Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Prince Lynn : AI in Arma walk through objects because they're 'tarded, but I made sure to place the objects out of their normal nav mesh paths.
@Zhasik : Yes, the demo mission that comes with the script shows you how.
天使 : Yes, the objects are deleted and removed from caching when out of range.
Or make it work only in specific area
@MoonDogg : Yes, once the script is "installed" into your mission, just save the mission and test it. Should work right off the bat.
@The Shadowbroker : Feel free to create and use your own templates, if you can figure out how to incorporate them into my wonky code. ( Not looking to include community compositions in my versions though )
Though I feel compositions are less rich and less varied than in previous version. Is it my imagination or is it true ?
I make a lot of missions that are in remote areas and would like to be able to create a marker that the script will detect and use. Thank you!
Me and my small group are also very CQB focused (we like the close up intense missions)
This script works well and has little impact on FPS. A great well written script.
Whatever, looks like this is a fantastic script you've got here. I'm just wondering if it'll turn out to be even better than Ravage's one or not, which is why I want to try it :)
NO ETA ON NEW VERSION YET. #tease