武装突袭3

武装突袭3

Impasse Total War - Altis
792 条留言
Ak 12 月 12 日 下午 8:25 
@Skull THANK YOU!!!! You really rock man for that response. My friend and I really appreciate it. We are now going to show these bots what air superiority looks like :steamthumbsup:
Skull  [作者] 12 月 12 日 下午 7:03 
@Ak Other way that occurs to me. If you have a map without airfields, you could setup the mission so you choose the locations of the objectives. Then you could choose where the player's first base is. You could choose it in a location in a flat empty area so that you might be able to get jets from the garage there and take off without a runway.
Skull  [作者] 12 月 12 日 下午 6:59 
There are two ways to get runways for jets in the mission as it is.

1. Talk to the mechanic (by the repair pad). You can get an airfield crate. Take that crate to an airfield on the map and deploy it. That will crate a fast travel point and a virtual garage point. Use the option on the crate to show valid airfields on the map.

2. Talk to the mechanic and ask for a warship. The USS Freedom is an aircraft carrier. You can choose where to place it. It gives you a fast travel point and virtual garage as well.

I didn't think up any other descent ways to get usable runway on random maps. The best I could image is to find flat ground and use the 'hideObject' function to remove all the buildings/trees/etc. That would leave a flat and clear area to use aircraft. I have a function in the mission called ITW_RemoveTerrainObjects that could help, but using the 2 methods in the mission would be easiest.
Ak 12 月 12 日 下午 2:25 
Hey this is kind of a weird place to ask... My friend and i love this scenario. We have been playing it off and on for like a month now. its awesome! We do want more access to runways tho... We've trying piecing roads together, runways, it just doesnt seem to want to work. We also couldnt figure out how to move the platform the vehicles spawn on. We both went down the rabbit hole of trying to edit scenarios, using arma 3 tools, making our own, but we arent the most savvy.

How easy is it to just add a runway with the editor in game???!! Is this even possible lmao
Skull  [作者] 12 月 9 日 上午 8:53 
@Awesomichael Thanks for letting me know. It's been fixed. :-)
Awesomichael 12 月 9 日 上午 6:13 
skipping time doesnt work
Skull  [作者] 12 月 8 日 下午 9:35 
@Long-Horse It's part of the mission files. The mission files are availabe in a zip archive listed above, but then you need to have a tool to extract the files from the ImpasseTW.Altis.pbo file (or whatever map name you are using). In there will be the description.ext. You need to have done mission editing before.
Long-Horse 12 月 8 日 下午 5:11 
@skull I have no idea where to find or change the description.ext file you mention.
Skull  [作者] 12 月 8 日 上午 9:45 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
Rex501 12 月 8 日 上午 4:15 
No worries, should I just take another try at transferring it to that terrain? or perhaps join your discord and see if we can figure out why its not loading most of the parameter options?
Skull  [作者] 12 月 7 日 下午 5:38 
@Rex501 You shouldn't need to do anything particular. If the parameters aren't showing, then it sounds like the files got corrupted or something. They should be the same on all maps.

To get the factions and vehicles to work, just choose the faction. Some factions work best if you choose 'sub-faction' which is check box. And some even need choosing just individual units (button at the bottom). But most just choose a faction to work.

For vehicles, by default it uses the vehicles defined for that faction. If the faction doesn't have vehicles, you can choose them yourself by setting the parameter (I forget the name) that allows choosing vehicles, or set it to use all vehicles from a specific mod.
Rex501 12 月 7 日 下午 3:46 
Out of curiosity what needs to be done to properly configure this/ what does a faction need to work properly with this? I tried to use it with the 3AS Star Wars mods on their Onderon terrain and then compared it with one of your steam listed Spearhead scenarios and noticed the one I'd ported to Onderon was missing most of the parameter options, dont know if I need to go into the script of the mission and define things like vehicles, launcher, forifications and buildings that kind of thing?
Skull  [作者] 12 月 7 日 上午 9:49 
And if you edit it, you'll need to restart the mission so the objectives get defined as the bigger size (using the 1st parameter to start a new game)
Skull  [作者] 12 月 7 日 上午 9:48 
@Long-Horse The mission has 1500 as the max. If you want to edit it yourself, just look in the description.ext file for the parameter: ObjectiveSize You can set any size you want there and it should work. I felt that having it too large would spread out the units so much they may not engage as much as I wanted, but you can try any size and see what happens :-)
Long-Horse 12 月 7 日 上午 6:22 
Thanks ill look into it see if there is a way to make them push more, is there a way to make the zone bigger than 1500? cheers
Skull  [作者] 12 月 6 日 下午 5:42 
@Long-Horse The AI is being commanded to roam around the zone. Often I think they don't because they see something that scares them so they refuse to follow orders to push forward. The mission is constantly giving them new waypoints to move to.

I know there are mods that make the AI engage more and try to use more tactics.
Long-Horse 12 月 6 日 下午 4:32 
Is there a way to make the AI roam instead of the enemy just sitting static waiting?
Stolt 12 月 1 日 上午 5:53 
I downloaded the pbo for impasse tw tanoa and pull it in the mpmissions foldier in my dedicated server and changed the server config file so that it would launch the impasse tanoa mission (I copy pasted the mission name but excluded .pbo)

but it doesn't seem to be working.
Stolt 12 月 1 日 上午 4:39 
hey man how do I set up this mission on a dedicated server? I put the mission PBO name into the server config but it's not working :(
Skull  [作者] 11 月 24 日 上午 8:22 
@him No. They start with a random number of tickets when the game starts that can allow some to spawn right at the start or shortly there after.
him 11 月 23 日 下午 10:10 
Does this mean that tanks, aircraft, and so on cannot appear at the beginning?
Skull  [作者] 11 月 23 日 上午 9:11 
@him It changes with many of the parameters. The easiest way is to figure it out would be to start the mission and let it run for a half an hour and watch in Zeus to see what spawns.

The default vehicle spawn data is shown in this table. Vehicle have 3 types. Transports, Attack, and Dual (which are attack variants that also have room to transport troops).

The ticket's required is roughly how many minutes before that vehicle type gets to spawn one vehicle. The reality will be +/- nearly 50%. There are lots of other things going on, but this should give you an idea.

So you should see a transport plane every 12 minutes, and an attack type every 20 minutes (since you get an attack and a dual every 40 minutes).

The 'max allowed' limits how many of this type can be active at a time. So a max of 4 attack planes and 3 transports for example.
Skull  [作者] 11 月 23 日 上午 9:11 
.......................................tickets......max
type.............role.............required..allowed
---------.........----------.........--------..-------
AIRPLANE,.ATTACK........,.40,......2,
AIRPLANE,.DUAL............,.38,......2,
AIRPLANE,.TRANSPORT,.12,......3,

HELI.........,.ATTACK.........,.42,......2,
HELI.........,.DUAL.............,.39,......2,
HELI.........,.TRANSPORT.,..2,......8,

TANK.........,.ATTACK.......,.30,......4,
TANK.........,.DUAL...........,.36,......4,
TANK.........,.TRANSPORT,.10,.....10,

APC...........,.ATTACK.......,.16,......5,
APC...........,.DUAL...........,.20,......5,
APC...........,.TRANSPORT,..9,.....13,

CAR...........,.ATTACK.......,..4,......7,
CAR...........,.DUAL...........,..6,......7,
CAR...........,.TRANSPORT,..1,.....99,

SHIP..........,.ATTACK.......,.12,......7,
SHIP..........,.DUAL...........,.15,......7,
SHIP..........,.TRANSPORT,..1,.....99,
him 11 月 23 日 上午 5:37 
I want to know how many vehicles will spawn in the scenario. How many vehicles are generated when using the 'Normal' option?
Skull  [作者] 11 月 22 日 下午 6:47 
@Joe I imagine it's possible, but probably pretty complex and take a lot of my time to create.

Perhaps you can use the ALiVE ORBAT Creator to create a custom faction. I've never used this tool, but have people who've used it with my missions without issue.
Joe 11 月 22 日 上午 9:30 
Hey Skull, would it be possible to edit which weapons the AI, both friendly and hostile, is allowed to use? Similar to the vehicle selection?
Skull  [作者] 11 月 19 日 下午 6:20 
@Seven You can adjust what is in the virtual arsenal (the cabinets) or the virtual garage (from the officer).

In the parameters, under 'Miscellaneous' there is an option for 'Virtual Garage' that can be set to 'Yes, all vehicles'. This will allow the players access to all vehicles in the garage regardless of what faction you are playing.

You can set the 'Miscellaneous/Virtual Arsenal' to 'Full' to allow players access to all gear in the game, not just your chosen faction's gear.

I'm not sure if I'm answering your question. If you are looking to outfit your ai teammates, then opening up the arsenal and then using the option at the arsenal cabinets to access 'teammate arsenal'. It should allow you to put any gear on your units (not sure about uniforms as arma limits that sometimes).
Seven 11 月 19 日 下午 4:24 
Hey Skull! Superb mission, it's been a lot of fun! I was curious if there was a function to have unit loadouts and vehicles available just to the player via Garage/AI spawner but not in the pool of usable units by the AI? Thanks!
Skull  [作者] 11 月 19 日 上午 9:44 
@Haze_Rider It works for me usually. However, it's just using the Arma 'move' command for the vehicle and sometimes AI drivers refuse to obey commands. I'll try to come up with a way for the mission to fix that.

However, in the meantime here is how I handle it:
When they aren't moving, I will give them a new 'Move To' call with the radio (0-8-4-2) using the map and pick a location half way to me. When they report they are there, I tell the AI they are delivering (if you selected to have teammates delivered) to get back in the vehicle (F-keys and then 4), and then tell the vehicle to come to my location. Not ideal, but sometimes Arma does that.
Haze_Rider 11 月 19 日 上午 5:28 
Transpor trcuk AI is kind of broken.
it does not go anywhere other than 50 meters away form starting base (spawn point).
It ignores any command to go anywhere via aim\bin\map.
On other hand there is absolutely No problems with helicopter transport AI.
Salad-in 11 月 10 日 下午 5:35 
Also Overthrow Community Edition was loaded which, despite not actively playing, still had Ace Medical as a requirement?
Salad-in 11 月 10 日 下午 5:31 
I figured it out.
Turns out there was a submod for ACE that was causing some patch file not to be loaded because I have the no medical submod enabled.

Removing the mod fixed my issue.

(Moar for ACE AIO was the issue)
Skull  [作者] 11 月 10 日 下午 5:29 
@Salad-in Take a look at the log file and see if it shows anything. I'll take a look at it if you send it to me. (discord above or armaskullcollection@gmail.com)
Salad-in 11 月 10 日 下午 4:40 
Trying to run this mission through a FASTER server but it just kicks us back to the mission select menu after a loading screen.

I have downloaded the missions from the zip files in the description.
Pinhead 11 月 10 日 下午 2:09 
Damn Skull, you work fast! Thanks so much for this update, it's exactly what I was hoping for (and a bit more honestly!) This is such a great mission and you're constantly making it even better.
Free 11 月 7 日 下午 9:38 
@obviously just use faster it auto sets up almost everything
Skull  [作者] 11 月 7 日 下午 7:09 
@Mr. Kimchi It should choose random units with the faction to use. I don't have the mission make any loadouts, its using the faction unit definitions (or is supposed to). You can choose sub-factions (check box for this) or even individual units (button below faction list) from the faction selection screen. That might help. If you know which factions you choose when this happens, let me know and I'll see if it happens to me. I'm not sure if any other mods could cause issues, but
Mr. Kimchi 11 月 7 日 上午 8:22 
Hi! When activating mods such as RHS and CUP, allied units begin to wear only the most basic equipment (for example, AK-47 and officer's uniform). It also eliminates the possibility of hiring AI units under command (if there used to be 10 types of units, now there are 0).
How can I customize the equipment of the AI units and their composition and add them to the game? Or do I need to include the standard Arma 3 fractions?
Skull  [作者] 11 月 6 日 下午 5:46 
If you add the headless client to your server config, the mission should use them for the ai. Check the 'Server' and 'Headless Client' sections of this page [community.bistudio.com]
Obviously Logic 11 月 6 日 下午 12:11 
@skull i see the option, but im still not sure how i actually get a headless client to handle the AI for your mission, any tips?
Skull  [作者] 11 月 5 日 下午 9:25 
I think you can run locally and connect to a headless client. That's how I tested it if I remember correctly. Make sure the check the parameter that says to enable headless client support.
Obviously Logic 11 月 5 日 上午 11:21 
Hi, i want to use a headless client that i rent from another provider, how would i do this to reduce the lag on my computer, do i need to rent a dedicated server too or can i just run your mission on LAN locally and connect a headless client?
Skull  [作者] 11 月 5 日 上午 9:37 
@Pinhead I'll look into that.
Free 11 月 4 日 下午 9:33 
@pinhead amazing idea
Pinhead 11 月 4 日 下午 6:01 
For when you're adding vehicles to a faction, would it be possible to have the list on the side of the garage populate with the vehicles the faction already has assigned in addition to the ones the player adds? It'd make it a lot easier to figure out which vehicles need to be added in.
Do mi ti 11 月 3 日 下午 12:04 
The Pacific War - Solomon Islands Campaign
Abraham Alexander Ribicoff 11 月 2 日 上午 7:25 
I know that as far as gameplay goes, it's RHS + Armor Plates System + Ace (no medical) + Chemical Warfare + Ktweak + LAMBS + Lifeline Revive and some others that'd be too long; for the record we've figured the best way to work around this is to just restart the mission since it brings the officers back
Skull  [作者] 11 月 2 日 上午 6:52 
@Abraham Alexander Ribicoff I can't reproduce this problem. Perhaps it's an interaction with a mod you are using. What mods have you got running?
Abraham Alexander Ribicoff 11 月 2 日 上午 5:17 
Hello, I'd like to state that I've run into a problem. For some reason, the officer you're supposed to talk to for things like teammates and garage suddenly disappeared after I clicked the cleanup button (on dedicated server multiplayer, by the way). Is there anything you can look into about this?
Skull  [作者] 10 月 29 日 下午 8:07 
@Romie.420wsz Yes. To play on a dedicated server you need to copy all the ImpasseTW.*.pbo files to the 'mpmissions' directory in the same directory as your arm3server.exe file.