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-> co13_Leaving_Livonia
PS: No Global Mobilization DLC required.
u probably can't drive this LoW vehicles then
could please release a version of your great mission for 6 players or less?! We are 3-4 players that really try hard to finish the mission. A "Respawn with Tickets" option would also help.
Thx
btw. i work on a "leaving malden" version, slightly changed. will be done soon.
Played it again and again and yet again...love the looting part, always looking for better equipment :) crashes sometimes but I think that has something to do with my SLI bridge for the gpu's and not the scenario...Keep up the good work!
Cheers!
Enjoy!
about rejoining for host, you can launch your own dedicated server and run arma 3 at same time (host join his own server). how to use: start arma3 at first, then start the dedicated server.
here a nice tool what i use often for testing my missions -> TADST dedicated server [www.armaholic.com]
Is there a way for us (or you) to somehow enable respawns?
That doesn't always work, I tried to reload the mission from the list and I couldn't do that at all, I had to restart from the the hosting tab, rename the server again, put a password on it again, then go to the mission list and restart it, I had to do this several times and once I had to restart the game completely cos I couldn't press play on the mission page, nothing would happen.
Why is "NO 3rd PERSON ON FOOT" enforced ? I usually play in FPV but looking around the landscape in 3PV in "Escape From Tanoa" is something I'm used to and a good advantage considering you really need to use the landscape to evade/hide from most people to avoid being hunted, laying in shin high grass . . . meh you can't really hide, kinda ruins it for me.
this mission doesnt has RESPAWN, so when you play it alone and die or get unconscious, the mission will end after few secs.
then you just have to move back to the "mission list" and pick/start it again. only moving back to lobby isn't enough and cause your problem with missing units or cant take a new slot because the mission is over ;)
added enemy choppers, more guns, distance limit for evac zone ;)
I think it's a bit too long, especially too long until you get into a position where the mission progresses. The finding of a map is IMHO a bit arbitrary, it would work better if you would just say "ok, let's find some communication equipment" and just go by finding the nearest comms tower.
As it is now, you spent a whole lot of time basically moving around.
The mission really picked up speed once we've found a map and moved to the comms tower.
And I still think you should give out enough weapons for everyone. At least a pistol. Some people that played along basically just ran along and were shot before finding anything, and that makes for a frustrating experience.
As I said, all IMHO, your mileage may vary.
I had some thoughts on it. I think it would be good to condense it a bit, move the objectives closer together for instance. We lost some poople early on and then failed after an hour or so, so those people had to wait very long, even longer if we would have made it.
Other than that it was fun, just a bit drawn out.
Oh, and for the waiting (dead) people, free spectator cam would be cool
@TheOnlySolitaire
Thx for your feedback. About the weapons, you forgot that some americans make holiday on a unknown island deep in a dangerous jungle. So, it would be unrealistic if they dont have any weapon with :)
how ever, i added a equipment parameter to choice your own start conditions u like.
porting the mission to another island isn't possible. Lot of stuff is placed by hand (maps etc.)
Mostly, it just feels a little uninhabited; with so little loot, so few civilians and civilian vehicles, and so many syndikat rebels, it felt a little strange. Not bad, just in need of some minor tweaking maybe.
My only real complaint is lack of government forces (Gendarmerie or something) for the syndikat to fight against.
It'd help solve complaints about lack of guns too, without sacrificing any of the tension; to get those guns you have to sneak into the middle of an active skirmish or wait one out and quickly loot the dead after.
You'd still be hostile to both sides, you'd just have more chance to arm up, without removing the risk that makes the scenario so engrossing.
Great scenario. Would like to see ported to other maps.
BIS revive missing some features (drag etc.) but it works better than some other scripts, especially when you got JIP players
anyway i hope BIS will improve their revive system soon
-> https://community.bistudio.com/wiki/Arma_3_Revive
- the best choice to find a village is follow small paths or streets to open areas with less trees or follow the gun fire if you hear some
- few weapons on start is intended (need management), after the first contact you will get enough
- new tasks coming up when you complete the current one and tell you the next steps detailed, what you cant know before coz you need the others things at first, so just follow the tasks and you will see ;)
summary: find a map -> do emergency call at radio tower -> move to landing zone of rescue chopper -> leave the island with chopper
- end goal is like the mission name says it and also written in briefing
- lot of cars spawn at villages, towns, open streets and you can steal enemy vehicles as well, they are all random and when you have bad luck it could be take some time to find one...
i will think about for setting the spawn chance a bit higher :)
-For a large portion of the mission a lot of us had no weapons. I'd say at least a pistol to all would do good.
-It's probably the span point and the direction we chose, but for us there was a lot of walking, a bit too much. More vehicles around the map will do great.
-No clear end goal: We have a task to find a map, but what's the end goal? I suppose leaving the island as the mission name suggest, but I think it will be better to say that in the briefing.
-It would be logical to be able to leave by a boat from a harbor, we didn't see any in the harbor. However, not sure what you intended us to do after we find the radio tower.
but this doesnt happend when the client is already dead (before disconnect) OR when you run the mission on dedicated server
about blurred screen on spec, didn't found a solution. tryed different commands but arma dont react... a little trick, move to your video settings and hide it when blurr is to heavy
@life4: also i cant replicate your problem when dead clients disconnect make host fall into spectator... but this could be help, launch your own dedicated server and join it -> Dedicated Server Tool (TADST) [www.armaholic.com]
To the second thing: Solved by switching branches to BETA and back + Restarting steam
about empty slots after mission select sounds more like a BIS problem :/
1. When a non-host player leaves the host becomes spectator, regardless of their health conditions - If alive the character becomes invincible.
2. Sometimes we've problems starting the missions due to the side/role selection being completely empty in the lobby - Still need to investigate further on when this happens and when not...
when it happens again, try to move into your "video settings" (it refreshes your view)