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When they follow your vehicle and refuse to get in, dissambarking yourself usually fixes that for me. I hope that helps. ]
Bad user inputs? Usual clunky AI? Possible bug?
Scenario seems pretty cool otherwise!
only downside is that you need to drive to find 2 other stolen MORA IFV's and eliminate them. First one I got on a distance being inside of a IFV, second had to resort to missile launcher that was inside of a IFV (which is an alternative fairly good). Mission fun indeed, but I didn't figure out how to use infantry groups (A, B, D, G).
As for missions using high command. First of all. This one ain't using it. XD
And I think there is a good reason why you don't see many missions using it. With Arma AI being Arma AI it's not much of a fun sending a full squad to kill one guy in bushes only for them to not see him and get killed because of that. xD
I have in fact few sniper missions using that functionality but we will see if they will reach the workshop.
And if you wanna see missions with that functionality I sincerely suggest starting up editor and creating one exactly to your liking. :>
That way you can modified the mission to your heart's content.
As long as you don't reupload it (cause it's cringe AF if you ask me), it's yours to do whatever you want. :>
My answer did not change since 28 of January. :>
I'm 99% sure there will be a new mission today and hopefully another one tomorrow btw.
I don't load a lot of mods into the game, but one QoL mod I always had on while play-testing is "Liability Insurance" - it renders AI-roadkills non-fatal. I don't know how Arma schedules functions when initializing missions, but this small mod apparently messes up damage Event Handlers during busy inits that spawn or execVM a lot of code for the scheduler. It actually had nothing to do with the contents of any of your scripts, it was there mere presence. I never noticed this on any other mission, since I usually play simple missions I throw together myself, and never had that issue before.
Apologies for the confusion on my end.
Also I realized when looking into Scarlet Dagger, that it doesn't exec "spawnCivVeh.sqf" until after the first objective is completed. So I'm not so sure if that is actually the issue for You but I'm not sure. :/
Feel free to send me friend request if you feel I can help if the cause of problems are any of my scripts. I'm happy to help if I can.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=954149033
Because if so I've made it work with both Artemis' Hunters and Scarlet Dagger with zero issues. :/
Also those scripts are not essential to the mission. They just create ambient civilian cars. So You can play without them if that's okay to You.
(I have not yet had time to look into it myself.)
If so I will post it here or maybe send a friend request to share my findings. :>
is that the module pack in question?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1682280809
I had no luck with the missions "Fire over Chalkeia", "Scarlet Dagger", "Hearts and Minds" and of course Artemis' Hunters. Whenever I test-deleted the initServer.sqf, the revive systems would function normally. Like I said, I then traced it further to the randomized spawners that rely on your position arrays.
As for those modules I'm not familiar with them or how they work so it's hard for me to make any guesses I'm afraid. :C
If you could name more of my missions where they work and don't work maybe I can get some clues as to what is causing this by comparing those missions. :/
One obscure thing I noticed though. Both for Coop and SP, I like to unpack the mission file to plug in a revive system like AIS or MGI Heal & Revive Module. On some of your missions, like Fulcrum Point, it works perfectly. On others, like Artemis' Hunters here, both systems fail to initialize.
I narrowed the reason down to your dynamic randomized spawner scripts for Civilians and Enemies. I understand it's not your intent to support revive modules, but by any chance, do you have an idea why these scripts could render entire Logic Modules ineffective?
Perhaps you need to add for the second part a detachment of infantry to a player and an intelligence UAV.
But in general, I liked the balance, I wrapped it on the veteran without conservation the first time but it was difficult and for a long time I was looking for the 2nd APC, it was scary to go in the mountains and forests where the fagots with GP and RPG are snooping
And it's not the first time that for You specifically something in my mission goes tits up in respect to modules ending mission and now also completing task ( Badger Foxtrot caused that problem too). :/
I dunno what's causing it but Im sure those are modules that are not 'firing'. Sorry for the inconvinience. :/