武装突袭3

武装突袭3

[COOP 1-8 SC] - [Invasion]: Malden 2035
34 条留言
Dr. Dingus 2020 年 6 月 28 日 上午 10:06 
@zothen I believe I had vcom working with it. but ive tried out so many of these scenarios lately I may be mistaken but im pretty sure it works
RevDogma  [作者] 2020 年 6 月 28 日 上午 8:27 
@Zothen Not sure. It's worth a try. The only AI stuff i mess with can be turned off in the parameters menu in the lobby. EOS i think only sets the AI's difficulty so in theory it could work with the mod version.
Zothen 2020 年 6 月 27 日 上午 4:33 
Does this work with VcomAI out of the box? You know, because vanilla AI is godawful, hehe..
If not, would love to have vcomai implemented.
Liberty_Valance 2020 年 6 月 26 日 下午 2:22 
ok, thanks
RevDogma  [作者] 2020 年 6 月 26 日 下午 1:40 
@HardcoreParkourJesus RHS units dont work due to the way units are handled in the scenario, ACE im not sure about you will have to give it a try. I have a handful of feature options in the parameters menu, you maybe able to shut off enough to not have conflicting scripts.
Dr. Dingus 2020 年 6 月 25 日 下午 5:28 
Can we use RHS and ACE with this?
RevDogma  [作者] 2020 年 4 月 14 日 下午 1:27 
@Liberty_Valance It's meant to be played with 1 to 8 people. A single player can play it just fine. It however does not work in the single player mode of arma 3. I guess i should change the title back to [COOP 1-8] as the SP is miss-leading.
Liberty_Valance 2020 年 4 月 14 日 下午 12:05 
can it be played SP ?
RevDogma  [作者] 2020 年 4 月 13 日 下午 3:45 
@Liberty_Valance you have to host the mission in multiplayer. Just host a lan game the name and port do not matter since no one is connecting, and make sure you choose a required role slot. Choose game options in the parameters menu.
Liberty_Valance 2020 年 4 月 13 日 下午 1:24 
nothing happens except a fixed landscape
RevDogma  [作者] 2020 年 4 月 12 日 上午 8:07 
@shi4stone823 Thanks for the kind words! I appreciate it!

The reason i went with EOS and COS was simply because they are script based, and not an actual mod. I was able to completely redesign EOS and re-write the script to get it to function in the way i desired. ALiVE is an excellent mod, however if i had gone this route i would have to patch my mission every time they updated ALiVE and go over all the features to make sure they still work.

I just dont have time to monitor other mods that are incorporated into my mission. However this mission should never become obsolete due to script changes since i haven't used mods.

Hope thats not too disappointing :steamsad:!

Again thanks for the kind words!

When a second map becomes available I will mention it in the comments here and start a collection on the workshop!
shi4stone823 2020 年 4 月 12 日 上午 7:39 
i am asking because i feel this mission has a very clean and fresh framework that is almost like DUWS 2.0 that actually works. It is going to be my fav mission to play for a long while, and just hoped RHS factions and a few more map options would be available to extend its replaybility even more.

One curious question regarding the choice of EoS and CoS, have you considered using instead Alive system to generate the background Ai populations? Presumably that is more updated system and easier to support more factions?
RevDogma  [作者] 2020 年 4 月 12 日 上午 6:25 
@shi4stone823 1: The factions are what they are. I cant speak for the future on this subject but most likely i will never add mod faction simply because of the amount of work each faction would require.

2. I do plan to port this mission over to a few other maps. I jjust started working on the Tano version yesterday. I am already seeing its going to be about twice the amount of work i was hoping it would be. But i will at least do one or two more vanilla maps, POSSIBLY one two of my favorite mod maps.

TL;DR Factions are more work than i have time for, and maps are going to take some time but i am working on them.
shi4stone823 2020 年 4 月 12 日 上午 1:52 
can i play it with RHS unit and on different maps?
RevDogma  [作者] 2020 年 4 月 9 日 下午 3:14 
Patch is out...
RevDogma  [作者] 2020 年 4 月 8 日 下午 8:13 
Update 12 is broken! My internet is down due to tornado damage. I expect to have the new patch up no later than 6pm eastern standard time tomorrow (April 9th).

I left some garbage code in a bleedout timer script...not sure how disruptive it will be.

Stand by....
Liberty_Valance 2020 年 3 月 30 日 上午 10:10 
ok, thanks
RevDogma  [作者] 2020 年 3 月 29 日 下午 5:35 
@Liberty_Valance Try these settings in the Parameters menu:

Generation Mode - Hemisphere

Number of Enemy Sectors - 1

-------------------------------------------------------------------------

I've completed several missions generated this way without using the stores (other than resetting my squads position to the base).

Just fly your squad out to where you want your base (FOP), convert the helicopter, and follow the tasks.
Liberty_Valance 2020 年 3 月 29 日 下午 3:08 
just give us a good scenario with a few team mates and clear objectives and a choice of weapons..
RevDogma  [作者] 2020 年 3 月 27 日 下午 9:40 
Updated! Check the change notes for details!
RevDogma  [作者] 2020 年 3 月 27 日 上午 9:09 
Hoping to have a release come out either early next week or over the weekend. Should allow complete deactivation of the auto-medic/revive scripts, as well as allow you to choose if the AI enemies can use the script. Also adding a variation of auto-medic that requires you to command the medic to revive squad mates. Finally, I'll be adding the "quick tips" discussion info to the "briefing" tab in the map.
RevDogma  [作者] 2020 年 3 月 26 日 上午 4:50 
@eeeeeeeeeeetc yeah im working on that update right now. With some other updates thrown in as well. Thanks by the way =]
g1rthc0ntr0l 2020 年 3 月 26 日 上午 12:41 
im just hoping i can disable the revive script. it messes with a few mods. excellent work tho
RevDogma  [作者] 2020 年 3 月 23 日 下午 2:34 
@Liberty_Valance LOL! any suggestions? I'm not against adding some more customization options to the parameters menu.
Liberty_Valance 2020 年 3 月 23 日 下午 2:09 
too complicated for me !
RevDogma  [作者] 2020 年 3 月 23 日 上午 4:57 
@satoshi ...wat? ...
Sag Ma Diek 2020 年 3 月 23 日 上午 4:01 
totally corrupted
RevDogma  [作者] 2020 年 3 月 21 日 下午 5:46 
Added a simple text based tutorial that can be turned off that explains how to use the Mobile FOP. Realized that was never explained...:steamfacepalm:
RevDogma  [作者] 2020 年 3 月 21 日 下午 3:18 
@Liberty_Valance not sure exactly what you mean so bare with me. There is an ending, you have to capture all of the Enemy Zones. To capture a zone you have to have more units in the area than the enemy. Once the zone is captured there is a CP payout and the enemy will start sending reinforcements until they have captured the zone or if the FCC is destroyed. If there is only one enemy zone i believe there is no FCC to destroy. To know if you captured an Enemy Zone the color of the marker should turn blue. Not sure to what you mean by not enough transports or helos.
Liberty_Valance 2020 年 3 月 21 日 下午 2:58 
its ok but tat the airport, task become messy and there is no ending. Not enough transport and helos.
cheMartin 2020 年 3 月 20 日 上午 11:48 
Thank you very much. I don't use anything, I like the limitation of the weapons better
RevDogma  [作者] 2020 年 3 月 20 日 上午 9:10 
Feature added to the parameters to disable Virtual Arsenal.
RevDogma  [作者] 2020 年 3 月 20 日 上午 8:03 
@Mcentu First of all thanks! Second, I'm not opposed to adding the option to disable the arsenal. Are you using something in-place of the arsenal (like a mod or a script)?
cheMartin 2020 年 3 月 20 日 上午 6:59 
Hello, excellent map. Just one question. There would be the possibility of having the option to disable the arsenal or limit it to clothing, helmets and backpacks only.
thanks