Arma 3
[SP/CO-16]Freelancers - Tanoa at War 0.25
 This topic has been pinned, so it's probably important
Atlas1205  [developer] 16 Apr, 2017 @ 11:27am
Bug/complaint reports (with full change log)
V0.25 Hotfix
-Fixed a typo in codes that prevents main quest 4 from being completed.

V0.25
-Fixed a respawn bug;
-Removed the unused oil rig;
-Added magazine repack scripts.

V0.24
-More bug fixes;
-The combination to reset progress in SP is now 0-0-7;
-Code cleanup and improvements;
-Added respawn points around main quest destinations;
-The player's progress should be saved upon quest completion (unable to test under dedicated server environment for now, feedback needed.)

V0.22

-added a few lines to make sure the chopper from main quest 3 gets deleted at the end.

V0.21
-You can now store and bring out vehicles at both major airports. "air spawn" markers serve as hangars.
-Moved the main quest 9 target npc so he is less likely stuck in the rock.


V0.20a
-Removed two tanks(added by mistake) at aircraft shops.

V0.19
-Added Main quest 9.
-Fixed more reward display issues.

V0.181
-Fixed HALO Jump script for multiplayer/dedi servers.

V0.18
-Added outpost delivery jobs.

V0.17
-Added TRYK and TAC clothing shops.

V0.167
-Added a job board to each outposts. Once you capture the outpost, you can get jobs from the job board. Currently only assassination jobs available.
-Checking wallet now also shows the reward multiplier.

V0.166
-Hid money HUD display. Use "check wallet" action instead.
-Edit rebel headquarter patrol module. Supposedly they should engage with enemies in the proximity now.

V0.165c
-Supposedly fixed: Enemies not shooting at hired civilians.

V0.165
-Dynamic side quest rewards - the more main quests you've finished, the more you get paid from side quests.

V0.163
-Changed how respawning players get their weapons back. Also solved host losing weapon on respawn - at the cost of the host only able to recover weapons saved using the bed.
-Added a few asian faces to GREF units' identity pool to avoid people calling me racist.

V0.161
-Arena host no longer provides HALO jump service. If you buy airports as properties, you get to perform halo jump from there. Costs 10k each time.
-Mended the code of shop. Fixed a gun disappearence bug. ADR97 now also has its own shop.

V0.16
-Property system is now functional. Will add more functions to it later. (e.g. HALO jump, vehicle spawning, etc.)

V0.157 Hotfix
-Fixed a mistake in outpost script. You should now be able to capture outposts.
-Supposedly fixed the rich man's first mission.

V0.157
-Players now get an option to turn on and off time acceleration in SP using the bed at safe house 0.
-Protector SMG ammo is now added to vanilla shop. ADR-97 is also added to the vanilla shop.
-Attempting to fix "exceeding 144 groups" error. Feedbacks needed.
-Some adjustments on vehicle prices.
-Properties are put in place, but still not finished yet.
-You should be able to fix vehicles and heal players at the same time now, no matter if your role is a medic or an engineer.
-Disabled Arma saving. Players loading from previous saves have been having issues.


V0.156
-Supposedly fixed the Arena for dedicated server.
-Corrected many missed prices in the shop. Also dropped the price on all flashlights.
-The night should be a little brighter now.

V0.155
-Added Task Force Radio shops.
-Armored vehicle patrol is now optional. (Default is "NO", meaning only light, unarmored vehicles)


V0.154
-You can now repair and rearm vehicles at the cost of some money even if you are not an engineer.
-Fixed spawn point and price problems of GREF shop.
-Updated Zenophon's framework to the latest version.

V0.153
-Fixed Stringtable.xml so players in other languages can at least see the english text in shops (e.g. weapon prices and vehicle descriptions)
-Added a "price: " line to weapon descriptions in shops


V0.152
-Temporarily added an arena owner to safe house 0. You must have $10000 to play in the arena. If you win, it will return your $10000, plus $2000 reward.
-Kar98 and Mosin now only cost $200.
-Added 3 missed RHS US pistols.
-All accesories are now more expensive. (might change this)
-Reversed rebel equipments back to F2000 and TAVOR.
-Added RHS SAF shops (uniforms are not wearable).


V0.151
-Players should now no longer recieve an AK upon starting a new game.
-New cleanup script.
-In SP, Resetting progress also clear player garage now. Don't ask me why it doesn't work in MP, just give Bohemia your finger.


V0.15
-GREF units are now black and speak French (because they are native Tanoans)
-Rebels now use AKs instead of F2000 or Tavor.
-More details for the Scavengers' village.
-Added 33 capturable outposts.
-Reset in SP is now moved to a radio trigger. (press 0-0-0 to reset)
-Fixed a patrol vehicle spawn problem.


V0.141
-Added main quest 8.
-Optional cashier sound effect for recieving rewards.

V0.14
-Added ACE support/shops. (Pricing is WIP)
-You can now configure the revive system as mission's parameters.


V0.139
-Fixed an issue that prevented players from accessing RHS and SMA shops

V0.138
-Fixed some JIP support issues.

V0.137
-Removed the post processing effect
-Fixed a major addon check mistake.

V0.136
-Added GREF weapon and vehicle shops.
-Adjusted the prices of some vehicles to match their real-world prices.

V0.135 hotfix 2
-Mended some code for SP progress loading. before this, your character might lose his saved vest upon restarting the game.

V0.135 hotfix
-Fixed unwanted MCC dependency

V0.135
-Fixed CSAT vehicle spawning classes.
-You can now sleep for 6 hours (must be SP/server admin/host)
-Enemy vehicle patrols are now much more dangerous.
-Patrolling vehicles now only despawn if players abandon them (distance > 600m).

v0.134
-You can now fast travel. (using beds in safe houses)
-New marker icons for safe houses.
-Working on property systems. (not done yet)



V0.132
-Added RPG rockets to RHS RU shop.
-Fix safe house vehicle spawn points.
-Increased the price of all thermal vision goggles.

v0.131hotfix
-fixed main quest 7

v0.131
-Updated the Fisherman's side mission. (must finish his main quests first)
-Players now may lose gears on death(optional, default is off)

V0.13
-updated main quest 6 and 7
-Fixed RHS prices and added helicopters. Might revise them again later
-Players now may lose cash when killed(optional. MP only for now, default is 10%)
-Fixed a bugged code so hosts recieve rewards from side missions as well.


v0.122
-Added RHS US clothing and vehicles. Pricing is still WIP.

V0.121
-Fixed some issues in main quest 5
-Fixed hiring script for one unwanted comma.
-Turned down safe house music.
-Mission rewards significantly increased.

v0.12
-Updated main quest 5
-You can now store vehicles that don't have a human owner, as your own.
-Fixed "no enough money" when price equals to your cash.
-Fixed main quest 5 code problem.
-Beds now heal the saving player.
Last edited by Atlas1205; 31 Jul, 2017 @ 3:26am
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Showing 1-15 of 221 comments
Camping_Zone 16 Apr, 2017 @ 4:34pm 
The night gets too dark, full moon nights are just black. when I try to adjust it the game looks correct but when I go out of the video options menu it goes back like if it is locked or something. Maybe in multiplayer it makes sense but in singleplayer makes it less realistic. Also when I try the tanoa map on the editor it looks well, night is dark enough to walk arround knowing where you are and enemies are still difficult to see without night vision.

Other thing that could be done is giving npc some sort of lanterns or, if that is too dificult because of the models and things, to make them to use the light on the cars, wich mostly they dont use.

The other things work really well, one of the best sp on tanoa
Atlas1205  [developer] 16 Apr, 2017 @ 4:59pm 
Originally posted by Camping_Zone:
The night gets too dark, full moon nights are just black. when I try to adjust it the game looks correct but when I go out of the video options menu it goes back like if it is locked or something. Maybe in multiplayer it makes sense but in singleplayer makes it less realistic. Also when I try the tanoa map on the editor it looks well, night is dark enough to walk arround knowing where you are and enemies are still difficult to see without night vision.

Other thing that could be done is giving npc some sort of lanterns or, if that is too dificult because of the models and things, to make them to use the light on the cars, wich mostly they dont use.

The other things work really well, one of the best sp on tanoa


The night gets too dark??? it probably has something to do with the PP effect. I will see what i can do
PierreO 16 Apr, 2017 @ 5:22pm 
Hello,

Very good mission and amazing work!

May have a chance to see an implementation of the ACE mod?

It work actually, but the vanilla revive system bug the ACE one, and we can't afford the ACE equipment at the shops...

TFAR works perfectly and its a very good point because Overthrow don't.

Thanks for this awesome job.

Edit: Is there a way to reset the mission on a dedicated server? i've seen parameters in the map menu, but impossible to change it (even as admin).
Last edited by PierreO; 16 Apr, 2017 @ 5:26pm
Atlas1205  [developer] 16 Apr, 2017 @ 5:39pm 
Originally posted by Les Br Cpt PierreO:
Hello,

Very good mission and amazing work!

May have a chance to see an implementation of the ACE mod?

It work actually, but the vanilla revive system bug the ACE one, and we can't afford the ACE equipment at the shops...

TFAR works perfectly and its a very good point because Overthrow don't.

Thanks for this awesome job.

Edit: Is there a way to reset the mission on a dedicated server? i've seen parameters in the map menu, but impossible to change it (even as admin).

I will look into ACE support soon.

About reseting the progress, I'm not sure. I tried it on my end and it worked. you might need to reboot the mission once or twice to see the effect.
Burbank 16 Apr, 2017 @ 5:50pm 
So, whenever I play it seems like, whenever I die, no matter how I die or how much money I have, I lose all of my money from dieing. This is getting quite annoying to continue on in this mission.
Atlas1205  [developer] 16 Apr, 2017 @ 5:52pm 
Originally posted by Burbank:
So, whenever I play it seems like, whenever I die, no matter how I die or how much money I have, I lose all of my money from dieing. This is getting quite annoying to continue on in this mission.

have you touched the "losing money on death" setting? by default you should only lose 10%
Burbank 16 Apr, 2017 @ 5:54pm 
Haha, I'm dumb...sorry for that stupid comment...guess I shouldn't touch what I might be confused about lmao!! Thanks.
Atlas1205  [developer] 16 Apr, 2017 @ 5:57pm 
Originally posted by Burbank:
Haha, I'm dumb...sorry for that stupid comment...guess I shouldn't touch what I might be confused about lmao!! Thanks.

damn it, it was my fault. I wrote "drop money on death", that could be mistaken as enemies' death and the loot money they drop. my bad.
Burbank 16 Apr, 2017 @ 5:58pm 
Originally posted by Atlas1205:
Originally posted by Burbank:
Haha, I'm dumb...sorry for that stupid comment...guess I shouldn't touch what I might be confused about lmao!! Thanks.

damn it, it was my fault. I wrote "drop money on death", that could be mistaken as enemies' death and the loot money they drop. my bad.


Yea, probably could change that to Lose Money On Death or something like that so others don't get confused too lmao, but thanks for the fast reply.
cloudcaptain 16 Apr, 2017 @ 6:26pm 
Idea for an evolution of this mission. Set it in Vietnam using Unsung. NVA controls the majority of the map with VC patrols. The players are a MACV-SOG group so can work independently and use whatever gear they please. CIA contacts as NPCs on the map. Friendly patrols can be Army or local friendly Montagnards (recruitable for $). You would have to snag the Heli-taxi scripts so the players could be dropped off. Maybe make the Huey prices more attainable for the group. Our group would be happy to write mission text/provide ideas. For the most part...your current framework should fit fine with just fluff changes I would think.
Atlas1205  [developer] 16 Apr, 2017 @ 6:30pm 
Originally posted by cloudcaptain:
Idea for an evolution of this mission. Set it in Vietnam using Unsung. NVA controls the majority of the map with VC patrols. The players are a MACV-SOG group so can work independently and use whatever gear they please. CIA contacts as NPCs on the map. Friendly patrols can be Army or local friendly Montagnards (recruitable for $). You would have to snag the Heli-taxi scripts so the players could be dropped off. Maybe make the Huey prices more attainable for the group. Our group would be happy to write mission text/provide ideas. For the most part...your current framework should fit fine with just fluff changes I would think.

Do you mind friending me on steam? we can talk about this
Burbank 16 Apr, 2017 @ 9:09pm 
So me and my friend had an issue buying the properties, not the safehouses, but the other stuff. We also completed the mission after giving the weapons to the Scavengers, talked to the Southeast leader, and the mission completed, but we never got anything else afterward, did we do something wrong or is that where it ends for now?
Atlas1205  [developer] 16 Apr, 2017 @ 9:10pm 
Originally posted by Burbank:
So me and my friend had an issue buying the properties, not the safehouses, but the other stuff. We also completed the mission after giving the weapons to the Scavengers, talked to the Southeast leader, and the mission completed, but we never got anything else afterward, did we do something wrong or is that where it ends for now?

Properties are WIP.
Main 7 is the last main quest so far. At this moment I'm working on 8 and 9.
Last edited by Atlas1205; 16 Apr, 2017 @ 9:12pm
Burbank 16 Apr, 2017 @ 9:17pm 
Ah ok, thanks again for a very fast reply. =) Very good mission/campaign so far and can't wait for the rest.
DoyleIE 17 Apr, 2017 @ 4:46am 
it is saying some kind of vehicle is missing so it wont run????
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