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i'm aware of the issue and will fix it in an upcoming update this weekend.
this is how arma sides are coded (armed civilians are hostile to everyone). mission failure is at 3 civilian deaths, but you are able to complete the mission. at 6 deaths, the mission ends immediately with fade out. this was carried over from the older DRO missions.
if you set "hostile civilians" to either random or enabled, there is a chance that civilian units could be insurgents or partisans who are armed and will switch sides if there is an opportunity to attack the players. when this happens, the civilian will join the enemy side prior to becoming hostile. some addons that mess with factions or sides or AI might also interfere with the hostile civilians functions.
you can also disable civilians in the DRO mission options menu after the splash screen, this makes sure that civilians will never be encountered as hostiles, although some may still have a pistol and will become hostile is directly attacked or injured by players.
if using combined arms, take and hold is almost always the last objective, this is by design. if your AI setting is less than x1, that might be a problem specifically for take and hold, i never tested on less than x1 except on stealth missions and very early when writing the mission for ACE.
combined arms is intended for larger player groups of 4-6 and AI set to x1 or x1.2
take and hold depends on the availability of positions to spawn enemies. if all enemy patrols are eliminated and there are no available spaces to spawn reinforcements, the objective will complete immediately. to more "wild" the terrain, the more likely this will happen.
@chazbotic Update, seems take and hold is glitching. the task will be assigned and then immediately complete without having done anything.
Yah, the stamina mod was the problem for me and yes, it froze all team members, removing it solved the problem.
unfortunately, i will not include copyrighted music in these missions.
there are some musical tracks that come with the CDLC though, which i can add. so i'll figure out something for the next update.
another option is to customize the ACE Advanced Stamina settings to you have a crazy large stamina bar like setting performance factor to 5 or something.
if you don't want to play with Stamina, unload the ACE Advanced Fatigue module (remove it from ACE, if you are subscribed you will need to disable the module from loading or remove it entirely with a custom ACE version) then you will use vanilla stamina, at which point you can enable or disable stamina in the mission.
because of the way vanilla stamina and ACE Advanced fatigue work together, you can only use one or the other, so the options in the mission assume that if the module is loaded, that you will use ACE, so when you disable vanilla stamina but keep ACE Advanced Fatigue enabled some functions can be broken because it will also try (and fail) to disable ACE Advanced Fatigue and never complete the script.
Thanks for getting back to me :)
is it only with that faction? does the problem happen if you only use CBA, ACE3, and SOGPF? have you tried resetting your DRO settings (a button when the mission starts on the left at the bottom where you set mission options, the 1st page can reset your settings)?
are you trying to force any settings under mission parameters? if you have ACE Medical loaded, you must disable "revive", and if you have ACE Advanced Fatigue loaded, you must enable stamina.