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First off, the time. It appears to be 10 or 15 minutes. Could you jack it up to like an hour?
And secondly, the distance. I think 300m (or less?) is a little too close, especially for those of us who mainly play as marksmen (or snipers). I reckon somewhere in the 700m, 800m, or even 1km is very good!
I understand the feature was introduced to reduce lag for lower-end machines, but this was released 7 years ago, and I'm sure the baseline low-end machine is a bit more powerful now and can handle a bit more performance strain. In addition, on default settings, even with 12 patrolling squads around you, you barely engage one or two every 20 minutes, especially in early game.
Park the stolen vehicle on the black market helipad and the option should appear when you talk to the BM dealer. This only works with certain vehicles though, if I recall correctly (sorry, it has been years since I actively worked on this one, so I might misremember or the updated game might have broken the system).
As for suggestion it could be replaced with something like following:
Generate positions of enemy groups at scenario start/during the game.
If player gets at certain distance to one of them - spawn enemy group there.
Also they can have some bias towards cities, roads, etc. so they will be less likely to appear just in random places.
ArmA missions are practically always open source. Anyone can download the mission file and then use PBO manager to mess with the scripts if they want to. As for if I'd allow someone to continue developing the map, well... at least not before I finish the new AI system and possibly even the multiplayer version I'm currently working on.
It is (was) an outdated mod. Universal Uniforms is what I currently use and recommend to people, the link has now been updated. Also, the current version of this mission doesn't really need this mod, as it has built-in wardrobe to switch into any uniform you want.
Unfortunately I've been way too busy to work on ArmA for many years, so it is very unlikely I'll touch these anymore.
The co-op scenario had severe problems even in the old version, I will very unlikely ever go back to it. And even if it didn't, it would take too much time which I no longer have.
2) This was one of the issues that I never really found a good, 100% effective solution to: the AI soldiers randomly not doing what you instruct them to do. And the problem with the AI getting stuck was that it was not consistent, so I could never reproduce the issue to make sure it was fixed. I would need to take a deep look at it, but again, time I don't really have...
3) I started with this mission in Altis, but was getting tired of the constant FPS loss for no other reason than to have a giant map. I certainly could port it back, considered it many times when I worked on the Malden one, but I just never had the patience for testing the whole mission for multiple maps simultaneously. The issue really isn't so much the porting, but the upkeep.
1\ How much is the Purging range? Can you set it to 1km? Or make it a variable the player can change? Sometimes enemies I snipe from +600m despawn before I get to loot them (MXM w/ LRPS).
2\ I called a repair team, and now after repair they won't take off the heli. I thought they'd despawn after next Purging, but I couldn't call them again, it keeps asking me if I want to cancel. I loaded a save before it and it happened again. Any work around?
3\ Is it possible that in the next few weeks/months, you'd be releasing the same mode for Altis? This is literally my first time playing on Malden, but I know Altis very well and wish I could play this gamemode there! :D
Again, thanks for the great gamemode. I'm loving it!
1&2) I haven't actually disable anything per se, it's just how ArmA handles actions like full Medikit heal and Toolkit repair: you need to be specific class to have access to them. Medics will get to heal to full using Medikit and Engineer classes will get repair. I ended up indeed working it into the whole base upgrading system, and while it isn't optimal, at least it is a functioning workaround for the time being.
3) No time limit.
4) That mission is supposed to be more about the finding of the hiding guerrillas rather than being a hard combat mission, so sometimes it can be tricky. But the enemies are always primarily hiding in a forest area and you can sometimes see their tents first. Thermals and UAV can help a lot also.
I have a few questions:
Q1\ I looted a Medikit from enemies, but I don't seem to be able to use it. I still need 1st Aids and I can't heal to 100%. How can I change this, if possible? Do I need to be using a Medikit that I bought from the laptop? Or would that also not work, and I need to talk to the Medic in my base?
Q2\ I also looted a Toolkit, but I can't use it. Is this right? I'm assuming Toolkits have been disabled in favour of the Mechanic shop. Is that the case?
Q3\ Is there a time limit for accepted Bounties? Can I just do it anytime?
Q4\ I was given a mission to find a UAV team, but I can't find them anywhere in the red circle. Any tips?
Thanks in advance.
I wish I could sell all the items and not only explosives and vehicles, but still 10/10.
Saves disappearing has nothing to do with this mission and I can't touch the default ArmA save system without creating my own from the ground up. However, I used to have similar issues of saves "disappearing" with other scenarios, so there might be workaround. Go to the save folder (%userprofile%\Documents\Arma 3\Saved\steam\[SP]%20Bounty%20Hunter%20(Malden).malden\), find the latest save and rename it to "continue.Arma3Save". It should allow you to continue with any save you want.
Dr. Death
Scenario is as "optimized" as it can be at the current state of Arma 3. You need to either get a more powerful CPU or scale down the amount of AI in the mission (number of road blocks has a big effect), which is also what the opening window is for.
I figured out what caused the problem, and I *think* the new version should fix this issue. Additional testing is of course needed. Unfortunately, because of how ArmA handles saves and mission updates, the changes will only apply once Steam has downloaded the mission file again and a new save is started.
It could be easily fixed through the Debugger console, but it no longer works outside of editor. :<
No worries. Thanks for the reply. It's been working fine since last post LOL. Have started making a backup every session, 'just in case' :-)
Is it just the message or does it also do the other stuff like duplicate money reward? I know there is a weird bug in the message system that seems to trigger when there is a saving instance somewhere near the actual first message. It shows some ghost messages after that, but that's really it. No idea what causes it, but it is not something I can really touch without creating a message system of my own from scratch.
Savage McTavish
Interesting. I used to have this problem too many years ago, where saves just vanished out of the blue. However, if all other save files are there, you can always create a copy of the most recent save and then manually rename it to "continue.Arma3Save". That allows you to continue as normal.