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Equastro

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  1. The approach used in my link is a 'dirty' solution. It merely puts up a black screen with a message in the chondition of someone in thermal sight mode. I think I found a way to do this the clean way, not giving the the thermal option at all. I'll tinker with it later tonight when I'm home. Both options however do not allow for blurring the targets after a certain distance though, as far as I'm aware. It's either disabled or enabled, with or without a distance condition.
  2. The link below should be useful. It discusses how to not only disable all thermals, but also how to include or exclude specific weapons/vehicles: http://forums.a3wasteland.com/index.php?PHPSESSID=ic094ctsb53340ocsnkjvcsu32&topic=1490.15
  3. Something you could do is disable thermal vision all together on the nightstalker & TWS. These then only have the night vision and normal mode. You could then open these up and limit these to sniper/spotter & squad leaders. Spotters can still use the laser designator for spotting targets with thermal then. That way snipers & spotters can actually play the way they are supposed to play (long range) during the night and other infantry are unaffected by this change. It is also more realistic in the sense that any sniper should have a decent night vision scope.
  4. I don't really care about changing the standard loadouts, but if this is done I have some more suggestions to add to your list: - Mk60 tubes & 1 bipod and possibly AA+AT tubes + bipod
  5. Try this: myHeli enableCopilot false; Where myHeli should be changed into the variable name of the hummingbird It should disable copilot actions.
  6. This would (probably) require changing the player spawns and all of the AI of the mission(s) which would take quite some effort. I believe you can get all the equipment from the VAS that OPFOR can have, the only thing you don't have access to (on EU1/2) are all the OPFOR vehicles. That would only require minor tweaking in the mission files to spawn empty ones in the spawn.
  7. Problem is that the orca / kajman is also a threat to any other vehicles, but the same goes for AT personnel too. Instead of spawning in another AT helo, it's also possible to increase the spotting range of the AT AI. Though I'm not sure if that also has any effect on the lethality of the rounds because of a possibly greater loss of velocity. Regardless, I think it's pretty balanced already. When an AO is far away, sure the tank will hardly face any real dangers anymore because it took so long to arrive, but at the same time, it is also less fun or rewarding because by that time it usually doesn't have any real fancy targets anymore to shoot at either. So imo it's a balanced sort of trade-off.
  8. Hey. I've been having a lot of fun lately trying to make some missions in the Eden Editor. Especially tinkering with waypoints and triggers and all. I'm still relatively new to this but I'm a quick learner and can really sink my teeth into making things like this work. I'd like your feedback on the scenario I have in mind and my ideas for them: - The mission will be set in and around the Kavala castle; players would have to liberate some hostages and/or recover a vehicle at the top of the castle. There'll be a time limit after which it will fail (15 - 20 minutes). - Players will not be able to rely on overly simple tactics to clear the mission. This means they cannot simply mortar/bomb a radiotower/AA/artillery from afar and snipe the remaining AI as is the case now with some side missions. (I'm thinking of putting a failure trigger on killing more than say 5 hostages total - which will be spread out all over the top of the castle, so putting random mortars or CAS airstrikes will have the mission fail. For this, every time a player kills a hostage, there will need to be a message indicating the amount of hostages killed total and the number of hostages left so people learn not to rely on the aforementioned simple tactics). - Players will be forced to work 'outside-in' by first clearing the outskirts working their way towards the castle. To put this in place, it will have certain barriers to overcome which puts the assault into certain stages: Securing the outskirts of the area: there will be some roadblocks/checkpoints on the streets of Kavala, forcing people to conquer them and go on foot from there. I'm planning on a minefield or some EOD's here or there to make sure people will have to leave their vehicles beyond a certain radius. This will be backed up with some AA or AT launchers at the checkpoints / on the castle. Moving towards the castle entrance: AI will patrol in/around the surrounding houses so players will have to clear the houses or carefully sneak up towards the castle entrance. Clearing the actual castle. This should be the most thrilling part, especially with the clock going tick-tock :-) There will be enough firepower within the castle and the checkpoints so that shortcutting the mission by trying to enter the castle by heli or paradrop will be suicide. Furthermore I have a few questions/remarks. I'm familiar with the editor and making a mission and exporting/saving it in there, but I'm not familiar with tieing it into your current mission rotation & files. I will need some help with that. This also goes for making it work with the mission briefing/debriefing messages. I saw somebody mention a max amount of 180 AI, I'm assuming there's also a max amount of objects so not to deteriorate the server FPS too much? For the above mission I want to create some 'checkpoints' consisting of things like sandboxes, a few military outposts, anti-vehicle obstacles and such. Also, here's another side objective idea: a timed hold-out mission. Getting a group of people to a certain location after which a trigger goes off that sends waves of enemies towards you. When there is nobody left in a certain area (all players died/respawned), the mission fails. If there is a friendly remaining after a certain period of time, you win. (Medics and CAS support crucial.)
  9. Ah, that explains it. Thanks. Does it also do that on side missions when they get cleared?
  10. Heya, Yesterday I played as FSG gunner and I had just put a Mk6 mortar tube or bipod bag on the ground to fetch the other part from my truck. Then as I ran back to the place where I put that backpack, the main AO just got cleared and at the same time the backpack that I had put on the floor (which was only there for 10-20 seconds max) went *poof*. I saw this happen before with a normal backpack as well. So it seems like when the AO clears/switches all backpacks on the ground go *poof*. Not sure if this was already known but I figured I'd inform you
  11. Sniper, me, and some other people were having a lot of fun with the FOB missions yesterday but these are some important problems indeed. Perhaps, if the blue marker above the appropriate truck doesn't work it's an idea to change the FOB name to 'FOB: Vehicle_Name' on the map whenever the new FOB mission spawns? That would solve the issue of knowing what kind of vehicle to bring to the FOB if you just joined the server or missed the 5 second message. It doesn't solve the issue of taking the correct fuel truck, for example, out of the many that can be at the airbase.
  12. Hey all! I've been playing on AW's arma 3 servers for a couple of days now and I really enjoy it. I played a lot of arma 3 epoch and exile in the past, but always fancied playing more seriously and realistically. Because of that I love the different roles in I&A and when people squad up and coordinate well. So I'll definitely check out EU3 sometime soon. My preferred roles tend to focus not so much on front line combat, but more so on vehicles and supportive roles. I love to pilot, help out driving heavy armour or support trucks as a repair specialist for FOB missions for example, or give supportive fire with mortars or as AT/AA specialist. And before I forget, I'm 27, male and from The Netherlands. I'll always be on teamspeak when I play, though I can't always put my mic on. See you on the battlefield
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