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All artillery related logic is handled by Arma's base systems.
The completion of the first one is spawned on their position and it's completion is conditioned on Boolean value set by the support option when it is activated.... or maybe some details are diffrent. It was long time ago that I made this mission. xD
But the fact that AI are attacking the sector is just my script spawning them waypoints. c:
You can see (very old but I think still correct) tutorial on YT. Link here
https://youtu.be/Yj2KaghcRlY?si=xgYchyQCeoTg-uvU
I believe it covers basics. :>
Futhermore counter that keeps track of how many civilians were killed during attack on the sector is reset back to zero after sector is captured. So there is some wiggle room every time you approach new sector.
On a related note. I can't explain how much I appreciate people who are able to suspect that if something doesn't work it may be the game's fault or some other mod or something.
That's why I feel the need to be extra polite to people who in polite manner tell me something didn't work out as it should. :>
And that doesn't absolve me from seeing if there's anything I can do about it. :>
The sector did not change hands, it stayed in OPFOR hands at all times according to the game. I had to reload the mission once because I stupidly got out of the bobcat and a rouge helo nailed me but I can not tell you wether it was between the last and second to last sector capture or one step before.
Nevertheless, I will probably just play the whole scenario again and see if it completes because it was definitly loads of fun. Thank you for making these amazing missions!
Also I dont think there is a reason to worry, because, as you know and as all people who have played this game for a bit more know: sometimes, thats just what Arma does.
So to be clear the objective, the sector did change side from OPFOR to BLUFOR?
If so did it show progress like if it was capturing or progress bar did not show either?
In case no progress was shown did you perhaps reload the game between last sector and previous sectors capture?
Those sectors and their main logic were made by Bohemia Interactive and I don't think they intended them for SP so maybe it bugged on reloading or something. :<
Maybe realoading from that point could help in that case.
Unfortunately, I have no other ideas what can cause this and it's hard for me to help if the sector itself is broken because I'm not the author of its scripts. Anyway, my apologies for the inconvenience. :<
In the end I had (what felt like) a couple hundred of infantry running around the last objective but it would not be captured. There was an enemy chopper still flying around close by but even after that was shot down I could not complete the mission.
Do you have any idea, what could have caused this? The other objectives and scripts worked very well, I am not running any Mods or DLC and frankly, I am out of productive ideas for someone who really does not know basically anything about modding.
So I guess it's a thing that many people not know about Bobcat and I'm in minority that knows and no one informed me about that. xD
I'm kinda surprised how many people don't know that about Bobcat but whatever.
Just gonna add that to the briefing because I see it's needed. :>
The game remains the same. Troops go into battle without orders and die like chickens.
Why are you making a fool out of me? Are you the smartest? Of course I know what the hell it is. I don't need your education advice!
You are asked about how you implemented this in the mission and how this mechanic works in the game.
Please describe what this means. How it works?
I didn't see the point of using mines as those are quite useless, a better way for one would've been to change those for (laser)guided shells instead
A cool mission similar to this one would be going in a 3 vehicle Zamak MRL (you being part of the lead Zamak MRL and have to assist your troops in battle by sending the rockets to the requested positions with the ammount requested (show on map for simpler scripting or smth, idk)
For me, I have the impression that it was primarily locking a target by the drone that caused this. Pressing T on an empty field fixed it as far as I remember. :>
What? Read the instructions? What sort of madness is this?? :-)
Because that's not a problem with mission but with the game. I can't fixed that.
And don't say "No mods loaded" and then immediately "just CBA".
That's also a mod and one with many functions affecting stuff such as event handlers for example.
In this mission You are commander of one battery not mechanized division.
I would like to remind you that I did make such type of command in Artemis' Hunters so it's not like I can't do if I choose to or just use build in BI system of high command.
However, I think there are some remarks... The player cannot control the plans and actions of his side at all, which leads to inconvenience, sometimes while I reload the allied troops they do some kind of game. Ultimately the gameplay is very much the same - drone - map click - reload - change position...
I think you will find your corporate identity in big missions, but so far it is very doubtful...
Good luck, thanks for your hard work!!!
Although in my experience that first town you can do nothing at all and friendly AI will overwhelm enemy on their own.
If there are just frendlies in that sector (but they have to be in it) and it's not changing maybe some mods do interact with something they shouldn't?
Those sectors are basic Arma 3 module that I just used. Maybe some mods change in them something for their purposes and that has an effect. :|
Also CSAT will leave only after sector is declared captured.