ARMA Series (I, II, III) - v. Are there mines in this thread?
1,072 replies, posted
[vid]https://files.catbox.moe/d18nrd.webm[/vid]
Master of CQC
[video=youtube;zqqq8uqSDnk]https://www.youtube.com/watch?v=zqqq8uqSDnk[/video]
the moment my gun clicked empty after the first two shots i knew i had to fall back on what the boss had taught me
Reminder that there was an update to ACE and CUP this week, download before tonight. It's rather big. If you have any issues with CUP TP, clear the swifty cache in %APPDATA%\Swifty\Cache
Is there any guides to ACE I can take a peek at?
It baffles me.
[url]https://ace3mod.com/wiki/feature/[/url]
[QUOTE=Magrathea;52833123]Is there any guides to ACE I can take a peek at?
It baffles me.[/QUOTE]
you don't need even 1/4th of it. just see what kind of options come up in the context menu when looking at different stuff like crates, explosives or vehicles and apply bandages to yourself if you're bleeding (bloody screen, red flashes), then morphine for pain (white flashing or chromatic aberration) and epinephrine to wake up unconscious dudes once you've done that and they still haven't woken up.
edit: also CTRL+V climbs on top of stuff below shoulder height
[QUOTE=Bertie;52830560]The entire Arma 3 folder without the modpack weighs 27.7GB for me.[/QUOTE]
[b]T H I C C[/b]
[t]https://steamuserimages-a.akamaihd.net/ugc/852730565658736433/645A0AA8814E88C98BE994D8E5C7167CEC6AD0BF/[/t]
No editing, because I need alcohol and sleep now.
[t]https://i.imgur.com/7zzS4he.png[/t] [t]https://i.imgur.com/28SEO0t.png[/t]
[t]https://i.imgur.com/LaDIBN8.png[/t]
Aradiel and Hunter about to have their tickets punched. I'm dead in the smoke on the left.
[t]https://i.imgur.com/jJzTxmt.png[/t]
[t]https://i.imgur.com/IVyLFhP.png[/t]
Got this guy before I died. He was hiding out in this building and I spotted him through the doorway on an angle as we came in. I didn't see the two guys behind the house a little further back. And rather fortunately nobody alive ever saw the tank and multiple APCs past them for the duration of their stay in the village. :v:
[t]https://i.imgur.com/cbMnvb0.png[/t]
[t]https://i.imgur.com/rnChaLQ.png[/t] [t]https://i.imgur.com/KAYWbUJ.png[/t]
Thank you, team VN, for all your hard work and sorry about the alcoholism.
Thank you, command team, for your mostly-unswervable dedication and effort.
We went through hell, but we came back, boys! [IMG]https://facepunch.com/fp/ratings/heart.png[/IMG]
Also somehow I FF'd Wallross and I have [I]no[/I] idea how but I apologize, it was absolutely not intentional. I've already apologized to Bravo for the whoopsie-doodle HE Demonic soaked up from that little moment of critical situational awareness failure. :hurr:
I'm still really fascinated by the potential of that dry creekbed in the jungle. In terms of mission design, I feel like there was a real missed opportunity when it came to our progress up that riverbed. The whole column had slowed down because the lead elements were dealing with the traps, and it would have been really crazy if the middle of the column had been struck from both sides while that was happening. if y'all were planning on doing that, it's a shame we crashed before that could happen.
[QUOTE=Synthrax;52834869]I'm still really fascinated by the potential of that dry creekbed in the jungle. In terms of mission design, I feel like there was a real missed opportunity when it came to our progress up that riverbed. The whole column had slowed down because the lead elements were dealing with the traps, and it would have been really crazy if the middle of the column had been struck from both sides while that was happening. if y'all were planning on doing that, it's a shame we crashed before that could happen.[/QUOTE]
The Zeuses were specifically avoiding spawning AI in the jungle because the level of clutter and visual feedback noise meant that one of them could pretty much wipe a squad, so they started avoiding putting us into conflicts except in the open because if we got ambushed in deep jungle we were pretty much obliterated.
[QUOTE=Synthrax;52834869]I'm still really fascinated by the potential of that dry creekbed in the jungle. In terms of mission design, I feel like there was a real missed opportunity when it came to our progress up that riverbed. The whole column had slowed down because the lead elements were dealing with the traps, and it would have been really crazy if the middle of the column had been struck from both sides while that was happening. if y'all were planning on doing that, it's a shame we crashed before that could happen.[/QUOTE]
That's exactly what was planned but because of the way Arma AI works I put them into their separate groups because I wanted them to stay hidden. But that apparently was a big no-no so we had to delete a bunch of them before the mission. It ended up not being that dangerous at all.
Sadly I missed out on the last mish. What a shame. (also this whole campaign was just an excuse for Croguy/diwako/kilowatt to do silly asian accents :v)
[QUOTE=Destroyox;52834945]That's exactly what was planned but because of the way Arma AI works I put them into their separate groups because I wanted them to stay hidden. But that apparently was a big no-no so we had to delete a bunch of them before the mission. It ended up not being that dangerous at all.[/QUOTE]
That was left in. The no-no was every enemy had their own group. Arma goes bonkers if there are too many groups present as it seems. We just group most of them and deleted the rest. There were around 20 enemies at the beginning, surely enough to kill everyone at that point.
Command blew up that ambush with artillery, which probably made you think that we just flat out deleted it. In the end, command deleted it with bombs.
[editline]30th October 2017[/editline]
Also for those who want to use the "Template" we used for the 'nam missions.
It basically is the FP Coop template with added stuff like spike traps, wave respawn and the likes
[url]http://diwako.net/zeug/FP_Nam_Tmplt_USMC.VR.zip[/url]
Wave respawns are way better than being able to respawn immediatly imo, we need to use it in more missions.
We used 10 to 15.minutes Respawn time and limited waves. You always came close to depleting all waves
[URL="https://forums.bistudio.com/forums/topic/211488-arma-3-third-party-dlc-pitch-invitation/"] Arma 3 Third-Party DLC Pitch Invitation [/URL]
[QUOTE][...] Beyond that, as we'll be investing our resources into the longer-term future, it means that [B]Arma 3 Tanks will most likely be our final, official, DLC release.[/B] Of course, we'll still be supporting the Arma 3 platform with updates afterwards. However, these should not involve major changes to the game's core architecture, which also makes it less likely for such updates to cause compatibility issues, and helps us to ensure a more stable platform overall. Regardless, thanks to our dedicated community, we're convinced that Arma 3 will remain active and relevant for many more years. Yet to help Arma 3 continue its life as a constantly evolving platform, there's one other idea that we wish to pursue. Namely, we'd like to [B]work with external development teams[/B], including the splendid developers in our community, to [B]publish their Arma 3 projects as third-party premium DLC on Steam.[/B]
[...]
• We'll be looking to select and publish new projects, but also existing projects that would be able to scale up in quality/quantity as a result of being published as a premium DLC. However, we'll always insist that any existing free Arma 3 addons and mods remain free. In other words, third-party DLC we publish should [B]never replace something which was previously free.[/B]
• Different from Arma 3's official DLC so far, this new third-party premium DLC would always be an [B]optional installation.[/B] This means you only download the DLC data after you've purchased the third-party DLC pack - and so if you didn't purchase and install the additional content, you wouldn't see it listed in Arma 3's main menu or in the Editor's content browser.
• As mentioned earlier, we'll not be able to offer development support for third-party DLC. However, we will provide guidelines on [B]technical and quality requirements[/B], assist with the [B]Quality Assurance process[/B], help with [B]promotion[/B] and deliver the [B]tools for mastering.[/B]
• Lastly, we know from experience how difficult it can be to bring a project to completion. With that in mind, we currently anticipate that probably [B]only a few third-party premium DLC packs will get published each year.[/B] Our intention is to ensure a steady flow of exciting new Arma 3 content over the next few years, while also making sure not to clutter the game with an excessive amount of premium DLC.
[/QUOTE]
Our boy toadie needs to get in on that.
Sounds like paid mods to me.
[QUOTE=Taepodong-2;52837630]Sounds like paid mods to me.[/QUOTE]
[QUOTE]We'll be looking to select and publish new projects, but also existing projects that would be able to scale up in quality/quantity as a result of being published as a premium DLC. However, we'll always insist that any existing free Arma 3 addons and mods remain free. In other words, third-party DLC we publish should never replace something which was previously free.[/QUOTE]
This decapitates the #1 problem of "paid mods", legacy mods being turned premium all of a sudden and fucking over the existing install base who may use a now-paid mod as a dependency for their entire modpack.
Bohemia also has the unique position on content ripping that, [I]as long as it stays within the family[/I] it's fine. Which is to say if you rip content from a BI game, say Arma 2 OA, BI is totally cool with that as long as the rips are for use in another BI game, such as Arma 3. Rip from A2 to use in Gmod and you're getting DMCA'd when Dwarden catches you.
This could turn out great or terrible, but BI has laid out policies that seem like they should protect the A3 modding community from becoming the shitshow seen elsewhere. And if some mod creator like RHS decides to paywall their mod it'll be pirated mercilessly.
I can't imagine the quality or quantity of the content would be as awful as Bethesda's has been either. Those were like what, £8 for a single item on average? It sounds like they want this stuff to be more along the lines of their existing Arma 3 dlc in scale.
[QUOTE=elixwhitetail;52837754]This decapitates the #1 problem of "paid mods", legacy mods being turned premium all of a sudden and fucking over the existing install base who may use a now-paid mod as a dependency for their entire modpack.
Bohemia also has the unique position on content ripping that, [I]as long as it stays within the family[/I] it's fine. Which is to say if you rip content from a BI game, say Arma 2 OA, BI is totally cool with that as long as the rips are for use in another BI game, such as Arma 3. Rip from A2 to use in Gmod and you're getting DMCA'd when Dwarden catches you.
This could turn out great or terrible, but BI has laid out policies that seem like they should protect the A3 modding community from becoming the shitshow seen elsewhere. And if some mod creator like RHS decides to paywall their mod it'll be pirated mercilessly.[/QUOTE]
there is no ripping of content inbetween Arma titles (unless the prohibited from-newer to-older)
allowed content licences cover arma 1,2+QG,OA+PMC,BAF,ACR and TKOH+H content
which was given to community within the limit of those licenses ...
and yes we tend to have relaxed view on minor infractions as long as it's not damaging us/community
but pure theft/ripping is still wrong and not welcome (doesn't matter if it's our or community member IP)
you can of course expect us to be careful and try to pick 'manageable' type of DLCs along with quality of the content
[QUOTE=Dwarden;52837892]there is no ripping of content inbetween Arma titles (unless the prohibited from-newer to-older)
allowed content licences cover arma 1,2+QG,OA+PMC,BAF,ACR and TKOH+H content
which was given to community within the limit of those licenses ...
and yes we tend to have relaxed view on minor infractions as long as it's not damaging us/community
but pure theft/ripping is still wrong and not welcome (doesn't matter if it's our or community member IP)
you can of course expect us to be careful and try to pick 'manageable' type of DLCs along with quality of the content[/QUOTE]
I was referring in broad terms to BI's content licenses about their own games, but I've never been involved in actively making mods so I wasn't clear on the exact terms of the licenses. Thanks for the clarification.
But my point is that BI's view towards the BI-title modding communities is very much a supportive, nurturing stance, and not a cynical cash grab à la Steam/Bethesda/etc.
i wish and try that we could be even more supportive in future
[QUOTE=Destroyox;52834945]That's exactly what was planned but because of the way Arma AI works I put them into their separate groups because I wanted them to stay hidden. But that apparently was a big no-no so we had to delete a bunch of them before the mission. It ended up not being that dangerous at all.[/QUOTE]
what exactly was the problem there that caused you to do that? was it an issue with getting them to stay in their positions?
[QUOTE=Synthrax;52839299]what exactly was the problem there that caused you to do that? was it an issue with getting them to stay in their positions?[/QUOTE]
I wanted AI to stay in exact locations and whenever you group up ai they take a formation. I don't think doing the behavior thing of having them break formation doesn't stop them from trying either.
There's a command that orders them to hold.
[url]https://community.bistudio.com/wiki/doStop[/url]
that can still make them return to formation, a better option is
[code]
this disableAI “PATH”;
[/code]
Well it depends on how much you want them to stay put. It keeps them still at least until combat, then they might move, but even then it's not necessarily right away.
New Era, new mods, new template, new Cuel mission, baby. Time for Operation Chopsticks.
[url]https://fparma.herokuapp.com/events/event/co-operation-chopsticks[/url]
[t]http://i.cubeupload.com/jjGQUK.png[/t]
[url]https://fparma.herokuapp.com/events/event/co-operation-chopsticks[/url]
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