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Bear in mind that this scenario is well over 6 years old and there's probably a good chance that it's as glitchy as all hell now, especially as it relies on several other mods which have changed a lot during this time.
If I ever get enough free time I might take another look at it and see what needs to be fixed, until then I thoroughly recommend taking a look at some of Jimmakos scenarios instead as many of them are of a much superior content compared to this.
On a side note - I probably won't be uploading any more missions for Arma 3 via the steam workshop in future, as it's just proving to be too damn unreliable... I'll just stay with posting future work on the official BIS forums and Armaholic.
Apart from that the only other thing I can suggest is to try messing about with the mods you've got installed just in case one of them is causing issues - I know that MCC and Admin Console can cause some of the spawning scripts to stop working, but they shouldn't be doing anything to the trees 'etc'.
The chopper in the airport was not functioning eventhough I repaired it and refueld it. All parts were yellow, yet, it was leaking fuel and rotor was damaged causing chopper to turn around. I don't know if it's a glitch or caused by bandits I encountered. They shot a couple of bullets to the chopper but I repaired it completely.
Also more variety on items and more challenging bandits would be great. Good job, keep it coming ;)
I'll have to download them later on and check to see if there's been any changes that could have broken the mission.
Best,
There should be 2 fuel trucks somewhere in the map, if you can't find one at a fuel station then there's a very good chance the Bandits have them instead.
You can also escape if you manage to get into the underground bunker and use the radio to call for help, but 'm not going to spoil where you can find that (although anyone that's visited my YouTube channel and watched the underground bunker test on Esseker will already have figured it out, lol).
Yep, the infected will keep respawning, the max number depends on how many houses are within 120M of the player. Thankfully they have a 2 minute timer, so if you kill all of them within an area it'll take a couple of minutes before they'll reappear again.
The fog is so f**king famous, i was really closed to have an heart attack when some Z spawn without any sound.
Second time i play this mission, i was totally lost in the tree...
Good choice to used Esseker, first time i play on this map, its nice.
Fiew things about this mission :
SPOILER
- Dont move in the plane at the beginning, just to go outside, its ok, there is a bug and you die.
- If you stay in town or near (under 160m) a Z spawn, there will continue to arrive, again and again, right?
- I found a repair kit, an heli, an yellow jeep but i dont know how to refuel the heli, i didnt find something near gas station...
- I try too with the boat, maybe you should wrote something in the mind of our guy like "Hum not enough gas to escape by the river, but it could help me to find one in town or blabla"
Sadly the only way to get the units to behave correctly when acting as a zombie/infected is to completely disable their AI and use scripting, otherwise their hardcoded behaviour kicks in and they'll resist trying to run towards you. Instead they'll try to run away, keep their distance, go prone, try to find a ranged weapon to use against you 'etc'.
I know nothing of the scipts for the infected, and do not pretend to know about any of them. What of keeping the default civilian(easy?) detection setting for the infected instead of making a new one, or is that tied into the other scrpts for the infected and be hard to impossible to change?
During testing we've tried experimenting with the more complex scripts out there, but have run into issues with them not firing reliably for all the infected that were spawned; and one of the other scripts even caused severe fps issues when there were more than 10+ infected/zombies active at any one time, so we went with the KISS method for the time being until there's better scripts available... It's certainly something that's being looked at for future updates though.
Best,
I use ACE3 rather than AGM but the the Community Base Addons I've got is the most current and the random spawning seems to be working fine on the last few tests, so there might be something else there that's causing some type of conflict.
The civilians and bandits are fixed rather than random, although some of the bandits do only have a 50% chance of appearing (which was intentional), but this was done in the editor rather than via scripting.
I think the awareness on the infected is a little high. I had an easier time sneaking up to survivors than I do any infected. In darkness with thick fog they are spotting me at about 100m. Seems like 200m without the fog and crouch walking in the dark.
Think some of the infected are spawning too close at times. A few times I would be walking across a field then stop to check for any infected around buildings I might be coming up on. I stop crouch then begin either to the left or right then scan to the otherside. Few times I did this infected would suddenly come from where I just finished looking.
One of the main things I changed to make them easier was bring back the normal human damage resistances, as they're infected humans (like the ones from '28 Days Later' or 'I am Legend') rather than the undead - which was a good choice, otherwise they needed about 5-6 rounds of 7.62mm to the torso before they died instead of 1 or 2.
They're not perfect and still walk whenever they're inside a building instead of running and only climb certain ladders but ignore others, but that seems to be an issue with the Arma 3 AI which, as far as I'm aware, I don't think anyone has been able to solve yet.