Arma 3
[SP/Co-Op 2-6] "Zost": A Problem
16 Comments
edjeedje 6 Jan, 2018 @ 3:20pm 
Great, lots of tactical fun. Needed the UAV badly. Did both helo and non silent kill.
Thanks, very good mission.
One remark: the task 'get in hummingbird' did not get a checkmark.
STKEPR 25 Nov, 2016 @ 5:08am 
Well made, balanced and fun. Thanks.
Liberty_Valance 1 Jan, 2016 @ 3:17am 
very good .. thanks
Brando Dando  [author] 29 Sep, 2015 @ 4:22pm 
Patrols in Panochori are now scripted with the Urban Patrol Script found here https://forums.bistudio.com/topic/139280-urban-patrol-script/ .

They are much smarter now.
R3vo 29 Sep, 2015 @ 3:10am 
Okay, finished the mission now and really enjoyed. Here's more feedback:

- Were some of the patrols set to careless mode? Because many of them didn't react to shots or even direct hits

Gonna play your other missions now ;)
Brando Dando  [author] 28 Sep, 2015 @ 7:39pm 
Respawn fixed.
Now tasks will resynchronize with the squad leader shortly after respawn (should get a hint) if he dies. I haven't tested this with multiple people to see if the squad members still have their tasks but since all of the tasks are synchronized with the squad leader as "Groups of synchronized objects" and he stays the squad leader after respawn, it should work. If it doesn't, I don't know what to do.
Brando Dando  [author] 27 Sep, 2015 @ 2:22pm 
Any suggestions on optimization for that area if triggers aren't the problem? I don't have any scripts being called except the Civilian Occupation System but that doesn't load anything until you get near a town that isn't blacklisted (Pyrgos and Panochori are blacklisted) and it wasn't great on frames even before I added the Civilian Occupation System.
R3vo 27 Sep, 2015 @ 2:15pm 
Triggers are not the problem, even though they indeed check the condition twice every second, they are C++ based, which means it's insanely fast.
Brando Dando  [author] 27 Sep, 2015 @ 1:11pm 
Revo,

Thank you four your feedback!

I'm guessing that the FPS is low because of the amount of triggers in that area. I believe that triggers check twice a second for their condition. For each line of dialogue there is a trigger to fire it. I don't know how I would fix that without putting all of the dialogue into a script file and calling it once but keeping the ones that trigger different events which unfortunately isn't something I'm willing to do since creating it the way I did has already taken a sizable amount of time. I will however probably use that method on my next mission since working with 15 trigger on top of each other is a hassle and obviously not great for FPS.
Brando Dando  [author] 27 Sep, 2015 @ 1:11pm 
For the "Get in Hummingbird" task, if you get in the helicopter before the task is assigned it will not complete the task. You will still get the "Land at LZ" task either way and this task not completing isn't detrimental to anything other than the aesthetic of the task list.

I have no idea why errors were popping up during the salute since all that is being called is a vanilla animation. I thought about removing that since the player doesn't reliably salute anyways.
R3vo 27 Sep, 2015 @ 12:23pm 
Interesting mission, I haven't completed it yet, but I'll leave some feedback anyways:

- FPS at the beginning were quite low, try optimise it a little bit more (They were way better after reaching the LZ)
- The task "Get in the helicopter" didn't become succeeded
- There were script erros popping up, when the captain saluted.

All in all, I liked it so far ;)
Brando Dando  [author] 27 Sep, 2015 @ 12:06pm 
I'm pretty sure this mission is complete.

Added:

-Enemies actually react now to getting shot at from the overwatch position in Panochori
-Gather evidence of genocide after "Zost" is dead
-Enemy reinforcements after gathering said evidence
-Extraction helicopter to end mission (this caused so much frustration)
-Ambient civilians (Civilian Occupation System by BangaBob)
-Various tweaks to certain bugs and overall playability
Brando Dando  [author] 25 Sep, 2015 @ 5:38pm 
Thanks! How did you guys kill Zost? I think I might start working on what happens after killing Zost tomorrow. I'm not happy with the mission just ending as soon as he dies if you choose to shoot him. I'm very happy with the sabotage option though. That was way easier to implement than I thought it was going to be when I first thought of it.
eren yeager 24 Sep, 2015 @ 6:15pm 
Good Mission.... I really enjoyed it!!!!!!!!!!:steamhappy:
BattleReed 24 Sep, 2015 @ 6:04pm 
GREAT MISSION!
Martin Renders 22 Sep, 2015 @ 12:12pm 
I find this mission challenging and well constructed. Easy but immersive. Good job!