Arma 3
Nod 01A: Certain Elements
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Update: 21 Nov, 2019 @ 4:48pm

Scenario:

-ACE Pointing, ACE Medical "Prevent Instant Death" option, and ACE Earing "Combat Deafness" options enabled. Basic Revive option verified as disabled.


BLUFOR: Global Defense Initiative:

-removed all C-4 explosives, explosives crates, and indications of explosives from the mission to avoid abuse, as the original Command & Conquer Nod mission 01 contained no instances of the opportunity to place explosives.

-northern roadblock fire team set to Stay On Position with AI Pathing disabled.

-defensive fire team on the northeast sector of the village perimeter set to Stay On Position with AI Pathing disabled.

-GDI defensive team at the perimeter of the village HQ have had guard waypoints and trigger radius removed, as during the test, these units abandoned the headquarters perimeter entirely, then eventually returned to the perimeter. The intent is to have these units remain in the general area of the headquarters.

-United Nations ambassadors set to Stay On Position with AI Move and Pathing disabled to ensure they remain in place.


OPFOR: Brotherhood of Nod:

-all Nod player models deleted and redeployed with proper settings, descriptions, placement, and arrangement in Multiplayer role selection menu.

-briefing updated in accordance with proper spelling and availability of intelligence.

-Delta Assault Team Rally Point map marker "Move" icon relocated so it avoids positioning itself on top of the task marker.

-Delta Team Waypoint 1 and 3 map markers relocated to new positions.

-audio trigger declaring "Unit Lost" set to play upon the loss of Alpha Actual.

-audio trigger declaring "Nod Unit Destroyed" set to play upon the loss of a UAZ.

-total medical supplies in Nod outpost increased significantly.


INFOR: Tmassah Militia:

-implemented Edit Terrain Object module on Tmassah villahe headquarters building to prevent the structure from taking damage.

-forward south team located southeast of the Nod base removed, as they proved unnecessary and useless during the 17-NOV-19 play-test. Likewise, the squad posted in the northern barracks is no longer programmed to respond to this team coming under attack.

-Militia Forward Response Team redesignated Forward Barracks Team and set to Safe.

-additional medical supplies and ammunition placed in ammo dump and medical boxes at the forward barracks.

-East Intersection Guard team now redesignated a Patrol team and set to patrol around a nearby compound: 1 Rifleman replaced with Recruit; total combat skill lowered from 50% to 40%.

-Militia Roadblock team now has AI Pathing disabled to ensure they remain on position.

-Militia Medical Tent and Ammo Dump Team set to Stay On Position with AI Pathing disabled; guard triggers removed to ensure they remain inside the compound rather than straying outside the walls.

-additional assets added to Ammo Dump and Medical Compound. Maximum ammunition count of Warsaw Pact ammunition in ammo dump reduced from 250 magazines to 100. M18 White Smoke Grenades and M67 Fragmentation Grenades added to ammo box.

-map markers for medical tent and ammo dump have been split to specifically indicate the locations of both designated areas, despite being in close proximity to each other. All text in the mission has been rearranged to address the location as a "militia medical tent and ammo dump."

-East Machine Gun Team set to Stay On Position with AI Pathing disabled.

-Village Machine Gun Defense Teams set to Stay On Position with AI Pathing disabled.

-Village Guards teams 1 and 2 relocated to specific positions inside the village. These teams will remain in place for static defense, but will respond to attacks on the village from given directions.

-South Barracks Team redesignated Village Guards 3. Formation set to diamond. Positions adjusted. This team will respond to an attack on the village.

-Village East Patrol team and path relocated to assume a route along the eastern sector of the village.

-additional Civilians, both armed and unarmed, added to the main village.

-all objects once marked simple objects inside the headquarters are no longer simple objects.

Update: 19 Nov, 2019 @ 7:50pm

Mod:
-audio files copied back to scenario file, as they do not appear to be playing properly when incorporated into the main Command & Conquer: ARMA III Lives mod.

-size of trigger area for deployment of mission briefing and opening music increased to account for addition of Command Section.


OPFOR: Brotherhood of Nod:

-Alpha 1-1 AI set to disable Pathing. AI ability to execute pathfinding set to enable once Colonel Arkardi is spoken to and when Seth's briefing is executed.

Update: 19 Nov, 2019 @ 7:29pm

Scenario:

-opening text functionality verified.

-Zeus functionality verified.

-starting location of Zeus moved.

-verifying reinstallation of all relevant Stay On Position attributes of units which are not intended to move off their positions regardless of circumstances.

-preview images are now referenced in the Command & Conquer: ARMA III Lives mod rather than the primary scenario folder. Imagery and audio assets transferred to Command & Conquer: ARMA III Lives mod for use as primary dependency.

-all triggers designed to play specific music files as indicated by text entries now include specific music clips selected as per trigger execution options.


BLUFOR: Global Defense Initiative:

-Hum-vee now contains a small amount of AK-47 magazines, M67 Fragmentation Grenades, and Smoke Grenades.

-GDI U.N. ambassadors, Hum-vee fire team leader, fire team along northeastern village perimeter, and fire team at northern village roadblock now set to Stay On Position with AI Path disabled in an effort to have them remain in place.

-explosives crates have had their total asset count reduced to 1 each-they now contain 1 M112 Explosive and 1 M57 Firing Device in an effort to prevent abuse and scenario-breaking measures.

-a trigger designed to play a clip declaring that a GDI unit has been destroyed has been set to play when the GDI Hum-vee crew is killed or the vehicle is destroyed, as Eden Editor has removed the functionality enabling the execution of triggers upon a unit's death or destruction.


OPFOR: Brotherhood of Nod:

-briefing updated to account for additional forces and the activation of Task Force Arrowhead.

-player-controlled Nod Officer (as a platoon leader with helmet and rifle), Squad Leader (as a platoon sergeant), Combat Medic, Radioman, and Rifleman added.

-all Nod personnel now wear the Nod patch with a stitched pattern, with the exception of Colonel Zubin Arkardi-his patch has been reverted to the Nod Black Hand Elite.

-command tent Nod radioman rifle and ammunition removed.

-Nod outpost medical facility item arsenal expanded to include all relevant medical supplies. Medical boxes throughout facility updated to include additional supplies; bodybags removed.

-First Aid Kits and Medikits removed from Nod outpost ammo boxes - M18 Red, Yellow, and Green Smoke Grenades

-First Aid Kits and Medikits removed from Ural 4320 Trucks - Red Smoke Grenades added. Cookof enabled. Spare wheels increased from 1 to 2.

-UAZ vehicles now include a small amount of AK-47 and PKM magazines, as well as frag and smoke grenades. Cookoff enabled.

-squad roles properly labeled and assigned in multiplayer settings.

-specific imagery such as the briefing whiteboard transferred from scenario folder to main Command & Conquer mod to minimize file space.

-notice of thanks as credits posted, given to the members of the Black Night Community and Black Watch Battalion who play-tested the scenario successfully on 17-NOV-19. Flags of units added.

-a trigger designed to play a clip declaring that a Nod unit has been destroyed has been set to play when the Nod Ural 4320 trucks are destroyed, as Eden Editor has removed the functionality enabling the execution of triggers upon a unit's death or destruction.


INFOR: Tmassah Militia:

-marker now indicates the location of a northern militia barracks. Barracks area contains an 8-man squad that would respond in the event that a scout team located just southeast of the Nod outpost was eliminated. This team is now set to stay on position and has been distributed throughout the barracks area. Barracks area now contains a small ammunition dump and medical supplies. Libyan flag added to mark the position.

=This team cannot be set to Stay On Position, because Stay On Position prevents the entity from being able to move at all. This is a known flaw in ARMA that has yet to be fixed.

-northeastern scout team, northeastern roadblock defense team, eastern machine gun team, automatic rifleman village defense teams positioned in defensive bunkers, Nikoomba, and adjustant radioman are now set to stay on position with AI Path disabled in an effort to have them remain in place.

-northwestern patrol group path adjusted to cover a smaller area.


Issues:

-audio clips do not appear to be functioning properly at this time, despite specific CfgMusic entries identifying these assets in the Command & Conquer: ARMA III Mod. If necessary, the audio files will be copied over to the scenario folder once again.

Update: 15 Nov, 2019 @ 7:10pm

Scenario:

-intro text now functions properly.


OPFOR: Brotherhood of Nod:

-Ural trucks are now unlocked.

Update: 4 Aug, 2019 @ 11:43am

Scenario:

-it was recently discovered that to enable full medical functionality, ACE Medical options must be enabled and all Combat Medics must be upgraded to the level of Doctors in ACE options. This has been implemented.

Update: 4 Aug, 2019 @ 11:11am

Game Masters:

-Zeus now has sprinting enabled.


Scenario:

-first update attempt was unsuccessful. All assets function properly.

Update: 4 Aug, 2019 @ 10:54am

Game Masters:

-Zeus entity now listed as playable.


Scenario:

-scenario functionality verified in accordance with update to Command & Conquer: ARMA III Lives mod.

Update: 22 Jul, 2019 @ 12:41pm

Game Masters:

-Zeus entity updated to deploy on OPFOR side to overhear player communications.

Update: 22 Jul, 2019 @ 11:04am

OPFOR: Brotherhood of Nod:

-"Move" icon should now be created properly upon speaking to headquarters element to enable objectives and tasks on the map.

Update: 21 Jul, 2019 @ 7:53pm

OPFOR: Brotherhood of Nod:

-we have discovered in other scenarios that the written briefing does not appear for ALL players in coop missions unless it is tied to a trigger covering all starting positions. This has been implemented.

CIVFOR: Game Masters:

-Zeus is now physically invisible. We are considering adding Zeus entities on all forces.