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Usermade Missions Der Platz für eure selbsterstellten Missionen und Kampagnen für ArmA3

 
 
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Alt 23.09.2013, 21:55   #561 (permalink)
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sweet
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Alt 23.09.2013, 21:57   #562 (permalink)
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Well, depends... Let's see if you still like it when shells take up to one+ minute to reach a target depending on how far away a target is

(uses ingame artillery system, doArtilleryFire)

But at least it looks awesome when they start firing (especially in cloudy weather)...
(though I have no idea yet why those AI bastards sometimes suddenly start driving around even though they have no waypoint and no nothing; removing fuel, not an option then the artillery does not fire at all, deleting the driver results in the rest of the crew leaving the vehicle, sigh).

Xeno
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Alt 23.09.2013, 22:12   #563 (permalink)
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YAB Thanks for the reply
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Alt 23.09.2013, 22:16   #564 (permalink)
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@Champy_UK
It's already changed, if a player who carries the flag dies or leaves the server then the side mission ends as failure. Doesn't matter if he is in a vehicle or not if he dies.

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Alt 23.09.2013, 22:21   #565 (permalink)
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@Champy_UK
It's already changed, if a player who carries the flag dies or leaves the server then the side mission ends as failure. Doesn't matter if he is in a vehicle or not if he dies.

Xeno

Well that's what i called service TY VM
As your in and messing the with the Arty, Any chance of a couple of Static AA for base defense too or is that being cheeky :P
Was thinking of set damage to the vehicles to place my own so they didnt move anywhere but weighed down with a few other bits at the mo, so havent got round to it as yet
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Alt 23.09.2013, 22:24   #566 (permalink)
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Well that's what i called service TY VM
As your in and messing the with the Arty, Any chance of a couple of Static AA for base defense too or is that being cheeky :P

Yeah, I was already thinking about a good way for adding those again. Sadly the cool object compositions from A2/OA do not exist in Alpha 3 (yeah, yet another axed feature) but let's see what I can do (but first artillery and some other things).

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Alt 23.09.2013, 22:28   #567 (permalink)
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Yeah, I was already thinking about a good way for adding those again. Sadly the cool object compositions from A2/OAdo not exist in Alpha 3 (yeah, yet another axed feature) but let's see what I can do (but first artillery and some other things).

Xeno

Cool i look forward to it.. as and when, your works always appreciated
Its disappointing that they can port across camo nets and tents and some wrecks, but have left out the warfare stuff. Would have been happy if they had actually put those over too, even if they had intentions on replacing them with newer models. Better to have placeholders than nothing at all

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Alt 23.09.2013, 22:31   #568 (permalink)
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Its disappointing that they can port across camo nets...

The camo nets in Alpha 3 are really cool. Enemy AI attacks friendly camo nets, it seems they are a top priority target for the AI and they ignore anything else, lol (YAB).

I also miss all the Warfare buildings and objects and many other objects which were available in A2/OA, including a Farp.

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Alt 23.09.2013, 22:34   #569 (permalink)
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It's a bit of a mashup and you have to run a script on the client that looks for the flagpole every few seconds, but it does work. Not turned ranked on yet - that's when the MASH really comes into proper use.
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Alt 23.09.2013, 22:35   #570 (permalink)
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The camo nets in Alpha 3 are really cool. Enemy AI attacks friendly camo nets, it seems they are a top priority target for the AI and they ignore anything else, lol (YAB).

I also miss all the Warfare buildings and objects and many other objects which were available in A2/OA, including a Farp.

Xeno

We have made a poor mans mash with a flag pole and a dome tent. Managed to add some functionality to the flag pole for healing.
Roll on a field hospital too, as on further checking both those medic buildings i did think healed apparently dont Very poor show on there part
As for the FARP we are using the Bobcat, which is ok as long as you dont mind driving around the island at 20kmph LOL

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Alt 23.09.2013, 22:42   #571 (permalink)
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It's a bit of a mashup and you have to run a script on the client that looks for the flagpole every few seconds, but it does work. Not turned ranked on yet - that's when the MASH really comes into proper use.

Cool
Though I really have no idea why there are FAKs but no Mash tents in the game and no real combat medic vehicles.

(pro tip, next time simply make a screenshot with Steam and upload it to Steam and link the Steam image here, we don't have a 100 kb limitation for images here )

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Alt 23.09.2013, 22:45   #572 (permalink)
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But now it's time for a break...



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Alt 23.09.2013, 22:49   #573 (permalink)
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But now it's time for a break...



Xeno

Damn google translate doesnt work on pictures :P But i managed word by word
I may learn german yet

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Alt 23.09.2013, 23:08   #574 (permalink)
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But now it's time for a break...



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Alt 24.09.2013, 22:40   #575 (permalink)
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BTW, you remember I asked about MHQ's falling below ground some time back? I've sussed this one, they really do fall below ground on occasion. You can provoke this behavior by airlifting an MHQ then crashing the helo with the MHQ still attached. I used the debug console to track the MHQs position and sure enough, it fell downwards underground at about 1m/sec for twenty minutes. I gave up after watching it for that long. I've written a little script to check every ten seconds if it goes below -20m in the Z and if it does, put it back up at zero Z. The MHQ is always damaged, but not destroyed (or it'd respawn).

I'm wondering if the same thing is happening with the disappearing wrecks we've mentioned more recently. I've not managed to prove it with debug console yet, but the observed behavior is the same. The vehicle hits the ground hard and the marker shows it's position but the wreck isn't there.

I've added safety checks for both issues for the next version, hopefully it'll fix the problem because I have not tried to reproduce it but just added the checks (minus height check and some other position and velocity related changes).

If I find time I'll try to finish artillery tomorrow and release that version for testing because I won't have much time in the next two weeks (women and some other obligations)

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Alt 25.09.2013, 09:05   #576 (permalink)
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I've added safety checks for both issues for the next version, hopefully it'll fix the problem because I have not tried to reproduce it but just added the checks (minus height check and some other position and velocity related changes).

If I find time I'll try to finish artillery tomorrow and release that version for testing because I won't have much time in the next two weeks (women and some other obligations)

Xeno

Look forward to it
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Alt 25.09.2013, 10:25   #577 (permalink)
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hello ,
another thanks for the jobs you have done and all of that help .
I check Armaholic and found a new version of your domi modified here :Coop mission : TAC-OPS Domination by cookbros.racing updated - Missions - Armaholic
. I read something in you licence that you don't accord to post a Domi an this site ?
It's that right ?

sincerely , Piedebeouf
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Alt 25.09.2013, 10:31   #578 (permalink)
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. I read something in you licence that you don't accord to post a Domi an this site ?
It's that right ?

Armaholic is just fine as any other community site. Only Steam Workshop is not allowed, never, even if hell freezes over.

Xeno
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Alt 25.09.2013, 12:28   #579 (permalink)
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@ Xeno

Ok fine thanks for the answer . Another thing have you project to have in domi :
1 : the posibilitie of building a avancing base with bunker sand bag machine gun , the equipment wil be load in truck ...
2 : and i hope Acre whit mobile antenna and also radio interference about enemies
3 : and much more interractiviti with tool for maintenance

ok i stop , you give to us so pleasure with domi .

But perso i've disppointed by bohemia only one plane no towing no boat no animation for maintenance vehicules no underground bunker ....
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Alt 25.09.2013, 12:51   #580 (permalink)
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1 : the posibilitie of building a avancing base with bunker sand bag machine gun , the equipment wil be load in truck ...

Maybe one day but not anytime soon. It really depends on the games MP capability. If the latter won't improve over time there is no reason to add more objects which can cause more desync and problems.

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2 : and i hope Acre whit mobile antenna and also radio interference about enemies

I have not used Acre with Alpha 3 yet and have no plans to do in the near future (barely anybody I play with still plays A3 and I prefer other games too when I have time to play )
So the chance that I will put effort into Acre is quite low.

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3 : and much more interractiviti with tool for maintenance

What do you mean with that?

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But perso i've disppointed by bohemia only one plane no towing no boat no animation for maintenance vehicules no underground bunker ....

There's so much missing in A3 it's really sad
But the main problem is the MP part of the game which is not as good as in OA.

Xeno
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