Arma 3
A3UE - Point Campfire
31 kommentarer
Aesir 5. okt. kl. 18:33 
You are the best! :munchies:
Land_Strider  [ophavsmand] 5. okt. kl. 3:04 
Updated the mod to have the server key folder at the correct place and added a HR income multiplier parameter.
Land_Strider  [ophavsmand] 5. okt. kl. 0:21 
Aesir, I'll push an update today with a feature and server keys folder put out one folder outside, next to the addons folder instead in it, as K1NG_J3W suggested.
Aesir 4. okt. kl. 22:40 
Hey. Great mod, thanks for putting this together. Can anyone explain how to run this on a dedicated server. I'm not sure where or how to place the keys.
Land_Strider  [ophavsmand] 2. okt. kl. 0:07 
@Godslayer4000, thanks for the suggestion and don't worry, I still plan on including more features into the mod so the suggestiojs are welcome.

As for your suggestion, I plan to do some more mission tweaks than just the convoys. I miss the propaganda missions from the old days, so I may think of turning your suggestion into something like that.
Godslayer4000 1. okt. kl. 19:25 
A suggestion for a new optional param,

when doing supply deliveries to a town that has joined you, enemy bluefor/opfor soldiers try to intercept and delay the supply delivery

(this is so your doing something during allied supply runs rather than just boredly staring as the 180 ticks down.)

I dont know if were allowed to make suggestions so sorry if were not but I just thought of this.
Land_Strider  [ophavsmand] 30. sep. kl. 16:52 
@K1IN_J3W, my mistake on putting the keys folder inside the addons! I'm in a bit of learning process on using Git to make versioning easy so I may be a little sparse on updating in the next few days, but I'll move the keys to the appropriate root folder of the mod next time I release an update for sure! Thanks for letting me know.
K1NG_J3W 30. sep. kl. 15:36 
Great mod! thanks for your hard work :)

A small change that would help server admins running FASTER to manage servers would be to have the 'keys' folder located in the mods root directory, rather than the add-ons folder.

Would it be ok to change this?
Land_Strider  [ophavsmand] 30. sep. kl. 5:10 
@Koger, adding bigger spawn distance options should be easy, but hard to know if it works well in all cases as the dynamic spawn system of Antistasi is its most mechanic and tied a lot of functions. I'll still give it a quick try on the next update.

As for the view distance, that is completely related to your own client settings in the video settings. If you are unable to see changes from video settings apply, check if you have any mod like CH View Distance that overwrites view distance settings.
Koger 29. sep. kl. 19:07 
Can you add an option for view distance super important for me and my buddies being able to see more than 1.5km maybe up to 7KM and could you add an option for spawn distance up to maybe 3km
General Jame Macheal 28. sep. kl. 12:58 
well just giving an heads up that the commander on my side isnt benefiting the shorter revive timer from CLS role
Land_Strider  [ophavsmand] 28. sep. kl. 12:20 
@General Jame Macheal, no worries, I wanted to give longer explanation for everyone as the topic comes up frequently these days. yes, the shorter self-revive is only available for CLS role atm so I suggest any solo players usually sticking to the commander role for versatile access to traits to try it out with the other parameter about all roles having medic, engineer and uav hacker on, too, to get the best advantageous role atm.
General Jame Macheal 28. sep. kl. 11:50 
i am solo and playing the commander role always so i dunno if it just an bug or if commander wasnt benefitting it is all
General Jame Macheal 28. sep. kl. 11:49 
@land strider, i understand i was just asking since the withstand seem to be stuck to 5 mins even with the change in CLS
Land_Strider  [ophavsmand] 28. sep. kl. 11:26 
@mista fisha, we are not really strict with the suggestion channels, but the best place to do it and keep it more visible is on the Github issues part you can find at the end of the mod description.

If you can't or don't wanna send it there, do suggest here, please.
mista fisha 28. sep. kl. 10:34 
nice mod, is there anywhere to put suggestions?
Land_Strider  [ophavsmand] 28. sep. kl. 10:22 
@YourSecurity12, it should be safe to add to or remove from existing savegames. The only save/load affecting change is about the factory/resource upgrading, but is set up to write or read related data only when the parameter is available.

I briefly tested playing on an existing save while developing the mod, and didn't have any problems. However, I haven't tested it on a lenghty play time on an existing save.

At this point the best bet would be playing it on a fresh save.
Land_Strider  [ophavsmand] 28. sep. kl. 10:18 
@General Jame Macheal, the main purpose of the shorter self-revive cooldown is making a distinction between roles now that with the other parameter all roles can have medic, engineer and uav hacker traits. That parameter basically makes all roles including the commander almost identical, except the camouflage, audible and load coefficent differences. Those should remain the main distinction between them while all roles can do common gameplay needs of repair and medical. With that parameter on, CLS was underpowered and could use a new distinctive feature. The shorter self-revive cooldown idea was born out of that. I'm planning to add other distinctive features to other roles later, but I have to think some good ones first.

For now, since all roles can do everything with the other parameter I mentioned, you can be CLS and still utilize the engineer and uav hacker abilities, as well as a 1.2x carry capacity.
General Jame Macheal 28. sep. kl. 9:09 
can you also add an way to reduce the self withstand as well so we can control whether or not an medic or all units can revive less than 5 minutes, i tried to use another mod to do this but it reduce withstand to 1 minute but also conflict with this mod making it useless either way XD
YourSecurity12 28. sep. kl. 0:42 
is that safe do add mid game
Land_Strider  [ophavsmand] 26. sep. kl. 21:03 
@Molotov Spring, 1 minute CLS self-revive timer option is added to the parameter.
Land_Strider  [ophavsmand] 22. sep. kl. 21:17 
@DeathGollum97 yes, this is compatible with Ace
DeathGollum97 22. sep. kl. 20:52 
@Land_Strider is this compatible with ACE?
skyleds 22. sep. kl. 7:26 
My buddy and I will definitely check this out on our next Antistasi playthrough
Molotov Spring 20. sep. kl. 17:00 
I just checked parameter. maybe i hope it can change minimum 1 minutes
Land_Strider  [ophavsmand] 20. sep. kl. 4:38 
@Molotov Spring, as of yesterday, it does for Conbat Life Saver roles depending on the related parameter setting. Default is 3 minutes atm.
Molotov Spring 20. sep. kl. 2:56 
Does this edit withstand cooldown?
latin lover 19. sep. kl. 9:54 
Persistent zeus saving increase is peak
Catertico 19. sep. kl. 9:26 
This is great, can't wait to test it on my 2 players campaign.
Land_Strider  [ophavsmand] 18. sep. kl. 6:53 
Have fun, and please let us know if you encounter any issues. We tested it as much as we can, but haven't had the time to do a proper play-through with it yet.
ElPedroChico 18. sep. kl. 3:07 
This looks really good, I look forward to using this in my next rebellion