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Hi escamilla, thanks for trying out the scenario! Are you running the mission with any factions from mods or the default Arma factions (NATO, CSAT, AAF)?
Other thing that i found wired was insertion from air, when helo reached drop point me and my mates got kicked out from it - and that's ok, but! It was flying so fast and in AO direction that we were basically thrown straight into it :D (funny this time AI's reacted better than expected ;p )
I've also modified the air insertion so be a little less weird too - you should be kicked out of the heli a little further out and the drop marker should appear closer to that actual point too.
Glad you're enjoying the mission otherwise though!
I highly recommend it.You will need 7zip to extract the gz files.
When I play mission alone and die - mission ends, then it goes back to looby and there's one slot less. If I want to play it again with all 4 characters to choose I have to go back to mission selection screen and start mission again. I choose your mission from list and click play and... nothing happens, it won't start. I need to restart game to make it work.
Other thing, would it be possible to add arsenal to helicopter? Sometimes we're starting from air at night - this just asks for some supressors.
Regarding AI issues with vehicles maybe I just got (un)lucky, sometimes they actually react well, other times they're dumb - just like you said Arma AI :D And yeah I always selected 'infatry' difficulty.
I'll look into adding an arsenal or inventory to the helicopter too - you're right, getting silencers on at night is pretty important.
Honestly, I'm no arma-pro with hundreds of hours, but this is by far and above the best dynamic scenario I've had the pleasure of playing. It doesn't break the immersion of the game from the very start to the very end. Other dynamic scenarios I've tried have some funkyness at the start/end that break the immersion for me. Yours is excellently well done :)
EDIT: Follow up because I didn't want to double post.
So I think your scenario breaks both FHQ CombatMode and C2 Command&Control, any chance you know whats up with those two? Possibly the scripts used in the scenario?
FHQ: http://steamcommunity.com/sharedfiles/filedetails/?id=686469457
C2: http://steamcommunity.com/sharedfiles/filedetails/?id=491016790
(just for convience sake ツ)
I've got an idea for how to implement arsenals for heli and boat starts that shouldn't affect the mission flow too much so I'll implement those soon too. It's cool to hear that you're finding the immersion is kept all the way through, that was one of the aims I had when I started work on this. I also wanted to keep things as simple and quick to use as possible so that for someone without hundreds of hours in the various Arma games it's a good way to jump into a replayable mission without too much fiddling around - so it's good to hear that's working out nicely for you too.
As far as FHQ and C2 go, I haven't tried them out with this mission myself - it's a shame they're breaking with it, and someone else mentioned the same issue with MCC4 - I will look into it but I can't promise anything at this stage. Hopefully as they're all breaking that means there's a single common problem, but we'll see.
a) 'recon team' silencers, optics maybe some explosives but no launchers. Basically very light and agile infantry.
b) 'sniper team' sniper rifles, ghillies and stuff snipers should have.
c) 'assault team' heavy machine guns, grenade launchers rocket launchers, all that jazz that makes noise and throws lead at enemy :D
This way you could keep actuall really good flow of mission without thowing selection screens at player while he's already in game.
Just a rough idea that, I think, may fit this mission.
The way I've done it now does mean that there are an extra couple of steps between pressing the go button and actually being in game but I think the tradeoff is just about okay. Let me know what you think of the new arsenal start if you haven't tried it already!
Again there's one thing with air insertion. Not really a bug, but thing worth to look at. On paradrop you loose your backpack, not sure if that's intended. I may be mixing up missions but there was possibility to use parachute without loosing backpack.
Hi Bairro, thanks for the feedback. Sorry it's giving you trouble, sounds like you've got a few frustrating problems there. When you say it stays black in the introduction do you mean after the menu or before you even see the menu? If you get a moment would you be able to share the RPT logs from your session with me?
I was playing a scenario where I had to blow up a wreck. I did that and got credit for completing the task, and my next task was to get out of the AO to get extracted. I got my team to the map icon for that tasks, but an extraction never came. 20 minutes of real time passed along with 30 enemy casualties and still no extraction? Is there a chance it crashed? or am I doing something wrong? Thanks...great mission again man!