Arma 3
Semper Invicta (SP)
22 Yorum
Liberty_Valance 29 Ara 2023 @ 13:21 
but not that good
Avant-garde 22 Ara 2023 @ 21:20 
Cool mission!!
Dator 5 Tem 2019 @ 7:06 
очень круто но мало ! =))))))))
tom4ktm 18 Kas 2016 @ 11:43 
Thank you. Just small advice, sometimes it was little bit tricky when my squad leader died and I had to start mission again... But very good, keep making.
Liberty_Valance 10 Nis 2016 @ 10:35 
impossible
I Stay Throwed 18 May 2015 @ 15:01 
Needing to keep any AI alive ruins any mission. Avoid this one. Sucks could have been good.
Rawlo 27 May 2014 @ 23:28 
I enjoyed alot. Not sure if its needed for the mission to fail if the squad leader dies however.
=Z#_ 19 Kas 2013 @ 12:59 
first waypoint will not go off! same here...
nick seven 12 Eki 2013 @ 12:37 
I end the mission. Its not difficult if you know the way.
nick seven 12 Eki 2013 @ 12:10 
first waypoint will not go off!
SiC 9 Eki 2013 @ 5:41 
Really enjoying this mission, but I would strongly advise to make sure the squad leader does not need to be alive to finish the mission. I'm at the attack now in the container area, and I constantly find myself having to push ahead by myself to make sure the squad leader doesnt get killed, often getting myself killed in the progress, and when I don't do it fast enough the squad leader gets shot time and time again. It's very frustrating. Imo the mission should simply carry on regardless of the casualties, or maybe trigger a retreat if there are too many casualties, but don't let it be down to the squad leader's life. The AI isn't smart enough to keep itself alive haha.
Ubiquitous  [yaratıcı] 1 Eki 2013 @ 12:57 
@H.o.p Thanks for persisting, and glad it worked out in the end.
H.o.p 1 Eki 2013 @ 12:23 
Working, finished and I can finally give this mission a rate up. I really enjoyed the firefight in the cargo container maze and I'm looking forward to more!
Ubiquitous  [yaratıcı] 30 Eyl 2013 @ 13:28 
@ H.o.p Thanks for stopping by with more info. In light of what you wrote I put out another update that slightly changes the way the helicopter extraction is triggered. The mission also now deletes the old waypoints once the fgade to black scene is reached so that it should be impossible (I hope!) for the AI to decide it needs to go back to an old waypoint.
Ubiquitous  [yaratıcı] 30 Eyl 2013 @ 13:01 
Thanks for reporting this. Since it has now been reported twice I have pushed out a new version that hopefully will fix the problem. Bascially, I disabled the simulation of the helicopter unit altogether until it's time to get on so it should now be impossible for it to move any futher away than where it starts (2.5km away).

It's very confusing because I am not able to reproduce this problem. Moreover, there is no object in the mission that is more than ~15km from the player so it's hard to know what the squad leader wants you to board exactly (did you see which compass direction this mysterry object is supposed to be in?). Anyway, hope this fix helps. If anyone has more problems let me know and I will see what I can do.
H.o.p 30 Eyl 2013 @ 12:44 
Well if I understand it correctly... after I rejoined my squad, the leader commanded to hold fire, move to the waypoint and finally he commanded to board "that vehicle 20 km away" while somehow forgetting that MOVE waypoint which is even marked on the map. After a few tries I actually found the chopper landed near Syrta. At the first time I boarded it with my squad leader plus a few soldiers and the chopper flew to the original designated LZ leaving rest of the squad who didn't make it in time on the ground. When we got to the LZ, it just hanged in the air and nothing more happened. On the second I waited for the whole squad until it boarded and got in last. We took off, blackscreen, next part of the mission - attack the factory. The whole squad was transported to the LZ near factory but when we landed and got out, the squad leader actually decided to go to the MOVE waypoint on the first chemlight marked LZ which he somehow previously forgot. And that's 10 km away! Also loaded save.
alarm 30 Eyl 2013 @ 12:29 
Same problem here: the squad leader gave orders to mount something 22.5 km away and the whole squad ran there. I loaded from a save a couple of times... if it helps to diagnose the problem.
Ubiquitous  [yaratıcı] 29 Eyl 2013 @ 9:19 
@ H.o.p: It's hard to diagnose what your problem was. I have tested this part of the mission extensively (100+ times) and not observed the behaviour you describe or heard reports of such a problem from others. Did you see any other symptoms?
H.o.p 29 Eyl 2013 @ 8:30 
I'm not able to finish the mission. After planting the GPS device and rejoining my squad, the squad leader commands to board "something" 20 km away and doesn't even stop at the designated LZ. The chopper didn't show up either.
3instein 28 Eyl 2013 @ 17:24 
Yep,good well done mission again.
Please keep them comming Ubiquitous's.
Mick. :)
3instein 28 Eyl 2013 @ 5:49 
Greatly enjoyed all your other well built missions,looking forward to this one.
If only others followed your lead on a good well built mission that actually has had some thought put into it.
Appreciated,
Mick. :)
Jericho 28 Eyl 2013 @ 2:45 
nice one :) the stealth part was pain in the ass, but i managed to do it after few tries :D