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And, if you are open to purely-subjective suggestions, editing the gear items that raider units can spawn with might be a good idea, for immersiveness reasons. Many items in Arma weren't designed to be used together, which results in significant clipping when mismatched. The random equipment list that Ravage uses when spawning raiders does not match vests with uniforms, for example, so you often get raiders with the "jacket" guerilla uniform and a US plate carrier over it, which end up looking more like a graphical bug than a feature, even from afar. Ravage also seemed to prioritize the Viper Harness backpacks a lot more than the more "civilian-looking" ones for some reason, which feels a bit out of place. Some fine-tuning of the equipment lists could improve the post-apocalyptic atmosphere significantly, I think.
So - the AI should be getting a randomized mix of weapons; there's greater variety when using AFRF or CUP, but with no mods the options for "good" weapons (SL,TL, etc) are MK20/ACO, Mk20/MRCO, Katiba/ACO, Katiba/ARCO; the options for "grunt" weapons (medic, AT, etc) are Mk20C, KatibaC (2x), KatibaC/ACO. (I tested it just now, from the Eden editor, and confirmed that rough distribution of weapons. If people find something very different in the workshop version, please let me know.) There are also a few AI I've deliberately left with their standard equipment....
I do agree it would be nice to make the random spawn equipment more consistent, too, but unfortunately that would take a fair amount of work and/or research. I'll look at it again, but I'm not hopeful that I will be able to adjust that.
Also it would be nice to have those two recruits on the roof hidden inside of the tower, so random patrol can't kill them easily.
I would personally turn down visual detection for zeds between 0.5 and 0.6. With visual detection 1 they can easily spot you from distance bigger than safe spawning distance for zeds.
Following suggestion can improve gameplay with mods:
If you play vanila, you can get suppressors quite easily from ambush squads or device's sentries, but when you play with RHS or CUP, geting suppressor is almost impossible. I'm thinking of two aproaches:
1) put weapon classnames from RHS or CUP, that contains suppressor e.g. "rhs_weap_aks74un_sup" to random weapon pool for CSAT. Or in my opinion better solution: you can add suppressor's classnames in high tier loot pool, and set small probability that they will be added to CSAT guys inventory.
2) setup custom ravage trader with high tier gear like NVGs, suppressors, weapon optics for huge amount of cash. Ravage custom trader tutorial is on ravage wiki page if you want to take this approach.
I'll try to explain why: every camp spawned has some patroling guards and some static guards near fireplace or tent. Those standing near the fireplace are the culprit! They spawn animation AI which do not delete by any clean up system. So if you play long enough (highly possible with every ravage mission) animation AI pile up and slow down PC over time. Game can go from 60fps to 20fps only due to piled up garbage AI animatons.
Note: I assume by "tower" you mean the neutral outpost. These are great ideas for this, especially pointing me to the trader tutorial - I added that very much as an afterthought and found it very underwhelming when I did. Customizing what the traders offer will make that play much closer to how I had hoped.
Conclusion from our gameplay:
1) We started on the same spot, but we chose roles which were not in the same group in starting lobby, later in game we were not able to join in same group, group menu didn't work for us. When we took roles in same group in starting lobby, we were in the same group. Is it intentional? Maybe add some note in mission description.
2) We found Kajman heli right from the start... for me, it has empty inventory, but for my brother there were default items like 2x Katibas, some mags, GPS and other stuf. Despite this, he was not able to grab anything from it's inventory.
3) Please turn off zed's physics in Ravage module. It's immersive in SP, but it can it can launch your vehicle to the moon in MP.
4) I was not able to rewive my brother, when he was incapacitated... How exactly revive and healing work in MP? I would add some manual to briefing tab or mission description on steam.
5) Since I hosted, I had control over game. The default settings for view distance is 1000m for server, which is very limited for helicopter gameplay... I was able to change ViewDistance and ObjectDistance, after we spawned, by debug console. It changed only for me, not for my brother. I will need help with this, or you can add viewDistance setting at mission start.
I really like your mission, so I hope it doesn't look like I'm constantly b**ching about something.
1 - Oog - I was afraid the way I built the roles wouldn't allow for grouping; in the new scenarios I've started putting all the players in the same group and I'll do that for this with the update.
2 - The vehicle inventory being different is weird; I suspect it's to do with variable locality, which I *think* I understand a lot better now but didn't know anything about when I wrote this. I think I know how to fix that.
3 - I will be changing some of the settings (including turning the physics off) in the update.
4 - This is using the Arma default - reviver needs a medikit and reviving uses a First Aid Kit (FAK). I'll put that in the directions somewhere, good idea.
5 - I'll have to look at view / object distance; I believe it's set to default, but I'm not confident that's good here. I've left the console active on purpose - you might try this to change the distance on the clients and server:
[2000] remoteExec ["setObjectViewDistance",0,true];
Thanks again!