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(10-20-2014, 08:21 PM)Den link Wrote: [ -> ]Hey, can you please have a look at Mission 4, the marksman spot and see if there is a scope/weapon incompatibility as the other night i was shooting dead on like normal but the bullets always went to the right by a random amount. Really hard to get shots on target.

I'm not sure if it was just my shit aim or bug, but I'd be grateful if you tested it.

edit: mission 4 i meant, not 5. Sorry


If you play sniper/marksman a lot, you might want to try this mod which will show you wind speed and direction http://forums.bistudio.com/showthread.ph...cker-(WIP) Will at least give you an idea if that's what messing up your shots or if there's something else going on.
Guys there's no wind effect on bullets in Arma 3. Only ACE had it. 
(10-20-2014, 03:38 PM)Fuiba link Wrote: [ -> ]Added two new missions to the pack, link is in the op. Also fixed (tried to fix?) the ending triggers. I tested them on a dedicated server (thanks Outlawz7) and they worked fine. No guarantees, though Smile

Caesiae Maria = Oceans of grey
Canes Currunt = Dogs on the run
Uploaded! Big Grin
(10-22-2014, 07:21 AM)Variable link Wrote: [ -> ]Guys there's no wind effect on bullets in Arma 3. Only ACE had it.


Ah  :-[  Guess that Weather Tracker's only good for checking if you need a jumper then  Big Grin
(10-20-2014, 08:46 PM)Fuiba link Wrote: [ -> ]Hiya, I did not know such incompatibility-thingy even existed Big Grin Could it have been the wind? Arma does not really give much indication whether or not it's windy and I don't really remember the settings in that mission. I think the only way to check is to pop a smoke grenade and see how fast the smoke moves and in which direction. I'll check it out!


Wind? Wasn't even aware there was that in arma  :-[ .
Wind affects tree tops, bushes and flags. That's about it.
Maybe the Marksman DLC will change it.
(10-20-2014, 08:21 PM)Den link Wrote: [ -> ]Hey, can you please have a look at Mission 4, the marksman spot and see if there is a scope/weapon incompatibility as the other night i was shooting dead on like normal but the bullets always went to the right by a random amount. Really hard to get shots on target.

Tried the marksman's HK417 with the MRCO sight - the bullets indeed seem to pull right, although this is only noticeable when shooting over some 300 meters. I should change the marksmen's gear for now and report it - I hope massi is still providing support for the weapon mod.

If I've been reading right, you've completed the first four missions and the scope is not a problem in the next mission since you all have different gear. My GPU has been acting strange for the past couple of days and I'm getting a lot of blue screen. Hopefully it'll not go tits up for good Smile

And yes, there's wind in Arma (you can change the direction and strength in the Editor) although as Variable said, it doesn't affect a lot of things. I really thought that it would affect the bullets.

There's also a setting for "waves" in the editor but I haven't got anything out of it. It would be great to see something like in [url=
Both ARCO and MRCO have a pull, i noticed that after a patch 2-3 months ago when i though they've implemented the wind effect, but it was only a strange deviation from cross hair. Is not big but was enough for me to miss targets a lot until i got used to it. Might have something to do with the resolution you use in game... cuz other ppl didn't notice that on their end.
Hey Fuiba! Ep.5 completed as well, with only Alwarren and Yakir standing. Yet again, a wonderful mission Smile

Several bugs:
1. Mission didn't end probably because the two remaining guys were from the same team (Outlwaz, please elaborate on that).
2. One guy at the mansion was clipping through the stairs. Most of his body was inside the staircase.
3. The AAF reinforcement vehicles  noticed our mine and drove around it. Do they have a guy with a mine detector on-board or this is an Arma 3 bug?
4. I think this is something that is true to all of the mission in the pack - The group roles are not sorted correctly on the slotting screen (leader is not at the top). Also, it's not always clear what a role mean. "Support" is a bit vague, and I remember that in Alcyon the guy that had the AT and the explosives was worded in a confusing way (I would not put both on the same guy, by the way).

Suggestions:
1. Keep the darkness, it adds to the challenge. But I suggest to assign all members of all teams flashlights, and weapons that can equip them.

Regarding Semideus Rabiosus - it crashed next to the start. Might be related to the weapons or the vehicles as it crashed right when one team opened fire, and the other started to drive in the offroads.

Bad news about your computer! Can we do something to help? Feel free to post on the Technical board.

Quote:1. Mission didn't end probably because the two remaining guys were from the same team (Outlwaz, please elaborate on that).


If you're using a trigger grouped to the group, it won't activate if everyone in that group is dead.


But then again both teams made it on the Alcyon mission and it didn't end there either. I think I'll open the mission up and see what's going on.


edit:
http://cloud-4.steampowered.com/ugc/4986...340B16388/


I think you need to use any of the other three but Vehicle in order for that trigger to activate. Units on foot probably aren't a "vehicle".
(10-24-2014, 05:36 PM)Variable link Wrote: [ -> ]Several bugs:
1. Mission didn't end probably because the two remaining guys were from the same team (Outlwaz, please elaborate on that).

I guess the "vehicle"-option Outlawz7 pointed out below has been copied from the other missions and that indeed caused the trigger not to activate. I'm fixing these next... Smile

(10-24-2014, 05:36 PM)Variable link Wrote: [ -> ]2. One guy at the mansion was clipping through the stairs. Most of his body was inside the staircase.
3. The AAF reinforcement vehicles  noticed our mine and drove around it. Do they have a guy with a mine detector on-board or this is an Arma 3 bug?

The people inside the mansion are placed using the the setBuildingPos function and they worked fine when I tested them. No idea what caused that, perhaps the unit moved and clipped? The reinforcements have no troops with mine detectors or even explosive specialists among them. How they can spot a mine in pitch black from a vehicle escapes me.

(10-24-2014, 05:36 PM)Variable link Wrote: [ -> ]4. I think this is something that is true to all of the mission in the pack - The group roles are not sorted correctly on the slotting screen (leader is not at the top). Also, it's not always clear what a role mean. "Support" is a bit vague, and I remember that in Alcyon the guy that had the AT and the explosives was worded in a confusing way (I would not put both on the same guy, by the way).

Hmm, I think the roles are supposed be like this:
1. Team leader
2. Medic
3. Support
4. Demolitions
5. Marksman

And the demolitions guy has the explosives (charges, mines, AT). Any suggestions on the name of the Support role? I thought of him as the LMG/MMG class of the team.

(10-24-2014, 05:36 PM)Variable link Wrote: [ -> ]Suggestions:
1. Keep the darkness, it adds to the challenge. But I suggest to assign all members of all teams flashlights, and weapons that can equip them.

Regarding Semideus Rabiosus - it crashed next to the start. Might be related to the weapons or the vehicles as it crashed right when one team opened fire, and the other started to drive in the offroads.

I tested it last time today but found no problems with the weapons. I don't think the vehicles are the problem since they are all vanilla without any init parameters. I'll try to look into it. I'll also add flashlight to everyone, that's a good point!

(10-24-2014, 05:36 PM)Variable link Wrote: [ -> ]Bad news about your computer! Can we do something to help? Feel free to post on the Technical board.

There's really not much we can do, I think it's a hardware problem which either goes away or gets worse Smile Fingers crossed. If the GPU doesn't live through this autumn, there's always tax refunds in December Smile
(10-25-2014, 10:08 AM)Fuiba link Wrote: [ -> ]And the demolitions guy has the explosives (charges, mines, AT). Any suggestions on the name of the Support role? I thought of him as the LMG/MMG class of the team.
I suggest to split to AT gunner (missiles) and a Demo expert (bombs). Carrying both is too heavy in the new and welcomed fatigue system.
Regarding the Support role - Arma's crappy terminology system "support" is the role that that fixes broken vehicles and that's where the confusion comes from. So, yeah, naming the machine gunner slot MMG/LMG is a better choice in my opinion.


Regarding the AI mine spotting capability - I suspected for a while that the AI can sense mines. Sigh... this is really mission breaking. I'll check if there's a ticket.
(10-24-2014, 04:43 PM)Fuiba link Wrote: [ -> ]Tried the marksman's HK417 with the MRCO sight - the bullets indeed seem to pull right, although this is only noticeable when shooting over some 300 meters. I should change the marksmen's gear for now and report it - I hope massi is still providing support for the weapon mod.

If I've been reading right, you've completed the first four missions and the scope is not a problem in the next mission since you all have different gear. My GPU has been acting strange for the past couple of days and I'm getting a lot of blue screen. Hopefully it'll not go tits up for good Smile

And yes, there's wind in Arma (you can change the direction and strength in the Editor) although as Variable said, it doesn't affect a lot of things. I really thought that it would affect the bullets.

There's also a setting for "waves" in the editor but I haven't got anything out of it. It would be great to see something like in [url=
(10-24-2014, 05:36 PM)Variable link Wrote: [ -> ]Regarding Semideus Rabiosus - it crashed next to the start. Might be related to the weapons or the vehicles as it crashed right when one team opened fire, and the other started to drive in the offroads.

ok good news Smile tried alone on the server twice, each time commanding a different team, moved around and shot stuff up, and the server didn't crash.


(10-25-2014, 10:45 AM)Variable link Wrote: [ -> ]Regarding the AI mine spotting capability - I suspected for a while that the AI can sense mines. Sigh... this is really mission breaking. I'll check if there's a ticket.
Created a ticket, but nonetheless, I don't know if it was possible in that mission but placing mines behind rocks and bushes will prevent the AI from detecting them without a mine detector.
The starting position of Perditus next to the broken artificial canal is brilliant. How do you always find these sweet spots?
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