Arma 3
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Flycatcher (SP/COOP 16)
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer
Scenario Map: Altis
Dateigröße
Veröffentlicht
Aktualisiert
1.112 MB
27. Dez. 2013 um 15:36
9. Okt. 2014 um 8:46
8 Änderungshinweise (anzeigen)

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Flycatcher (SP/COOP 16)

In 1 Kollektion von Varanon
FHQ Coop Pack #1 (Vanilla Arma 3)
37 Inhalte
Beschreibung
With one of their camps exposed, a bunch of FIA fighters is launching a desperate attempt to destroy the bomber that is sent to destroy the camp, to buy their comrades more time to evacuate and disappear

Features:
- Group respawn, no revive
- Single and multiplayer compatible
- Dedicated server compatible
- Optional: Remove first aid kits from soldiers, vehicles, or both

Featured on SimHQ[www.simhq.com] as a mission you "shouldn't pass over"
Beliebte Diskussionen Alle anzeigen (1)
2
7. Jan. 2014 um 9:14
co op
Sulla0
44 Kommentare
Varanon  [Autor] 18. Feb. 2019 um 12:09 
Right, I need to QC my missions... I'll hire some additional people... geez...

FYI, it does end, or used to, but maybe something happend in the last 5 years this mission is on the workshop that prevents it
robbyhippo1st 17. Feb. 2019 um 13:11 
Problems, arrive the final destination but can not finish the mission, everybody just stand there nothing happen, you really need QC them before upload.
Bluegills 21. Jan. 2019 um 7:54 
Does not contain group respawn, once you're dead you're dead. Also the squad leader starts deaf and blind.
Varanon  [Autor] 23. Okt. 2018 um 11:23 
Ok, I'll check the mission again. Thanks for the pointers
varus 23. Okt. 2018 um 7:47 
Sorry Varanon but all team players were alive. (Heisenberg units = that's a funny declaration! I like it)
Varanon  [Autor] 23. Okt. 2018 um 4:03 
@varus The ending is basically a trigger that checks if all living players (and AI players) are within the area of the trigger.

Sadly, the engine has a strange notion of people being "alive": if you check for "alive XXX", and XXX is a team member that is actually dead but hasn't been reported as dead by any one of the others (i.e. died out of visual range), then the unit is still counted as being alive (That's why I usually call them Heisenberg units).

Sometimes, it helps to "clear the command bar", i.e. if you are the leader, just select everyone and report them as dead (5-8)... if they are dead, they will be removed from the command bar, and the engine should be able to notice they are dead.

Either that, or I messed up the trigger. I'll check in any case and hope the conversion to EDEN will not kill the mission completely
varus 22. Okt. 2018 um 17:07 
@Liberty_Valance: I've played this mission in SP mode and it wasn't as difficult as you say (besides of the fireplace - LOL - (Thanks to Alwarren for clearing that))

But what's with: "- no ending after I reached the retreat point"?
Liberty_Valance 22. Okt. 2018 um 7:53 
Thanks for all your effort to build mission but they cannot be played in SP mode because they are impossibly diffcult.
Alwarren 22. Okt. 2018 um 4:59 
@Varus the fireplace is probably because of an older version of Psycho's revive, that had an issue with damage dealing.
Varanon  [Autor] 22. Okt. 2018 um 2:09 
For your information, all of my missions are made for our group to play, and most of them, while being possible to play in SP, are geared towards a full contingent of human players. If you prefer, I'll remove the SP tag from all my missions and be done with it.

So, if you have something to say, to it constructive, but constantly calling my missions "waste of time" or gems like "I think you never tried it solo" will not get you anywhere.

I hope I made myself clear