Arma 3
Impasse Total War - Altis
688 kommentarer
DOJAM141 For 6 minutter siden 
wait nvm I just realized that I can do it myself via ALiVE ORBAT manager
Nice mod btw, I'm really enjoying it
DOJAM141 For 5 timer siden 
So I'm now trying to combine two factions into a single team, one only has vehicles and the other only has infantry, but it seems like a faction with only vehicles doesn't appear on the faction select screen and as far as I learned I can't use two or more factions at the same time
Do you have any plans to add some features that can make this possible?
Skull  [ophavsmand] For 9 timer siden 
@Kuky There are 2 options for no AI. One is "no infantry" the other is "no attack vehicles". If you choose 'no infantry' and a bunch of infantry spawned, then that's a bug.

There are also options for number of friendly ai infantry vs enemy infantry, and one for friendly vehicles vs enemy. If set to 'none' then it shouldn't spawn friendly units (infantry or vehicles) and only spawn enemy. If that's not working then it's likely a bug.

So which of these were you doing?
Skull  [ophavsmand] For 11 timer siden 
@Odd Thanks for the clues. I just tested on a dedicate server and Heli Extract is broken on remote clients. I'll figure it out and fix it for the next release. Thanks for pointing it out.
Kuky For 15 timer siden 
Hey all, anyone aware of an issue when if you select the number of friendly AI to NONE, after several minutes a full army of friendlies spawn?
Odd For 15 timer siden 
I was also not able to call transport helicopters on my friends server, and my friends have reported the same issue while I was hosting for them. Any idea what would be causing this?
Odd For 15 timer siden 
So it seems like the rear ramp not being able to open was a glitch. I experienced the issue on my friends server, but I was able to open the rear ramp with no issue hosting my own session.
Skull  [ophavsmand] For 20 timer siden 
There is a parameter to tune the vehicles. You can turn down the number of APCs and see if that helps. You don't need to reset the mission as it will work with saved games.
Cyberwolf 2. okt. kl. 0:52 
it started working after i restarted the scenario completely which only had Operation Trebuchet stuff. that aside the enemy ai seems to spam APCs alot
Skull  [ophavsmand] 1. okt. kl. 20:46 
@Cyberwolf Also mods could be causing an issue. If it's a mod and you can figure out which one, let me know and I'll see if I can get it to work with the mod.
Skull  [ophavsmand] 1. okt. kl. 20:40 
@Cyberworld How it's supposed to work:
1. call in a new heli with 0-8-4-1
2. select 'New Helicopter'
3. choose how to call them in (on your location, aim, map)
4. choose how many seats you need (if the faction has multiple size helis available)
5. see the notification saying they are on their way. Notice their name.
6. look on you map and you should see a helicopter icon with their name moving to the location
Be aware, they can get shot down.
You can also use 0-8-4-1 to give them a new location or tell them you're done.

If it's spawning and not moving, I'd say "it's arma". Maybe tell them you're done and call another. If it's consistently not moving, that's some other issue I've never seen.
Cyberwolf 1. okt. kl. 17:02 
how do i use the helo extract ? they wont go to my marker after i clicked on the location
Kuky 1. okt. kl. 0:18 
@Skull That would be amazing! May both sides of your pillow remain cold.
Skull  [ophavsmand] 30. sep. kl. 17:53 
@Kuky I added FOB box idea to my ideas list. Maybe it could work like the airfield box but also save non-vehicle structures within 100m or some such? As for side missions, I have the idea in my list (added you suggestions too), but it hasn't gotten high enough on my interest meter yet. The game has already pass beyond what I originally envisioned. From here on I basically look over my list and see if anything catches my interest and that I have time for. I'm glad you're enjoying the game!
Kuky 30. sep. kl. 17:01 
Skull, my friend, my romantic inrerest, I love you buddy. Your scenarios have finally scratched that itch. Arma is finally alive and this is the only way I play now. I do have a couple of questions though:
1. Is it possible to somehow save player played structures/object? We play a lot with logistics and build bases, however these are not saved between sessions. Maybe create a box which would place an FOB similarly to airbase?
2. Do you plan to implement any side missions? Eg. Kill/capture hvt, deliver humanitarian aid, etc. And overall, do you plan to add any other interesting features?
Odd 30. sep. kl. 15:48 
It's confusing because in Impasse, the controls for the hangar and vehicle doors, and all the bulkheads on the ship worked fine.
Odd 30. sep. kl. 15:47 
I spawned the Takmyr in the editor and was able to toggle the rear ramp via the attributes menu after right clicking, and on foot by interacting with the control panel in the lower deck of the ship. I was unable to interact with that control panel in Impasse.
Skull  [ophavsmand] 30. sep. kl. 14:27 
@Odd I can't get in some of the doors even when I place it using the editor. Maybe they didn't implement them all. If you can open the doors in other scenarios let me know and I'll see if I can figure it out. I did a quick test and I wasn't able to find any way to affect the doors on the warships via script.
Corvus 30. sep. kl. 13:28 
this is the mod of all time :FIA: gets better with every update love the frontlines addition. 1 zone combat is awesome
Odd 30. sep. kl. 13:04 
I'm really happy with the implementation of the new warships, but noticed I can't open the rear door on the USS Takmyr. Is this a limitation of the way it's been implemented or just a glitch?
Skull  [ophavsmand] 30. sep. kl. 8:14 
@DOJAM141 I should have set the default to 'no' on that one to keep this kind of confusion from happening.
Skull  [ophavsmand] 30. sep. kl. 8:13 
@DOJAM141 One other option to check is 'Objectives: Should artillery use all available artillery vehicles'. If set to 'yes', you could be seeing mine based artillery. I noticed that NATO has such artillery, that drops a spread of mines instead of explosions.
GreasyMitch18 30. sep. kl. 7:39 
Love you man you're a legend. Thanks bro
DOJAM141 30. sep. kl. 7:12 
I've set 'should there be mine near the objectives' to 'No' but I still see tons of mines all around the objectives, is this a bug or something?
Flex7103 30. sep. kl. 2:28 
One of the best dynamic scenarios in Arma, congratulations on your dedication to bring it forward with new updates. :pizzonzo::steamthumbsup:
Skull  [ophavsmand] 29. sep. kl. 19:26 
@GreasyMitch18 I didn't test it too completely, but it seemed to be working with no friendlies. Let me know if you find any bugs.
Skull  [ophavsmand] 29. sep. kl. 17:39 
@GreasyMitch18 Sound interesting, yeah I'll add it.
GreasyMitch18 29. sep. kl. 16:23 
Hey skull! do you think you could add an option to play with 0 friendly AI squads/vehicles? the lowest we can put it on is "hardly any" and it would be nice to be able to scale the mission for just a group of small friends. thanks in advance
Skull  [ophavsmand] 28. sep. kl. 10:27 
@DOJAM141 I tested that a TON, but you're right, it's broken. :-( I'll look into it. It looks like the 'recruit AI team' is working. The number in parenthesis is how many units are going to be added. Hopefully that can work for you until I get the fix released.
DOJAM141 28. sep. kl. 8:50 
I can't recruit AI squad mates at the HQ, it shows the message that a unit is added but nothing really happens
Free 27. sep. kl. 16:45 
Truly a amazing scenario and it can only get better and more inuitive from here
Skull  [ophavsmand] 26. sep. kl. 21:37 
Sounds great. It's really fun when the randomness of the mission becomes epic moments. I love when that happens. Recently, I and a couple friends were running across a field when suddenly an attack plane swooped over our heads and destroyed an infantry truck off to our right. It felt like we were in an action movie. :-)
Pinhead 26. sep. kl. 19:29 
I hadn't played again before the updates, but I'm very happy to report that the fast travel issues are gone now!

Excellent updates, too. Impasse has finally unseated Hetman as my main way to play. It's such a reliable generator of awesome moments and huge battles, and it's really satisfying to push our way through the map!

In my latest one we were assaulting one of the tiny islands around Everon and had to withstand a huge airborne counter-attack with helicopters and paratroopers. Our own gunships managed to save us, though. Phenomenal work on this mission (and all of your missions, really!)
Odd 19. sep. kl. 23:53 
@Skull Appreciate it! Thanks.
Skull  [ophavsmand] 19. sep. kl. 7:04 
@OddCanadian I added it to my list :-)
Odd 19. sep. kl. 3:56 
Would there be a way to separate default face and voice?
It's not a big deal but I'd appreciate if there was an option to have the player's default face with the faction's voice, as when I change voice in the arsenal it resets after I die.
Смэрть 17. sep. kl. 13:14 
I get it, thanks a lot for the reply))
Skull  [ophavsmand] 17. sep. kl. 13:12 
@Смэрть I'm not sure what you're asking for. There is a parameter for removing corpses faster. I am adding a slower option in the next update.
Смэрть 17. sep. kl. 13:09 
Is it possible to adjust the settings so that broken equipment and infantry corpses are removed not much faster?
Skull  [ophavsmand] 16. sep. kl. 19:54 
Nice. It's fun to write a mission for my friends to play and have it be fun for a lot of other people too :-)
Diogenes Horrigan 16. sep. kl. 16:08 
oh and by the way, i see that the scenario hit "most popular - all time" for scenarios, at least on my end. congratulations!
Diogenes Horrigan 16. sep. kl. 15:46 
@Skull thank you so much! will try it out now too. its unfortunate about cam lao nam though, i love sog and would love to have big battles with it
Skull  [ophavsmand] 16. sep. kl. 8:26 
@Diogenes Horrigan You can turn up the number of infantry. I think the default is 30 each side. It's much bigger battles with 100, but no everyone's computer can handle that. (Objectives:"Approximate number of infantry on each side")

You can also reduce the number of objectives (you'll need to restart a new game though). The default of 3 means those 30 infantry are sending 10 to each objective. (Objectives:"How many objectives are in each zone")

Also, I find that some maps (like Cam Lao Nam) are so difficult for the AI to traverse that the objectives can be more sparse in who actually gets to the zone.
Skull  [ophavsmand] 16. sep. kl. 8:22 
@Pinhead Also try saying 'no' to bringing the ai along, maybe there's something messing up in there.
Pinhead 15. sep. kl. 14:03 
Thanks for checking and for the workarounds! I figured it was something bizarre because it was working fine and then with no updates to the mission or anything it suddenly wasn't lol
Diogenes Horrigan 15. sep. kl. 13:46 
are there any settings you may recommend i change? i find that often not much ends up happening and at most its a skirmish between like 4 people on each side (8 total or smth lol).
Steele 15. sep. kl. 10:13 
Yeah that was my mistake. The faction I'd chosen wasn't set up correctly lol. Thank you for the help.
Skull  [ophavsmand] 15. sep. kl. 8:16 
@Pinhead I've got no clue. I ran arma with the same startup arguments as you, ran the same version of the mission, set the parameters the same, choose the same factions, but my AI come along with me when I parachute. Your log file showed no errors.

You could use zeus to bring them along, or put this into the debug console:
{_x setPosATL getposATL player} foreach units group player

that will move all units in your group to your position.
Skull  [ophavsmand] 15. sep. kl. 7:48 
@Steele It should use the vehicles owned by the given faction. It uses the same routines for the enemy faction as for the player faction. Try without mods, perhaps a mod is causing the issue.

Some things to look at in the parameters:
"Vehicles Used By AI":
* you can choose to use vehicles owned by the faction (default).
* you can choose to use all vehicles from a given side (blue/red/green)
* you can choose to use all vehicles from a given side in a selected DLC
* you can choose to let the team use all vehicles

"Choose specific vehicles for the ai using the garage interface"
Make sure this is set to 'No'

That's about all I can come up with that could be causing it. If it's still and issue, I could take a look at your arma log file to see if it shows any errors.
Pinhead 14. sep. kl. 9:12 
Looks like I won't DM it actually lmao. Here's a link:

https://pastebin.com/cskTVQ1Z