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I have I5 3570k oc 4.2ghz, 16 go ddr3 1600mhz, R9 280X sapphire and 3D recon-Soundblaster-.
Oh by the way congratulation! This is an EXCELLENT mission you give us. Continue the good work Sir!
If by "remove the second team" you mean remove the player slots, that won't help since those soldiers aren't in the mission if players are not playing them. I could make a setting to have fewer AI on the map, however I have almost the same computer specs as you do and I can play 3-4 hours without issue. I'll look into that possible memory leak, but linked to a script issue maybe.
Oh.. one more think, is it possible in a future version that RHS module can be included. I'd like to play Russian vs Nato Would be Awesome!
Again thank u, your mission remind me of 1 town warfare in Arma 2.
The movement stuck bug seems to be corrected (didn't reproduce since 1.1)
I've started porting the map on RHS but the Arma 2 maps like Chernarus and Namalsk are super buggy right now, with AI shooting through walls everywhere. However if the 1.2 is stable and there's no more bugs to correct, I'll give all the info and sources needed to port it on other maps and use all the units you want, so you can make it just the way you want.
Cheers !
You can take your time and wait to port it on arma 3 map pack(Chernarus and others) like you said it's buggy.
With the version 1.1, i use 1 or 2 squad each side and i can play for 6 to 8 rounds without starting to notice some slowdown but it's already far better than it was before and yes no more stuck bugs now that's great!
One last thing is it possible that when the two team fight near the flag, the countdown stop up to that one side eliminated the remaining presence of ennemies?
To be precised i use as mod the following: Asr ai 3, firefight system, agm, blastcore and jsrs 3.
About your performance issues, I'm also using ASR AI 3, AGM and Blastcore, but not the two others. Another user has reported performance issues with JSRS on Clashpoint. Could you try without JSRS and firefight system, see if it improves anything? There could be an incompatibility between the mission and these mods indeed. If you can pinpoint the mod that causes performance issues I could install it and try to reproduce (and hopefully correct) the issue on my side.
About the countdown stopping when both sides fight over the flag, well currently the zone radius around the flag is something like 15 meters. There's just no way both sides can stay inside for long enough that your suggestion would make a noticeable difference ;)
Plus I like the way you have to clean house before the flag can switch, that makes last second resecures even more worth it. My personnal best was a recap with 3 seconds to go :p
Cheers
I will try without JSRS3 but i have already try with or without FFS and that doesn't change my problem. I will test it and report back.
The problem regarding the countdown is some houses are at or inside the 15 meters and my friends and i sometimes are afraid to clean the ennemies around even more when tanks and apc are near. Perhaps reducing the zone radius to 5 meters will then fix it just a suggestion but i think should be worth it. At least add an option to change the flag radious, what do you think?
Performance issues are always super complicated to pinpoint, depending on what mods people use or what gaming rig they have. If you have more elements to reproduce the issues you're getting I'll be happy to hear about them!
I did have a smaller capture zone before, but the AI aren't precise enough when following waypoints, and with a 5 meters zone you have a good chance the AI will stand right beside it without actually capturing the flag. That's why the radius was increased a bit after a few playtests, and now the AI capture the point just as they should ;)
That's really a little thing to justify a new release, if there was a new gamebreaking bug I'd happily put a new option alongside the fix, but right now the mission seems pretty stable. If you really want to modify things you can always unpack the mission and make your own version, I'm 100% fine with that, and if you tell me what modifications you want to do, I'll happily tell you where the right scripts are and such.
My buddies and I love Clashpoint. However when running the AGM mod, the revive system and AGM's med system seem to conflict. Any workarounds?