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The invisible bridge part no longer works as the blocks have lost their textures and are now visible. I'm assuming this is the same issue for where Graham is in the orb hub as the ground is visible with the same texture.
Regardless, M8 has left me more invested into the story. Keep it up!
In any case, I'm glad you enjoyed what you played so far! Your recent comment actually gave me a nice jolt of motivation to resume work on the campaign :)
However, despite this mod's age and how changes have weathered it down a bit, I have to say again that I've really enjoyed the campaign so far. It holds up pretty well and functions as intended up until M8. Nevertheless, you've got me hooked and I can't wait for next 3 acts.
Cheers!
sadly, that bug in M6 is really consistent on my end too. i'm going to try and emergency-patch it tomorrow so you can at least finish the campaign.
thanks once again for the detailed feedback :)
unfortunately, this means we need to completely rework VCAS, so it'll probably only get updated once Act 2 drops. as for compatibility with the DUI SR mod, i'll look into it myself and see if that's what breaks the UI.
really glad you enjoyed the campaign :) have you been able to get past M6? sometimes the game soft-locks in that scenario.
It may just be because I have more mods than what I need for QOL but in any case I really enjoyed the gameplay overall. The HUD issues come off more as just a minor nuisance rather than an actual problem.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2863758316&searchtext=JM%27s+Effect
https://drive.google.com/file/d/10frjAYO9zQHzxZqffTdUZtYICPS1ihO5/view
Nirvana-Eventide\Missions\Nirvana_ Eventide_ M2.Altis\mis sion.sqm/Mission/Entities/ltem0/Entities/tem0.type : Vehicle class Hum_ al_StormMTP_Serg no longer exists
I get these POP UP error phrases
1. Nirvana uses a custom objective system, so for your purposes I suggest you look here: https://community.bistudio.com/wiki/Arma_3:_Task_Framework_Tutorial
2. For the vehicle to drive along the road, simply give its driver a "SCRIPTED"-type waypoint right in front of the vehicle, and write player in My_vehicleName in the waypoint's condition field. Then, give the driver a "MOVE"-type waypoint down the road to where you want it to go once the player is inside.
3. For it to forcibly dismount, place a final "MOVE"-type or "SCRIPTED"-type waypoint right next to the destination, and write doGetOut player in the waypoint's activation field.
I usually handle all of this via scripts, but this is one way to easily do it in the editor itself.
I am creating a mission myself and I can't find any videos on how to do it.
I am trying to make it where I have a "Mount" objective to enter the vehicle, the vehicle then drives along the road with you in the Turret shooting at enemies, and when the APC reaches it's destination, it forcibly dismounts you.
Many thanks.
I will be marking it as a spoilers.
Regardless of the scores I have given, I will still be recommending this mod, and I look forward to playing the second Act.
Plot: 7/10
Story Progression & Development: 7/10
Music: 8/10
Atmosphere: 7/10
Character Interaction/ Development: 5/10
World Building: 8/10
Text: 10/10
I do have a longer review but due to the character limit, I cannot post it, would you like me to send you my review on your mod, it has some feedback on some parts.
Ok, I will try it now just following the 1 to 9
https://imgur.com/JoC6boz
I input the codes as per your graphic picture and I am still in the room after another evil laugh
It can be a hassle, I understand
Just one last question I got to (3,1) and there is a evil laugh is that supposed to happen?
You are a legend
As I only see five computers like this, not 6
Edit: Reloaded fixed that, but then I got a no entry error
Rura_Penthe.sounds
The Rura_Penthe.sounds because of that no entry error, I have no music, or ambient sounds now
Edit:
On the last puzzle, I did them abck to front lol, but reading your Puzzle Guide, for the first with the coloums.
That really only helps if you already know what you are doing.
I just don't know, maybe something visual would help but, I see nothing on the walls, just the big stars, there is no difference between them.
Maybe just putting the symbol combination would be more helpful
Thank you.
Just needed a full on start from the menu, not a continue mission after mission completion.
I am in the maze section now so all should be good now.
I remember when I first started it I got an error, something about the radio or something.
I have restarted the mission by reverting it on the main menu and now I have music and some voice lines.
I will let you know should anything else go wrong.