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So I've been running through the single player missions and had just ambushed a convoy. After my success I was driving my spoils home when I had the audacity to honk my horn. Check the kill credit.
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# ? Mar 4, 2014 14:07 |
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# ? May 17, 2024 01:38 |
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Looool. Was the horn rigged to activate a booby trap or what.
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# ? Mar 4, 2014 15:42 |
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Strumpie posted:So I've been running through the single player missions and had just ambushed a convoy. Ahahahahah. Astounding.
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# ? Mar 4, 2014 16:50 |
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New sitrep. Looks like we're getting the new planes/trucks on the dev branch within the week and an urban loadout for the Slammer tomorrow.
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# ? Mar 4, 2014 18:09 |
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Has anyone figured out how to place objects in Zeus mode? Like Sandbags and whatnot. I can't spawn any bigger military vehicles either, like tanks and helicopters. I guess I can't because it is a work in progress? Edit: Turns out you have to enable some sort of godmode in the parameters. Boar It fucked around with this message at 20:43 on Mar 4, 2014 |
# ? Mar 4, 2014 20:36 |
Torabi posted:Has anyone figured out how to place objects in Zeus mode? Like Sandbags and whatnot. I can't spawn any bigger military vehicles either, like tanks and helicopters. I guess I can't because it is a work in progress? All structures and props are located at the bottom of the empty unit list. However, by default zeus missions limit what zeus can spawn, and unlock more things as the zeus player completes "zeus" objectives such as placing spawn points and objectives for players, and getting the players to accomplish certain things (the devs list "have a player kill and enemy with an SMG" as an example). This can be changed by the host by by clicking the "parameters" button in the upper right on the select role screen before the missions i started.
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# ? Mar 4, 2014 20:46 |
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Praseodymi posted:New sitrep. Looks like we're getting the new planes/trucks on the dev branch within the week and an urban loadout for the Slammer tomorrow. Torabi: In addition to what Slashrat said, here's some first-hand documentation from Mořický himself. Also, for anyone who so cares about revolver grenade launchers: a guy who was porting over Arma 2 weapons before the official, public source files release recently threw in the M32 MGL and sources some days ago, the catch being that "while the optic now moves up and down, it only is useful out to 200M before the sight buries itself inside the weapon." Highlight items from today's dev branch changelog, even if tomorrow's presumably-stable branch update includes them: quote:
quote:ZEUS
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# ? Mar 4, 2014 22:07 |
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From one of the Arma Skype groups:quote:[8:54:07] <redacted>: none of the A2 vehicles have proper Fire Geometry, so as far as armor goes its more model based than anything (if I understood your question correctly)
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# ? Mar 4, 2014 22:51 |
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Makky posted:I've finished 'porting' over Zeus to the Arma 2 maps. If anyone's interested, the collection is here: http://steamcommunity.com/sharedfiles/filedetails/?id=234505454 Nice work. I played a little Zeus on some of the OA maps. I almost forgot what it was like to have a good framerate.
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# ? Mar 5, 2014 06:44 |
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We're up to v1.12 now, should be about a 709 MB download on stable branch, and the changelog is at the link -- fixes, additions, tweaks, "balance" changes, the lot, but it'll be at least a day before dev branch gets some of these such as the Slammer UP, for those of you who are sticking to dev branch for the sake of Zeus. Some may find this of interest: "Standardized damage of tank tracks - invulnerable up to 7.62x51mm and hand grenades, otherwise can be damaged".
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# ? Mar 5, 2014 18:14 |
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The gunner improvements and nice, armored car PIP screens seem to be better centered now? The refresh rates looked better but that might have been SP. Driver position is still a joke. It's 2030s and there are no cameras for the driver? You can't even turn out in most armor, not that you would want to.
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# ? Mar 5, 2014 18:15 |
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Chortles posted:it'll be at least a day before dev branch gets some of these Nope, dev branch is updated.
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# ? Mar 5, 2014 18:17 |
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You're right, I see the changelog:quote:05-03-2014
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# ? Mar 5, 2014 18:35 |
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Carecat posted:The gunner improvements and nice, armored car PIP screens seem to be better centered now? The refresh rates looked better but that might have been SP. I drive turned out quite a lot, especially if third person is disabled. The only time I would recommend against doing it is if you're in very open terrain getting shot at, or possibly if you're in a hostile urban environment. Otherwise the improved field of view for the driver can honestly be a major aid, trying to figure out what the gently caress is going on with your tank while peering out of your VCR slot can really cause problems. Couple that with getting hit by a lot of AT weapons loving your tank right up, regardless of whether you're turned in or not, and heavy small arms fire is almost the only thing that would encourage me to turn in. But yes, better vision slots would be nice. Alternatively I would accept replacing all armored vehicles with the strider. The strider is the best vehicle. It can drive into a wall at 130kph and it just ramps that poo poo. Also best windscreen rather than dumb squinty hunter peepholes. Also laser deg as standard. OwlFancier fucked around with this message at 18:41 on Mar 5, 2014 |
# ? Mar 5, 2014 18:39 |
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Lewie posted:Nice work. I played a little Zeus on some of the OA maps. I almost forgot what it was like to have a good framerate. Ouch.
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# ? Mar 5, 2014 22:44 |
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After a long hiatus, I figured I play some Arma3 again. What's it with at least 80% of the servers running loving Altis/Stratis Life?!
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# ? Mar 6, 2014 04:09 |
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Combat Pretzel posted:After a long hiatus, I figured I play some Arma3 again. What's it with at least 80% of the servers running loving Altis/Stratis Life?! Nerds like survival games because they can fantasize about being a badass last man standing type, unlike real life where they'd be among the first to be run down for their backpack full of cheetos and Pokemon cards.
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# ? Mar 6, 2014 14:33 |
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EvilJoven posted:Nerds like survival games because they can fantasize about being a badass last man standing type, unlike real life where they'd be among the first to be run down for their backpack full of cheetos and Pokemon cards. And Altis life because there are some genuinely insane people.
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# ? Mar 6, 2014 15:19 |
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Are oddities like empty vehicles floating 50M in the air and teleporting when you move closer to them exclusive to wasteland? Some really odd stuff happens with the positions shown to the client. I didn't see this happen in 64 player dynamic coop.
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# ? Mar 6, 2014 15:30 |
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Combat Pretzel posted:After a long hiatus, I figured I play some Arma3 again. What's it with at least 80% of the servers running loving Altis/Stratis Life?! I have no goddamn idea. Apparently some people really like pretending to live really boring lives.
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# ? Mar 6, 2014 15:47 |
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Combat Pretzel posted:After a long hiatus, I figured I play some Arma3 again. What's it with at least 80% of the servers running loving Altis/Stratis Life?! Get some friends together and make missions with Zeus. It is the best thing in Arma. You need the dev branch for it. Making stealth missions for your friends is a ton of fun.
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# ? Mar 6, 2014 16:07 |
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SPOILERS INSIDE AN OFFICIAL PBO Someone on the BI forums unpacked language_f_epc.pbo (one of the official PBOs) and read the stringtable.xml inside, finding a bunch of stuff such as the new air weapons: quote:str_a3_rocket_03_fl_f0 : Tratnyr quote:str_a3_cfgvehicles_o_plane_cas_02_f_library0 quote:str_a3_cfgvehicles_b_plane_cas_01_f_library0 quote:str_a3_cfgvehicles_truck_03_base_f_library0 There's also mention of press vest and cap, journalist and scientist clothes, several mentions of a "(Device)" (including a Tempest variant suffixed with it), an appearance by "aged" Nikos, what appears to be new objects for the Stadium and Ghost Hotel locations as part of their planned revamps, an appearance by an HMS Proteus... and the new theme tracks, which are spoilers (such as the title "Back on Stratis"). Not related to the above but the last item of today's dev branch changelog: "Added: Prototype of weather and time synchronization for MP" According to BI's Dwarden: "note: DayZ weather implementation is subpar (and incomplete from A3 viewpoint) Arma 3 DEV 1.13 has way more robust and better one" And according to Karel Mořický, "#Arma3 MP synced weather now available in the dev branch. @sadovsf didn't use DayZ solution in the end, because it wasn't modding friendly." Chortles fucked around with this message at 20:46 on Mar 6, 2014 |
# ? Mar 6, 2014 19:26 |
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Carecat posted:Are oddities like empty vehicles floating 50M in the air and teleporting when you move closer to them exclusive to wasteland? Some really odd stuff happens with the positions shown to the client. I didn't see this happen in 64 player dynamic coop.
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# ? Mar 6, 2014 19:28 |
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Also found in that stringtable.xml:quote:-<Key ID="str_a3_cfgvehicles_land_carousel_01_f_useractions_spinthecarousel_left0">
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# ? Mar 6, 2014 20:42 |
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Now I played it some more with decent missions. It's nice to see that there's still random disconnects because BattleEye doesn't get its poo poo together, and that the AI is still rubberbanding all over the place. Also, the Nightstalker is a monster of a scope.
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# ? Mar 6, 2014 22:52 |
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Does anyone have experience with the AliVe mod? My buddy and I have been digging DUWS and AliVe looks like it's either the next level or a fiery wreck.
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# ? Mar 6, 2014 23:29 |
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Snaxx posted:Does anyone have experience with the AliVe mod? Just looked it up and I can't find much info on the specifics. Honestly the main thing I want for all these dynamic campaign missions is a robust foritification system. I want to actually be able to set up entrenched defences in areas and secure areas of the map with a string of bases which can cover an area. DUWS has no provision for that and frankly seems to be little more than a random enemy spawner, while WLA has a rather clunky system and suffers from pretty terrible balance where it spawns you on top of enemies half the time. Edit: Also Alive is a pain in the arse to install and doesn't come with any missions. Probably not worth the effort. OwlFancier fucked around with this message at 12:43 on Mar 7, 2014 |
# ? Mar 7, 2014 12:25 |
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AliVe is fantastic tool for making large missions where you move across a lot of terrain and having fighting happen everywhere along the route, without wasting a ton of resources simulating all the dudes everywhere all the time. It's also really easy to use and their youtube tutorials are well made. So I guess it depends on what you want from it. If you want to make missions with a lot of units across a large area, it's great. If you want to make missions with a lot of units in a small area, it doesn't really help. If you don't want to make missions and want to just pop into a map and have poo poo happen everywhere, it's definitely not what you're looking for.
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# ? Mar 7, 2014 13:26 |
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Thanks OwlFancier and Sniper Party. Are there any good missions available that leverage AliVe? Any that you would recommend?
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# ? Mar 7, 2014 14:37 |
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I don't know about any Armaholic or Steam Workshop missions, since we usually make our own missions with the group I play with, and personally I've just dicked around with the thing instead of making any actual missions. I could ask a friend of mine to upload some of his better ones somewhere, if he thinks they're good enough without the mods we run with.
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# ? Mar 7, 2014 17:23 |
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Aaaaand the terrible eagle eye AI has not been fixed, either, after all that time. I'm taking my sweet time flanking the backside of a hill, crawling it up while trying to hide behind tall shrubbery, in a ghillie suit of all things, and as soon I get to the crest, one shot instakill from far away. It's theoretically a nice game, but considering the long times needed to get anywhere, instants like these kill my desire to play this game.
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# ? Mar 7, 2014 20:18 |
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Had fun Zeusing around earlier. I really need to get a replacement headset. What do you folks suggest?
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# ? Mar 7, 2014 20:39 |
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Combat Pretzel posted:Aaaaand the terrible eagle eye AI has not been fixed, either, after all that time. I'm taking my sweet time flanking the backside of a hill, crawling it up while trying to hide behind tall shrubbery, in a ghillie suit of all things, and as soon I get to the crest, one shot instakill from far away.
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# ? Mar 7, 2014 20:42 |
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Yeah, that happened in multiplayer, but it was one of those dynamic missions called Annex&Invade (or something). It usually doesn't spawn insane AI, so it seems more like the usual issue of all AI parameters evaluating against your favor, that happens once a while.
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# ? Mar 7, 2014 20:52 |
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Think of it as karma for all the times 20 players camp a hill with 50 cal snipers and ATGMs.
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# ? Mar 7, 2014 21:16 |
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Combat Pretzel posted:Yeah, that happened in multiplayer, but it was one of those dynamic missions called Annex&Invade (or something). It usually doesn't spawn insane AI, so it seems more like the usual issue of all AI parameters evaluating against your favor, that happens once a while. That's the dilemma in a lot of user missions. Playing DUWS presents an issue where even at default AI difficulty the player can get rammed on his first engagements. One of the best ways to deal with this is take side missions (that are not armpit deep in an enemy zone), use those points to buy fire teams and then coordinate a multi-team strike on a zone to take it. If that sounds really cool that's because it is, however if you set the enemy AI to something lower than default you can assemble a 5 man personal squad and with a bit of skill you can capture a zone like that. Ranged fire fights at that setting feel the same but once you get up close you start to notice how brain-damaged the AI can get. These two idiots, for example. frank.club fucked around with this message at 21:23 on Mar 7, 2014 |
# ? Mar 7, 2014 21:17 |
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Old Arma player, here. I just entered in the mp browser, because I wanted to check the new improved mp performance I read about in the official forums. And it runs nice, yeah. But how the hell is now the "life rpg" missions dominating the public servers? These missions existed in Arma 1 and 2, but they were always a small corner of the community, now somehow they have dominated the scene. Imagine a new player entering for the first time, he will think that's the normal Arma gameplay in mp!
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# ? Mar 7, 2014 21:17 |
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Snaxx posted:Does anyone have experience with the AliVe mod? Try Patrol Ops 3 instead. It's like DUWS, but less "randomly placed but otherwise identical enemy spawns" and more "huge variety of interesting and varied individual missions".
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# ? Mar 7, 2014 21:29 |
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Ralith posted:Try Patrol Ops 3 instead. It's like DUWS, but less "randomly placed but otherwise identical enemy spawns" and more "huge variety of interesting and varied individual missions". That looks great! Going to try this out tonight. Thanks for the recommendation.
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# ? Mar 7, 2014 21:49 |
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# ? May 17, 2024 01:38 |
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There's a number of cool Alive missions on the offical site: http://alivemod.com/missions
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# ? Mar 7, 2014 22:03 |