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1. see if it repeats if you play again after stopping the mission
2. disable mods and see if it happens
3. look at (or send me) you're arma log from the session when it happened
So if you are seeing the flag blue, but the map red, then I expect the flag is not quite all the way up. If its blue and all the way up, and the map circle is still red, that sounds like an issue. If it happens again, grabbing your arma log file could help me figure out what might have caused it.
To help find enemy units in the objective, you can use 0-8-1 (which is the radio call to get 'life signs') This will show orange dots on the map where ever unit are. It will show friendly, enemy, and civilian so you need to keep that in mind. We often use this command to help find enemy hiding in buildings.
I hope this answers the question.
Other things can be changed during a save. These include all the other stuff like: what's in the arsenal, what's in the garage, the difficulty, how many enemy, what vehicles the ai use, are there minefields, etc.
So the save locks down basically the factions & map layout. Most everything else doesn't require a new game to change.
The same holds for the parameter 'Virtual Garage'. Set it to 'All vehicles' to see special vehicles from dlc you want to use.
As for revive scripts, there is a parameter to disable the missions ai revive system. Look for the paramter 'Friendly revive available' and set it to 'No, I use an ai revive mod'. That can help with conflicts with revive mods.
Sometimes the revive script bug but I have another mode for this maybe this collide too ?
The parameters are accessed before you start the game, right after picking the mission, at the role assignment screen. There is a button in the upper right 'Parameters'.
You can also try using the setting for 'choosen dlc/mods side only'. The mission should ask which dlc you want to choose from and it will use all the vehicles on the factions side (blue,red, or green).
Another thing you can do is to choose mulltiple factions and check the 'mutli is all' button. That will use the vehicles from all the factions chosen which can sometimes help, but you get a mixture of the two factions.
You should be able to choose any factions. When using zeus, players will always be blue no mater which faction you choose. Enemies will be either red or green. So the color isn't really indicating faction
If the 'garison' parameter is on (which it is by default) then those guys placed at the start will be in buildings. You can use the 'show lifiesigns' option (0-8-1 I think) to help find them.
By the way, I just found out that when 'How many objectives are in each zone' is set to 1, the enemy sends very few troops to defend the objective or does not send at all. Is this feature designed by intention?
also is there a way to play as non blufor with zues, if i play as units that a opfor and i spawn them they are opfor even though the units i chose to play as or the same, but the game spawns them as blufor.
It will also vary based on geography. Sometime the enemy has an advantage in getting to the objective, and sometimes the friendlies do. I've found that some objectives are captured by my allies without my help. Turning up or down the parameter for friendly vs enemy by one step is pretty subtle and can even be adjusted at the office in a base. This way you can tweak it during gameplay.
1. I change the parameter to make sure it takes a long time to capture a point. That will help with the counter attack.
2. This scenario is called Total war Impasse, as the word "Impasse" refers to a predicament affording to no obvious escape. A deadlock. Battles should last for a LONG TIME.. LOL
For example, if there are two objectives for each zone, even if blufor manages to capture one objective, the enemy immediately takes back by sending more troops
If I tweak the parameters to lower the amount of enemy AI to solve this, capturing each objectives become too easy, but if I don't change the parameters, the enemy keeps re-capturing friendly objectives, which makes the battle last forever
* Approximate number of infantry on each side
* Number of friendly soldiers compared to the enemy
* Number of friendly vehicles compared to the enemy
As for not sending enemy to the blufor controlled sectors. I assume you mean the already captured zones (blue hash mark on the map). The enemy ai aren't sent to these locations. However, they may need to travel through those sectors to reach a contested objective. It just depends upon the roads and how the objectives got selected. AI in the opposing sizes hash areas take damage over time and should die in about 5 minutes. I don't see other easy ways to deal with this issue.
I think the enemies are sending reinforcements too much and rapidly
And if you don't mind, can you also make an option to not allow enemies from sending reinforcements to the blufor controlled sectors?
If you chose a faction without vehicles (doubtful with CSAT), or if you set the 'Adjust amount of attack XXX to not allow transports, or you use the 'Choose specific vehicles' and don't choose any transports, then the game will use civilian vehicles for transports (since no other vehicles exist).
Check which options aren't set to defaults. Some (like choosing vehicles, number/size of objectives) require a new game, but most can be changed when using saved games.