1.1.1 Released!

  1. ‹ Older
  2. 8 years ago
    Edited 8 years ago by HeroesandvillainsOS

    Oh cool then. Since there's a taker I'll release it soon. :)

    I debated (and still am debating) on allowing BLUFOR to spawn in some capacity on the main island but I also really wanted to avoid changing the spirit of the official quick start.

    I think what I'll do is put it out as is and then maybe I'll tinker with opening up the fight between AI a bit so players aren't all alone fighting the battle by themselves.

    I'll mull it over and see what I can come up with.

  3. Edited 8 years ago by HeroesandvillainsOS

    On second thought, go ahead and take it now:

    https://www.dropbox.com/s/3hb0sb80dvdexpy/Tanoa_QuickStart.Tanoa.pbo?dl=0

    Requires Spyder Addons (Advanced Rappelling and Advanced Urban Rappelling by Duda recommended but not required).

    We'll consider this a pre-release and maybe you can try it and let me know if you have any suggestions or spot any bugs (which there very well could be. For instance, I last minute changed CIV_F to the Tanoan civs only but didn't have a chance to make sure they are spawning, etc). Please PM me so we can talk though and not clutter the thread. Just open a new post but choose to just allow my username.

    EDIT: Tupolov is credited as the author on this (as he should be). I added an edited by tag to include my name, but just to not confuse anyone, this is an edited version of his quick start, not my original creation.

  4. Edited 8 years ago by HeroesandvillainsOS

    @TomTrustworthy

    So I went ahead and decided to allow some friendly troops to spawn in the main AO. Same DL link.

    Long story short, I added a civ obj module for BLUFOR (the original quick start didn't have one) and gave us a company of 200 to help us out. With this setup we are still pretty out numbered and not tripping over AI - in the same spirit of the way Tupolov had it - but now you'll be able to hold objectives a bit easier and get some quick response in the event you get overwhelmed. And also maybe stumble upon a fight.

    The mil obj guys are still primarily guarding the base island and the overall obj count is still below the warning number. And I changed the civs to Asians because the Tanoan's are very African American looking. Not what I was expecting TBH as I'm pretty sure this is an Asian-ish island IRL (right?).

  5. Edited 8 years ago by HeroesandvillainsOS

    Is anyone noticing transport choppers overshooting their land waypoint? I've done about 15 attempts since someone asked about it (in various modded and unmodded situations) and I'm seeing about a 50% rate of them blowing past their waypoint, which then they recover and then land. Perhaps this is happening because of nearby enemy activity?

    On a half related note, one time my chopper got hit and lost his left rudder. When he blew past the marker, and tried to recover, it sent him on an endless loop back circle. After about 5 minutes of him going around and round and round (it was actually making me sick lol. Yay realism) and when it was clear he wasn't going to land, I tried to teleport out of it and we blew up. :)

    But yeah. Even in seemingly normal flight paths, without much or any resistance, I'm seeing land waypoints being overshot quite a bit with transport. Anyone else?

  6. @HeroesandvillainsOS  s

    Cool I tried the first download you gave me but i did something wrong and it wouldnt show up. The download is just a pbo file right? where do I save it and how do i load off it? Before i saved it in my docs in my profile MP missions folder but it wouldnt show.

  7. Edited 8 years ago by HeroesandvillainsOS

    Yes it's just a PBO. You need to put it in the MP Missions folder in your Arma root. So by default, program files (x86)\steam\steamapps\common\arma3\MPMissions

    The missions/mpmissions folder over in documents is for unpacked PBO's to open in the editor.

  8. Ahh ok sorry about that, I'll try it tonight then.

  9. @HeroesandvillainsOS  Yes it's just a PBO. You need to put it in the MP Missions folder in your Arma root. So by default, program files (x86)\steam\steamapps\common\arma3\MPMissions

    The missions/mpmissions folder over in documents is for unpacked PBO's to open in the editor.

    Tried this out and its much more friendly with what you have added. I was wondering tho if there is a way to change the AI skill for this mission. Or would I just change it as normal by hitting esc? This AI is insane sometimes haha.

  10. Edited 8 years ago by HeroesandvillainsOS

    LOL! Yeah I'm not a particularly good player either. I usually keep it on "regular." In LAN I'm pretty sure you can adjust the AI accuracy down (when I do it I drop it from 0.5 to 0.4) from the esc menu.

    On a dedicated server it's a little bit more complicated. You'd need to open console and type #missions from the lobby as admin. Then select the mission and change the difficulty from there (it would be changed to custom). I'm fairly certain you'd also have to have your server set to "custom" difficulty too for it to stick but I'm not really an expert on it.

    This is why I just play on regular and take my time and plan my strategy a bit. You could also see if ASR_AI helps with AI accuracy too.

 

or Sign Up to reply!