instead of CUP Q: Will I get my raid exotic in the end? A: Of course! Why would you raid and not get an exotic? Q: I am stuck at the MCH abortion code sequence, help! A: My only advice is to investigate the “Satellite Dish” and “Main Control Hardware” chapters again, there is a hint Q: What is the current fastest time for this? A: Roughly 30 minutes and 15 seconds Q: Why would an AC-130 even go there? A: ‘s cool! Downloads Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2656380957
  2. I have refactored this to be easier to add to your mission. It still works the same as before. https://github.com/diwako/ACRE2-Custom-Signal-Calculation
  3. Version 0.6.0 released * Added support for CDLC or mod firstaid/medkits by @diwako in https://github.com/diwako/armor_plates_system/pull/54 * Added adjustable bleedout timer color by @diwako in https://github.com/diwako/armor_plates_system/pull/60 * Added armor simulation modes for both standalone and ACE medical modes by @diwako in https://github.com/diwako/armor_plates_system/pull/58 * Added options to auto hide UI elements by @diwako in https://github.com/diwako/armor_plates_system/pull/59 * Updated Chinese translation by @mihuan-0 in https://github.com/diwako/armor_plates_system/pull/61 Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 https://github.com/diwako/armor_plates_system/releases/tag/0.6.0
  4. diwako

    DUI - Squad Radar

    Update for version 1.9.3 Added: * Add Nametags Rank Name Style by @jokoho48 in https://github.com/diwako/diwako_dui/pull/200 * Added setting to sync units in a group by @diwako in https://github.com/diwako/diwako_dui/pull/205 Fixed: * Attempted fix for Error: No Object by @diwako in https://github.com/diwako/diwako_dui/pull/205 Translations: * Russian translation updated by @estim in https://github.com/diwako/diwako_dui/pull/204 * Add Turkish Translations by @654wak654 in https://github.com/diwako/diwako_dui/pull/203 * Update Spanish Translations by @diaverso in https://github.com/diwako/diwako_dui/pull/202 Downloads: https://github.com/diwako/diwako_dui/releases/tag/1.9.3 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
  5. diwako

    DUI - Squad Radar

    DUI has 2 modes. First and default is it will auto calculate where to put things. Second is use with conjunction of the Arma3 layout editor. If you wish to use a custom position, first go into the Addon Options (you may need to load into the editor for this), go to the DUI Squad Radar - Radar drop down and check the checkbox called "Use A3 Layout Editor Position". Now you can open Arma's regular options menu. There you can use the UI editor to either resize or put UI elements where ever you want. Once you have done that, restart the mission and it should apply.
  6. If the server is saying it has missing addons and it points to lambs than the mod might not be mounted correctly. You can check the RPT file of the server if the mod shows up as mounted and the pbos getting loaded.
  7. diwako

    DUI - Squad Radar

    It is an issue I have seen many report but I have yet to figure out what causes this. In my unit I do not have the issue throughout many different mission makers. So can you answer me a few questions? Do you have DUI running on server? Which namelist sorting mode are you using? when it happens can you exec this ON THE PLAYERS MACHINE and tell me what it returns? [(group player) getVariable ["diwako_dui_radar_syncGroup", "nothing"], units player]
  8. That pbo is a simple config tweak nothing more. the ai just sees that well in arma. We wont be implementing our own sighting code as that is not at all performant in sqf. Arma has that built in inside the engine itself.
  9. Just delete the range pbo, seems you are using local mods anyways. The reason why we added that pbo and increased spotting was fairly simple. Testing showed under perfect weather conditions ai was not able to spot a player laying prone and not moving roughly 300 meters away. this was done in the VR terrain. so no grass or anything as concealment, this was bumped up to roughyly 450 meters with that change. we figures some people prefer the ai to be blind so we made it a separate pbo for people to just get rid off if they did not like it
  10. The workshop link is still the same, jus the github link is now this one https://github.com/nk3nny/LambsDanger/releases/tag/2.5.2_RC2
  11. Make sure to update to the RC2, it addresses this issue
  12. Hey are you using RC1 or RC2?
  13. Could be an issue with dodging inside of buildings, unsure atm.
  14. Looks like nkenny forgot to post here. so here some update LAMBS_Danger.fsm v2.5.2 RC Hey, we are having an RC for the new update ready, would be nice if people would take a look 😉 (changelog too huge and spit up in multiple things, so highlights only) - SQFC support - Vast amount of fixes - Vehicles will switch to HE ammo when engaging soft targets rather than using AP - Suppression check greatly improved - AI spotting distance increased (100-200 meters in perfect weather condition) - Several performance improvements outside of SQFC Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2434257231 https://github.com/nk3nny/LambsDanger/releases/tag/2.5.2_RC For those curious about the full change log, take a look at the 2.5.2 Dev 1 and Dev 2 draft released in github or in the linked workshop item