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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3169432097 like that one
Insufficent armor can be too
Btw. i found out why my new Persistent Members kept dying... Don't use any Ai Mods like "Tova's Ai Improver"
Yeah. That was intentional. If you want to spawn other vehicles, you could do that after you establish the fob.
Thank you for your kind comment. I am sorry to hear that all of your savefiles are gone... I hope it was not caused by the mission. If similar thing happens again, please let me know.
Thank you very much. I am glad you like it.
Although I really want to make this working in MP, it is beyond my capability unfortunately. The original version of this had numerous issues with MP(namely saving issue) and I could not find out how to fix those issues. Sorry :(
Oh haha I misunderstood about the heli.
Yeah I am not a programmer too. I have been learning about which code means what while I develop the mission. So I often have to invest a lot of time to figure out what codes are causing bugs. It would be so helpful for development if you let me know the result of your trials! Cheers :)
Lol, not your mission that drove me to that. Been doing it for years now after all my Ace arsenal loadouts got wiped out in a profile corruption. Never had a heli crash in this mission, I was alluding to my early days of playing DRO. Sorry, didn't mean to make it sound like another problem I was having here! Only issue I have had with the insert here is typical A3 stuff like the heli trying to leave with my squad still unloading. As long as the units are told the dismount before landing and I don't go too far from the bird, it doesn't happen.
Already using the custom faction files, it's a great addition that makes it very simple to play as anyone you want to!
I'm pretty perplexed as to what's causing it too, I was expecting to see isKindof being used instead of isEqualto. I'm not a programmer and I only code mods and missions as a hobby. I'm gonna try out a few things and I'll let you know if I find a fix that isn't just nuking the entire function.
Hi, thank you for the feedback.
I checked fn_removeFAKs (and other files that contain removeitem command as well), but I found out the codes are written delete vanilla FAKs and Medikit only. Very strange that it deletes other items too... Maybe one of the mods that you are using let you storage those items inside of medikit? I honestly have no idea why that happened.
FYI, regarding the use of custom faction, there is a custom faction folder inside of the mission where you can make only certain classes of units spawn. I suggest checking it out if you are not using it.
Also, I feel you how much you must be frustrated when heli crashed. I tried to remove those kinds of accidents from happening, but I suppose stupidity of ARMA AI surpassed my efforts again. There is an option at the beginning to spawn with paradrop instead of helicopter. You might wanna try it!
I removed Rhino from the mission. I think it will not make the same problem anymore!
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3169432097/4358999171570466097/
1. Track vehicle: Do you have the tank dlc? I did not know this until now, but when NATO is your friendly faction, sometimes tracked vehicle that you get from outpost is Rhino, which can only be operated if you have that dlc. I will replace this with vanilla vehicle in the next patch.
2. Stuck teammember: I did some test a few times with vanilla and found out they start to move after 2-3 seconds to rejoin your formation. I will test it in different situations though.
Regarding the stuck teammember this has only accured once so far, as I have only tried recruiting a new team member from the outpost build kit once so far. This was not a vanilla soldier however, but a soldier from the SFP mod, as I had the same SFP faction for both player and allied. I will keep trying and see if this repeats itself.
I haven't tried simplex's mod, so I am not sure. I will look into it later!
And yes, you can not only change your allied units but also enemy unit types as well via editing scripts inside of the mission file. I will post the how-to soon.
Buying tracked vehicle and soldiers: Huh... That is weird. Does it happen in vanila? I'll look into that.
Rearming friendly: The automatic rearm code I included for ai teammates adds a 'base' magazine of the weapon they hold when they empty a magazine. I don't know how to make code which replenish other types of magazines too... For now, the best way to rearm your teammates with certain types of ammo is to do it manually. Sorry :(
Also, no worries! Players' feedbacks are very helpful always and I don't take it negatively or personally. Thank you very much for your valuable feedback :)
I hope you (or Bidass) do not take this as negative critique! I love this scenario and I think it has a lot of potential. I hope the issues I bring up might lead to fixes and solution that will lead to it becoming even better. :)
Hi! Thank you for playing the scenario.
1. This happens only when the 'arsenal restriction' is left checked at the beginning of the scenario. You could uncheck that to get unlimited access to the weapons of virtual arsenal. Also, if you're playing the latest version of the mission, I coded so that your ai teammates would never run out of ammo, so don't worry about them (Unless you found it is still happening in the latest version too. Please leave a comment if this is the case).
2. The box is for when you set up your own custom faction unit roster via editing files in the folder where mission is located. They are initially set to NATO/CSAT if no editing is done. Therefore, you must leave the boxes unclicked if you want to set the allies and enemies to factions in mods (and let the mission automatically set the unit roster).
Also, I am about to update the mission (no later than tomorrow) and it will include the support mechanics from duws-x. I think it would be good to mention that as well.