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The frame rate suffers over time from the many dead bodies on the map.
It's unfortunately just how ArmA AI works. If one of the group knows your exact location, all of them know it, and oftentimes start shooting you through all obstacles. The knowledge of your position is contained in Groups, not individual soldiers. In this case, larger enemy groups can become a nuisance, and without and extensive AI overhaul I can't do much about it other than make more small groups instead of a few bigger ones.
There is, kind of, but unfortunately there is no convenient way to do that as far as I'm aware. This was an issue with another scenario I used to develop, and in the end I ended up with just manually checking off DLC stuff, which takes a very long time and is quite tedious to do.
I don't really work on ArmA 3 modding anymore, but as far as I can remember, the fuel pump functionality should be on by default. All you need to do is to drive next to one and it should refuel your vehicle as usual.
However, this can be easily fixed: go to the saves folder ( default: %userprofile%\Documents\Arma 3\Saved\steam\[SP]%20Simple%20Survival.Altis ), locate the latest save, make a copy of it, rename it to "continue.Arma3Save". Now you can load it normally.
but also i wanted to ask on how the Save works,because i've saved multiple times right before my laptop crashed and when i went back the Resume wasn't there and all my effort was wasted, did i mess up somehow? @GrandElemental
Thank you for your comment. I looked into the grenade issue and found the bug right away. It should be fixed in the new version. Grenades are still spawning, but as originally intended, should only be rare spawns and ammo spawns should be as they always were.
Rifle/SMG/Pistol spawn rate shouldn't have been affected by this even when the bug was present, only pure magazine spawns. Rifles have always been a rare spawn, where SMG's are more likely and pistols are the most likely of them.
I have not tested this too much, but here you go:
https://www.dropbox.com/s/ryw4pn88mcbbnp9/Simple%20Survival%20%28Cherna%2CWinter%29.Chernarus_Winter.pbo.7z?dl=1
There is going to be fewer loot drops because there are fewer enterable buildings.
You need CBA and the whole CUP set (I think).
Thank you so much for your feedback! Long term goals are definitely something this mission lacks, and that is mostly because I never originally intended to ever make anything out of the loot system. This whole map was just meant to be something I use to test the loot system for my Bounty Hunter mission, but since I it seemed to have a decent base for a quick adrenaline rush, I released it anyway. A t this point, I have no idea if I will continue to improve this mission or just concentrate on improving the Bounty Hunter mission.
Lastly, while scavenging I couldn't help but wish that hydration and energy were requisites needed to survive. I'm not sure if there is a mod out there that can be implemented for this need but something as simple as a countdown timer to present the player with an ongoing task to find water bottles, barrels or wells to hydrate themselves would be welcomed.
Not a bad foundation at all; I hope you invest more time into it.
Thank you for your work so far.
At first, the thrill of survival was heavy as I raced to find a weapon. I just so happened to stumble into a house that contained a pistol as I was spotted by a patrol. The firefights between these small groups kept me going for a half hour before the excitement left altogether.
If you plan on improving this mission, I suggest adding lots more battling between the two factions in the streets around the player and off in the distance as well to keep the player on their toes. Maybe some smoking or blazing objects here and there, some aircraft or more vehicles just zooming through, not to engage, but to provide more life to the world.
This is because RHS adds a million variants of that gun, and since vanilla SMG's are rare and have very little in terms of variants, the RHS additions will dominate the SMG pool. This is what I've been working with a long time (identifying a suitable base weapon class and utilize the variants as something that will be varied AFTER the weapon has been selected to spawn) and the current solution (not yet updated) has dealt with it for the most part. This is why RHS support is still listed as a future plan, along with the fact that I want to make the OPFOR faction to spawn RHS units when the mod is enabled.
not realy maby on this https://gtm.steamproxy.vip/workshop/filedetails/?id=696414736 or something like that
Thanks! Porting to other maps is something I usually avoid doing, because upkeeping multiple versions can be a headache. Fortunately, this particular mission is extremely easy to port, because the only non-scripted object is the player character (and Zeus module, which is there just for testing purposes anyway).
Any particular maps you wish to see?