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Showing results for tags 'lawsofwar'.
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Laws of War DLC Leaflets
DnA posted a topic in ARMA 3 - DEVELOPMENT BRANCHLeaflets are a scripted feature meant for use in playable content most of all (Laws of War DLC). There is some Sandbox compatibility, but since they are not fully engine-driven, they are also limited in some areas. For this reason they are not by default added to the Utility Drone (but can be added as special 'weapon' via pylon settings or scripting). Notes: Find a start of documentation on the Community Wiki. We've extended the feature to allow for full-screen inspection of the info stands (Faction Showcase IDAP e.g.). We'd prefer specific issue reports on the Feedback Tracker.
Laws of War DLC Mines
DnA posted a topic in ARMA 3 - DEVELOPMENT BRANCHMines (specifically detection) are another existing feature that we've had a chance to make a few improvements to with Laws of War DLC (as a platform update for all). Most of these changes have already been on Dev-Branch for a while and we've read your feedback so far. We'll divulge more of our goals and details over the next weeks in the form of OPREPs for example. Note that we've wanted to preserve backward-compatibility as much as possible, limiting some more drastic changes. A clear example is the 15 meter detection range. Sure, we could decrease it, but it would potentially unbalance any existing scenario with mines. Note: expanded Community Wiki documentation is in progress. Specific issues go to the Feedback Tracker as per usual. What changes does this cover? Most characters are now less adept at automatic visual identification of mines. You will need to manually T-reveal them in more cases (also depending on difficulty options). Note that in order to disarm mines, you need to have revealed them. Many other factors influence visual identification: night-time, being in a vehicle, hidden in vegetation, etc. The Mine Detector has the same 15 meter range as it always had, but is slightly less 'magical' now. An Info Panel is used to show the approximate location around you ([ or ] by default). It pings off nearby detected mines, but does not yet reveal their type (potentially offset cloud symbol). Audio cues reveal the direction and distance of the nearest unrevealed mine (also without the panel open). Vehicles can have their own Mine Detector with custom range and Info Panel (see the Demining Drone). Most explosives should receive their own placement / deactivation SFX (WIP). Many explosion SFX were tweaked. The Radio Protocol message that is triggered when a mine is discovered has 'spam control', so it's not repeated too often in a large field. disableAI "MINEDETECTION" can disable an AI's mine detection abilities.
Laws of War DLC Feedback
DnA posted a topic in ARMA 3 - DLCHi everyone! So we've just finally revealed what the "Orange DLC" project is all about: Arma 3 Laws of War DLC. For more in-depth information also check out our OPREP and Developer Diary on this project. Please use this thread to share all of your general feedback, thoughts, comments, suggestions, and more (but not too much more ). If you have concrete bug reports, share them on Feedback Tracker as per usual, and we'll try to get as many of them sorted ahead of the full release in future updates. Thanks!
Have you played the various bits of playable content in Laws of War DLC? Let's hear what you thought and how we might still improve it! Please be considerate to your fellow players and mark any spoilers appropriately - thank you! Specific issues are most effectively reported directly to our Feedback Tracker. What playable content is there and how do I access it? Added: “Remnants of War” mini-campaign** Main Menu: SINGLEPLAYER > CAMPAIGNS Added: Showcase IDAP Added: Showcase Laws of War Main Menu: SINGLEPLAYER > SHOWCASES Added: TT11: Downhill Rumble Added: TT12: Jungle Fever ** *** Added: TT13: Turbulence Added: TT14: Life in Danger ** *** Added: TT15: Off Road Excavation ** *** Main Menu: SINGLEPLAYER > CHALLENGES > Time Trials > IDAP ** Content requires ownership of Arma 3 Laws of War DLC.*** Content requires ownership of Arma 3 Apex.
Laws of War DLC Assets
DnA posted a topic in ARMA 3 - DEVELOPMENT BRANCHPlease let us know your thoughts on the Laws of War DLC assets (vehicles, weapons, character gear, props, etc.). Find out more about the asset production process in our OPREP on this topic. If you discover concrete issues, the most effective reporting method for us is Feedback Tracker. How do I access the assets? Main Menu: Shift + P In the DLC Content Browser, select Laws of War and explore its contents. Some assets have a TRY button that will open the asset in ... Main Menu: TUTORIALS > VIRTUAL ARSENAL (For vehicles, switch to the Garage mode at the top of the screen) Each asset category shows the appropriate DLC / mod icons behind each asset for easy identification. Use Sort by mod to make it even easier to find them. Note: in this mode you should be able to preview the assets without DLC ownership. Main Menu: EDITOR In the Asset Browser on the right, all assets are marked by the DLC / mod icon. Use Filter by mods option and select Arma 3 Laws of War. And you'll of course encounter the assets during gameplay! What assets are available?
Laws of War DLC Cluster Munitions
DnA posted a topic in ARMA 3 - DEVELOPMENT BRANCHFrom the outset the Laws of War DLC was going to focus on assets and playable content. However, there was room to enhance a few existing features relevant to the theme. A bunch of modest improvements to cluster munitions have been scattered over the past few updates (free for all players of course). Let's discuss them in this thread, and as always, please post concrete issues to Feedback Tracker. Note: expanded Community Wiki documentation is forthcoming. Most new properties are already described: https://community.bistudio.com/wiki/CfgAmmo_Config_Reference https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit What changes does this cover? Added: Cluster Bombs (3 factions - see Pylon settings of aircraft) Previously only artillery cluster munitions were supported. Added: Unexploded Ordnance (3 factions x 4 triggers) Trigger types: Common: basically functions as a regular 'mine' Delayed: detonates a while after 'triggering' Tough: takes a lot of manipulation before detonating Sensitive: BOOM (even animals will set these off) These can be placed in Eden Editor, but are also randomly left behind after deploying various types of cluster munitions. The CAS module now features Bomb Strikes. Added: APERS Mine Dispenser* This means engine support for a mine that basically detonates like a sub-munition. Deployed mines can now have a randomized rotation. Various new SFX / VFX were added, as well as camera shake. The engine now supports control over sub-munition speed and ammo type randomization. * Restrictions apply for those who don’t own Arma 3 Laws of War DLC.