Arma 3
Brief Lives - Episode 3
44 Comments
DarkFire 17 Aug, 2019 @ 8:34pm 
Might have experienced a bug with this mission. Returning to the village, once I got within about 300m there was a huge explosion and everyone was dead. Was this supposed to happen?
Vince 2 Apr, 2018 @ 10:00am 
Great series and great mission !! Assault on heavy guarded solar plant at the end was enjoying to plan and setup for the assault, unfortunately my plan was starting with destroying the APC then coordinating my team's assault from 2 areas. Took a while to setup and finally... destroying the APC also killed the colonel and ended the mission (was he inside or in the vicinity I don't know...) a little frustrating :steambored:
Se'Kara  [author] 22 Sep, 2014 @ 5:47pm 
That's a shame - at least there is a work-around, though.
TWiG [SPOG] 22 Sep, 2014 @ 5:40pm 
Alright, this time with @AGM I was able to get past the intro, and there was shooting happening, but the guard in front of me was not shooting, just hit the deck. Once I could move and look around, I noticed all the other "captives" were "blue" and running around getting shot. @AGM has a system to take captives using zip tie cuffs, I am guessing that part messes with your mission?

Another problem that @AGM is causing is that it is blocking the conversation speach of the NPC. So unless I figure out how to turn that off, @AGM just wont work while playing your great story missions. Unfortunate, because I love playing with that mod. hehe :tgrin:
Se'Kara  [author] 22 Sep, 2014 @ 3:46pm 
Cheers TWiG
TWiG [SPOG] 22 Sep, 2014 @ 3:45pm 
I will test your update with and without @AGM for ya.

The other mod I thought it might be was @ASR_AI3, but it ran fine with that.
Se'Kara  [author] 22 Sep, 2014 @ 3:24pm 
Ah - that's good to know - thanks for posting that
Se'Kara  [author] 22 Sep, 2014 @ 3:23pm 
Right - I've turned off everything but animation on the first guard - let me know if that works.

I'd also be interested in finding out how the other guards in the camp react to you.
TWiG [SPOG] 22 Sep, 2014 @ 3:22pm 
I found out, for me anyways, the problem was caused by @AGM (Advanced Gameplay Mod). It ran fine in Dev Build and with all my other mods other than @AGM.
Se'Kara  [author] 22 Sep, 2014 @ 3:10pm 
I'll take a look - everyone there - apart from the guards - should be set captive, so they shouldn't shoot at anyone.

It's not something I can reproduce.
I'll remove all the guard's ammo and replace it when required - hopefully that'll solve it.....give me 5 minutes :)
TWiG [SPOG] 22 Sep, 2014 @ 2:46pm 
I am having the same issue... the guard starts shooting at someone, and starts to follow them with his aim till I am shot, before getting to knock the guard out. I am running the Dev Build and using Mods. I will try it without any mods, and again with the Stable Build and see what happens with them.
Sock 30 Jul, 2014 @ 3:04am 
im not sure of he is shooting me, or someone behind me as even after i have died the shots continue for as long as i stay in game.
Se'Kara  [author] 29 Jul, 2014 @ 9:23am 
I can't explain it, I'm afraid. You're set as captive, so you're not hostile. Maybe I can lose his gun, but that would make the next bit tricky as hell.....
Sock 27 Jul, 2014 @ 12:15am 
sorry, but the only thing that seems to have changed is some funky music added in. Its probably just one of my mods.
Sock 25 Jul, 2014 @ 12:10am 
after i get arma fixed ill try it again and see if it works, thanks
Se'Kara  [author] 24 Jul, 2014 @ 7:04am 
I've had a look at the starting interaction and also sorted out the bad link error.

Hope it works for you.
Sock 22 Jul, 2014 @ 2:53am 
yeah im using quite a few but i cant think why any of them would make that happen
Se'Kara  [author] 20 Jul, 2014 @ 6:21pm 
I've just had a look and I can't recreate your problem, Sock - are you using any mods?
Se'Kara  [author] 20 Jul, 2014 @ 6:11pm 
oooh - that's not right....
Sock 19 Jul, 2014 @ 7:17pm 
when i play this one at the very start the officer just starts shooting and then shoots me, whilst the dialoge continues. i was wondering if their is a fix for this?
raph 25 May, 2014 @ 11:02am 
OK I was wondering what was causing the issue (and how to prevent it). Gives me an occasion to play it again. Now to mission 3.5!
Se'Kara  [author] 25 May, 2014 @ 9:47am 
I had to resubmit Mission 2 as updates mess up move waypoints into buildings - reposting missions then messes up existing saves - sorry about that.

Glad you enjoyed this one though :)

Se'Kara
raph 24 May, 2014 @ 11:33am 
Great mission again! As for brief lives mission 2 I could not complete it though (well I think I was quite close to the end)... for some reason arma just destroys my saves when I reload it and did not have the energy to start again just now. Will do at some point! Thanks a lot for your great missions!
Variable 4 Apr, 2014 @ 10:54am 
Completed it! Another masterpiece!
Se'Kara  [author] 2 Apr, 2014 @ 10:53am 
Take a wander to the pier
Variable 2 Apr, 2014 @ 9:44am 
For the life of me I can't figure out how to disable my collar!
El Banjito 31 Jan, 2014 @ 4:01pm 
stack trace how i tried for houres
StackTrace 18 Jan, 2014 @ 6:34am 
Yes, that solved the probem, thanks! Freed from the collar, I am now enjoying the episode
Se'Kara  [author] 18 Jan, 2014 @ 4:50am 
yeah - i had that problem myself - go to your 'Documents\Arma 3\Saved\Steam' folder and delete the folders in there and restart arma 3 - it'll remove all your saves, but will allow you to restart them properly - it's a known problem with steam/arma when you update a mission it seems.

You might be able to just remove the brief lives 3 folder if it's the only one that's causing a problem - try that before removing ALL your saved games :)
StackTrace 18 Jan, 2014 @ 4:12am 
Thanks for the feedback, that clearifies. I'll try it the nest time I va start episode 3 again; somehow, some scenarios won't start anymore since yesterday, like this one.
When press 'play' nothing happens, only the screen gets 'whiter'.
Se'Kara  [author] 17 Jan, 2014 @ 8:57am 
There are no mines, as such - get too far away and you'll explode - unless you disable your collar
StackTrace 17 Jan, 2014 @ 6:41am 
Great mission epsodes, any tips on finding or avoiding mines?
ThatDudeAgain 19 Dec, 2013 @ 5:09pm 
GOOD :FIA:
Se'Kara  [author] 7 Dec, 2013 @ 3:36pm 
Added Autosaves
Se'Kara  [author] 27 Nov, 2013 @ 7:24am 
All 10 missions are now available on the Workshop
Se'Kara  [author] 9 Nov, 2013 @ 8:15am 
Thanks har - Glad you enjoyed it
Se'Kara  [author] 9 Nov, 2013 @ 8:09am 
No worries - the option's kind of hidden away :)
=MUP= GringoGuerrero 9 Nov, 2013 @ 7:52am 
haha such a noob mistake. my apologies Se'Kara.
StinkFinger 9 Nov, 2013 @ 7:34am 
Fun mission, engaging. thanks for making this. I think it is fine to not have auto-save and save where I want it.
Se'Kara  [author] 8 Nov, 2013 @ 12:36pm 
It's the first mission iin the Brief Lives series that I've not put in a recruit option - I may need to...
Se'Kara  [author] 8 Nov, 2013 @ 12:34pm 
Glad you liked it though - I'm kind of torn on the autosave thing....
Se'Kara  [author] 8 Nov, 2013 @ 12:34pm 
you need to change your settings to allow more thanone save - there's an option for unlimited saves. I don't want to impose save points, though I do take your point and will consider it
kenji1851 8 Nov, 2013 @ 10:08am 
Great mission! Well made, enjoyable and long, when i go to kill officer only 1 more guy left i my team:)
GringoGuerrero if u wanna save more just turn on unlimited save in options.
=MUP= GringoGuerrero 8 Nov, 2013 @ 4:51am 
just checked this out! very impresive like it a lot. although just one critique maybe add saves after every task or allow for saving at any point. i could only save once in the whole episode it did get annoying. but really good mission :)