Arma 3
No power to persian
20 Comments
Varanon 1 Jan, 2017 @ 4:13pm 
Yes, please do not use UPSMON on a multiplayer mission, it will make it unplaybale
Alwarren 1 Jan, 2017 @ 4:12pm 
I suppose it is UPSMON, but the mission is completely unplayable now. It's not the actual FPS, it's heavy script load that throttles anything else.
Variable 11 Feb, 2014 @ 8:37am 
Great! So this version doesn't have the dissapearing bodies and explosives on number 2 and on the Iraninan guy at the objective?
bardosy[HUN]  [author] 11 Feb, 2014 @ 8:30am 
Variable, I did upload the new version and when I checked the old change notes, I found BIS changed the IDs after 1.02 patch, so I check the IDs for sure and yes, they change IDs again. I fixed it too and upload this new version too. I hope you will enjoy it now.
bardosy[HUN]  [author] 11 Feb, 2014 @ 5:31am 
Sure. Sorry. And my prev comment was easily misunderstandable:
So the currently available (old) version has the iranian explosive specialist. They are static behind containers and they never deleted and they have explosives (in the old version too).
The new vesrion's features are only the second player who have explosive in his backpack (first player still have the explosives, but your MOD will overwrite it) and the UPSMON enemies will delete 999 seconds after his death.
Variable 10 Feb, 2014 @ 11:26pm 
Bardosy, any cahnce for an update before Thursday? We have an Arma 3 coop night then.
Variable 8 Feb, 2014 @ 6:56am 
Great! Please let me know when you do, I have to upload the new versions manually.
bardosy[HUN]  [author] 8 Feb, 2014 @ 3:07am 
I added an another guy too. But I checked the mission and there are two explo spec iranian soldier in the power plan. They are not removed, because they are static guards behind containers :) . They have explosives in their backpacks. I will publish this new version soon.
Variable 7 Feb, 2014 @ 9:49am 
No we didn't have any explosivse. But I think I know the reason... We are using Task Force Arrowhead Radio, that replaces the leader's backpack with a long range radio. This is definitely not your fault but since many groups of the community are now using TFA radio, I suggest you'll just add the explosives to one of the other guys, to workaround this possible problem.
bardosy[HUN]  [author] 7 Feb, 2014 @ 6:59am 
How is it possible, you have no explosives? None of you players has no a backpack with explosives? It's odd, because I add this stuff to the SL of the team. But only tested in SP and many versions ago. I will retest it with current arma version and MP too.

When I create this mission the arma3 was not too stable and I have to remove bodies to preserv FPS. Probably you are right and this is a small mission and no need removal. Oh, wait! If I remember, I didn't use removal, but UPSMON and this script remove the deads. But there is a second parameter for removal, so I will set this number to 9999 sec.

Thanks for report this!
Variable 7 Feb, 2014 @ 6:25am 
Hey Bardosy! We played the mission last night and it was great! It had one of the most exciting firefights I ever had in the Armas.

Several problems though - we had no explosives! The enemy bodies were disapearing and we couldn't rearm because of that. If that's intentional, Is it really necessary to remove them? There are not that many and body removal scripts are immersion killers...
Variable 7 Feb, 2014 @ 6:22am 
Hey Bardosy! We played the mission last night and it was great! It had one of the most exciting firefights I ever had in the Armas.

Several problems though - we had no explosives! The enemy bodies were disapearing and we couldn't rearm because of that. If that's intentional, Is it really necessary to remove them? There are not that many and body removal scripts are immersion killers...
Skunk 29 Oct, 2013 @ 11:55pm 
".. no soccer on tv tonight"... lol. priceless !!

great mission!
Xian 14 Oct, 2013 @ 10:57am 
I liked this as well. Just for immersion I wouldn't have minded seeing a small patrol or two on the road leading up to the Plant. Maybe disguised as an Opfor truck with a setCaptive true status so it looks like we're "infilitrating" the plant. Just my own personal opinion but really liked what you did.
Epic Old Man 12 Oct, 2013 @ 6:42am 
Well done mission :)
H.o.p 6 Oct, 2013 @ 7:25am 
Woah! I've always had a blast while playing your missions, bardosy. Since ArmA2 the gameplay in your scenarios is just incredibly good. And this one is not an exception. There is just one thing which it lacks - detailed briefing. It would really enhance the overall atmosphere of the mission. Other than that... great work! Thank you.
bardosy[HUN]  [author] 5 Oct, 2013 @ 7:43am 
Thanks Variable to report this. It seems, BIS changed the IDs of objects since v1.02. So I follow them and change the ID numbers. It will works now.
Variable 4 Oct, 2013 @ 2:00pm 
Great mission! Loved the counter attack, barely got out alive... had to run for my life and drive through the QRF bullets.
One problem - I destroyed all the targets in the power station (power lines, all of the transformers) but none of them ticked as completed.
bardosy[HUN]  [author] 20 Sep, 2013 @ 7:45am 
Thx, I fixed it and the briefing too.
BlackDog 19 Sep, 2013 @ 12:25pm 
seems built for release version. extremely jerky and has script line error on start for dev build :D

shame wanted to play this one see how it went.