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If it weren't for the community of modders, this game would be even more of a broken mess. Thankfully it seems you've found Drongo's suite of mods. He has fixed a lot of the problems.
Rather new. Just picked it up last sale.
No biggie. They are worth bothering my ocd i guess :|
I know there is a tagging bug in the mission publisher (that's been there since 2014 lol) where it automatically adds SP tags when publishing.Might be that..
But yeh MP missions by default will go into MPmissions folder and shouldn't be seen in the SP scenarios list at all.
Other than just putting it in arma3/ MP missions after playing once & unsubscribe?
Yeh because the missions have lobbies to fill up with player/s, it has to be a hosted environment. I only make MP missions
Or have to host local lan like description?
Im just curious, if thats the case is there anyway to remove them from showing unless in local lan?
Kinda like the Direct Action missions?
Nice to see you back on the tube, would love to see you guys play one of the AirOps missions too
All I can suggest is un-sub/re-sub to the mission maybe.
Ok two reports of the same dude under ground in the Barracks. Will go back in today and remove this annoying dude all together, as well as do some minor maintenance.
The disappearing of previous sections is a performance thing. That’s how I get away with so much furniture and objects in such a small space. This was my first attempt at trying this 'staged' approach. Definitely a lot to improve on
Cheers for the reports fellas, update coming today @Toasty and @Survival.
I think u start the Mission in SP u have to start the mission in MP.
In the first Section is one Guy in the Hidden room on first floor of the Barracks.
Can u fix this please.
- Added Grey Rectangle markers representing the various buildings in the AO. They are still staged, so section-2 will only reveal after section-1 has been cleared and so forth.
- All the street lights were accidentally set to damage false, preventing them being shot out. This is now fixed, all street lights can be shot out now.
- Revised the lighting and street light placement in general.
- Also added a laptop to the briefing table with a "turn lights off" switch. If you just want to go dark without shooting the lights out.
{
if ((_x isKindOf "CAManBase") and { alive _x } and { (side (group _x)) == opfor }) then {
_x setDamage 1;
};
} forEach thisList;
================
About the lights mod: yes, the editor has street lights, but not all. It's missing the small town lamps from Tanoa, for instance. Regardless, I think it would be cool if you could include street lights in the mission. I was trying to shoot them out, before discovering that they were just floating :).
Have a good one.
Might not be a bad idea to mark out all the buildings with grey markers you're right! Will do that with the next update.
Great to hear the performance is good even in local.
Ah yeh if you use the Kill trigger it also "kills" the respawn point. Unfortunately that's an arma engine limitation, I noticed that too. It will also "kill" the supply boxes that are at each new re-spawn point
One cheeky bugger must've been hiding from you hehe.
Regarding street lamps, they're already unlocked in vanilla game so I'm not too sure what that mod adds.
And yeh rappelling is a cool idea! Doesn't really play in this mission, BUT will definitely keep it in mind for a future mission.
Might do an old school RainbowSix style mission
a) You can add building outlines by placing grey rectangles in the editor and setting opacity to 100%.
b) This mod (and others) unlocks vanilla street lamps in the editor. Load it to place the lamps, then unload it. Clients do not need the mod to see the lamps. So you can replace the unnatural floating lights: https://www.armaholic.com/page.php?id=23559
c) If you are bothered, you can add rappelling to the mission as a script. I don't mind helping you add it. Downside is that it's not compatible to with ACE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=730310357
Was fun and will be playing your other missions. Keep it up!
Had a small bug though. Couldn't find my last enemy in Section 1, so used the "Kill" radio trigger. This unlocked Section 2, and the the respawn point. However, I am unable to use the Section 2 Respawn. Shows a diagonal yellow line with a small skull through it. I *can* use the PMC Staging spawn point. So it's just a lot of walking.
In local host I get 60-70 in section 1
70-80 in section 2, then an easy 90s after that.
Just curious how much further I could push the furniture. Even though everything is set to simpleObject there's still a limit.
Yeh the AI is something we've all been battling for many years as you know. There's a charm to arma's AI 😂🤬
- Minor maintenance.
- Added more furniture/props to certain buildings.
- One starting/staging area now.
- Moved some enemy around for fresh playthrough.
- Added debug radio triggers to kill all enemy per section 1/2/3. Just in case you cannot find that last dude hiding somewhere.
Good to know it's not meant to be fully furnished: the performance metrics you're using make sense to me. I agree that reducing the number of spawns makes a lot of sense; your other missions work fine with just the one spawn area too.
Yeh will check the other spawns, maybe remove them all together. Sth way flows the best imo.