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Also, there seems to be an issue on the Dynamic Combat Ops scenarios where supports don't show up in the supports menu when selected beforehand. Thanks!
I just checked the DCO Altis and Stratis maps, and they both load up fine, just like the Malden 2035 one. Of the 4, only Tanoa has an option for multiple AOs. Is the Tanoa a different version that somehow broke?
However I'm having a problem which I feel is a mission bug:
- I can never have the Sector Hold objectives (which sometimes spawn from time to time) acomplished even if I kill all the enemies in the area and ocupy all the required objectives - these objectives never end.
This is a bit of an annoying objective which sometimes leaves me to wish that these "Sector Hold" objectives could to be removed from this otherwise excelent mission.
Where can I find the .pbo files an is it possible to put them on a server?
thx for your help
Pls, what is the script or module you use to generate missions randomly?
Is it your creation or a 3rd party?
I would like to try creating missions your style.
The thing I love about your mod is that it spawns all enemies at once so, when I clear enemies at the objective, other units who have been spawned at mission creation move to my pos. They don't simply spawn around me. This lets us create many cool strategies.
For example, we establish drone surveilance over enemy areas and watch they move to reinforce the attacked position. This way we know they have not simply spawed. Then, another unit is able to ambush them as they pass through a zill zone.
So, your missions really impact on player tactics.
Did i miss something or is this broken?
It's a cheat menu, yes, but it gives you access to a fully unlocked Zeus interface with custom addon support in-game. It also has some pretty cool options that elevate it beyond just a cheater's paradise.
Either as an option for the squad leader, or as an different role slot. This to make the already made missions, even more dynamic and "better placed" at times, or just to add more stuff into them if your using mods.
A zeus function would be bloody great - and is currently an issue of anoyance that its lacking.
is there a way to ensure a helicopter spawns? It sucks getting 7.5k to the obj only to have your ride blow up haha.
We love it though, thank you so much!
P.S. This doesn't happen on recon ops from what I've seen
Church - Hi, I have to balance performance against the number of units spawned in large scale missions like these but I can look at shifting the balance of infantry to vehicles slightly more towards vehicles. Cheers!
JeSuis LeFromage - Thank you! The main resource I use is the wiki documentation for script commands and functions which you can find here: https://community.bistudio.com/wiki/Category:Scripting_Commands
and here: https://community.bistudio.com/wiki/Category:Functions
What resources did you use in the development of this modification? Was there much third-party documentation/tutorials that assisted you in the creation of this mod?
Also gotta say this is by far my favorite series of modifications. I always found there was little point to custom scenarios. Especially with my internet connection. Thanks for your contribution.
Since i have subbed to your dynamic combat, and recon mods, i have noticed something
There seems to be a lack of vehicles overall outside of your vehicles that you have chose or what the enemy has, Could you prehaps create some set spawns for helis/planes and even maybe some other types or could you prehaps either give us more vehicle/infantry slots so we could have bigger assaults and bigger defences? Anyway i like your mods and i think they are awesome! :)
Badjoe - I've uploaded a test version here that has some potential fixes: http://steamproxy.net/sharedfiles/filedetails/?id=732509193
If you get a chance to try it please let me know whether it helps at all!
Question, would it be possible in further updates to make it so we can choose in Combat ops whether the mission is for attacking, or for defending?
I.E, in one of the menu options, have it so we choose the amount of enemy that wants to blow up a cache we as the player must defend.
I just think it would give some more dynamism to the mission.
Thanks!
Zeus is again disabled. I have the module in and set to #adminlogged but it does not work. Design choice or issue? Would really like it back to help manage our clan sessions. Prevents whining.
Catbug. - Thanks! You're not missing any settings, that's definitely the fault of a bug or two. It might be useful to get an .rpt file from you as detailed under Troubleshooting above. Missing HC commands is new to me but I'm currently looking into the squad issue - what I'd be most interested to know is whether the units get the loadout of whichever class is on their class dropdown when the Team Planning menu first loads rather than what you change it to.
I have no mods that would conflict. Just IFA3 LITE.
HC shows BLUFOR, but they are OPFOR.