edward Posted October 29, 2013 Share Posted October 29, 2013 Doesnt want to give the AOs or sidemissions in the latest A3 update. Any plans on an update? this happens if you changed something in the init and broke it. if you edited anything you probably forgot a semi colon somewhere Great Mission(s), Loving it!Running a (small) server in Australia! Hello from the ArmChair Kommandos! hello back Link to comment Share on other sites More sharing options...
linux-br Posted October 30, 2013 Share Posted October 30, 2013 If you guyz wanna take a look @ my version of your invade//annex with some extra stuff, plz, feel free to: [LINK REMOVED]Plz, review/drop some feedback, plz! :-) Link to comment Share on other sites More sharing options...
David Posted November 1, 2013 Share Posted November 1, 2013 As Jester said on a previous thread: @Linux-brWe do not mind anyone downloading, altering, changing, adding, subtracting etc.... to our mission file at all. But please do not post links to altered versions of the file here on the website. As we do not usually test these missions, nor do we give support to them. It ends up turning into a support thread to someone elses work that we cannot/will not offer. I am glad you enjoy the mission enough to want to use it as a base for how you want it to be. Good luck with future changes to it and hope you get it where you like it. Link to comment Share on other sites More sharing options...
Chronic Posted November 11, 2013 Share Posted November 11, 2013 Hey guys, Looking at the changelog, it seems that 2.58d has been released on November 2, but the file linked in the post is 2.57d. 2.58 doesn't show up in the attached files at the bottom of the post either. Where can I find the 2.58 file for download? Thanks! Link to comment Share on other sites More sharing options...
Dingo Posted November 12, 2013 Share Posted November 12, 2013 If you've played on the server the mission will be saved in a mission folder within user data folder in the game install files as far as I remember, Raz' put a post here a while ago with the default folder tree to find it Link to comment Share on other sites More sharing options...
Dingo Posted November 17, 2013 Share Posted November 17, 2013 Arma Multiplayer Mission files (.pbo's) are saved here by default whenever you join a server and receive the files Edit ***** USE AT YOUR OWN RISK / PERIL ***** C:\Users\(username)\AppData\Local\Arma 3\MPMissionsCache ******* YOU HAVE BEEN WARNED ********* ** AHOYWORLD TAKE NO ACCOUNTABILY FOR ERRORS USING THIS FILE LOCATION ***** Link to comment Share on other sites More sharing options...
Jester Posted November 18, 2013 Share Posted November 18, 2013 we don't like doing that because then people might get bad files. We only release here when we are sure it is stable and everything is functioning properly. if people pull it out of their appdata folders, that is on them to use at their own risks. Link to comment Share on other sites More sharing options...
Dingo Posted November 18, 2013 Share Posted November 18, 2013 Fixedededed Jester 1 Link to comment Share on other sites More sharing options...
Jester Posted November 26, 2013 Share Posted November 26, 2013 2.65b updated see first post for download. Link to comment Share on other sites More sharing options...
Chronic Posted November 29, 2013 Share Posted November 29, 2013 Question for the devs. I'd like to move the UAV/UGV spawn to a different location, but when I do that I notice that some of them start their engines automatically. If I move them back to the original location, then they don't start the engines. I've looked in the editor to try and find a trigger or marker that relates to this, but I cannot. Do you use a hardcoded position somewhere, and force any UGVs within a radius to not start their engines or something? Does this even make any sense, or am I crazy? Link to comment Share on other sites More sharing options...
Jester Posted November 29, 2013 Share Posted November 29, 2013 Question for the devs. I'd like to move the UAV/UGV spawn to a different location, but when I do that I notice that some of them start their engines automatically. If I move them back to the original location, then they don't start the engines. I've looked in the editor to try and find a trigger or marker that relates to this, but I cannot. Do you use a hardcoded position somewhere, and force any UGVs within a radius to not start their engines or something? Does this even make any sense, or am I crazy? Nothing in our code to control that. Make sure that the unit is set to "not in formation" and is not grouped. Other then that, I am unsure why it would be doing that for you. Link to comment Share on other sites More sharing options...
Chronic Posted December 1, 2013 Share Posted December 1, 2013 Nothing in our code to control that. Make sure that the unit is set to "not in formation" and is not grouped. Other then that, I am unsure why it would be doing that for you. Thanks for the info. The UGV that's on your 2.65 map is set to "In formation," I changed that to "none" though and it still had the same issue. On another note, do you have any idea why "Default" vehicle locks are restricting access to group leaders only? I had to go through and manually set them all to "Unlocked" so everyone could use them. I'm concerned that the reward vehicles are going to have this problem though, since I can't manually set them before hand. Link to comment Share on other sites More sharing options...
Jester Posted December 1, 2013 Share Posted December 1, 2013 are you running this locally? on a dedicated server? in the editor? If you are running it through the editor, you are going to notice all kinds of stuff that seems "broken" or not as it is supposed to be. It is designed for being run on a server (as in MP not SP) So if you plan on viewing things you are editing, then do it from the MP editor instead of just the straight editor. I am sure that you will see a lot of your problems will disappear. Link to comment Share on other sites More sharing options...
Chronic Posted December 2, 2013 Share Posted December 2, 2013 are you running this locally? on a dedicated server? in the editor? If you are running it through the editor, you are going to notice all kinds of stuff that seems "broken" or not as it is supposed to be. It is designed for being run on a server (as in MP not SP) So if you plan on viewing things you are editing, then do it from the MP editor instead of just the straight editor. I am sure that you will see a lot of your problems will disappear. Interesting. What is this multiplayer editor you refer to, is it part of the game or some add-on? Link to comment Share on other sites More sharing options...
Jester Posted December 2, 2013 Share Posted December 2, 2013 just click multiplayer, go into the server selection and look down at the bottom left. it will say "new". just host it locally on LAN and put the I&A folder in your MP folder instead of mission folder. you can then select it and edit it or play/test it. Link to comment Share on other sites More sharing options...
MDCCLXXVI Posted December 4, 2013 Share Posted December 4, 2013 loving the new Retaliation feature Jester ! Dingo 1 Link to comment Share on other sites More sharing options...
SnowyGtz Posted December 5, 2013 Share Posted December 5, 2013 I read something about admin tools for this mod... where can I find them? Link to comment Share on other sites More sharing options...
Jester Posted December 5, 2013 Share Posted December 5, 2013 I read something about admin tools for this mod... where can I find them? in the spectator folder and also the aw_functions.sqf file. Link to comment Share on other sites More sharing options...
raptor Posted January 20, 2014 Share Posted January 20, 2014 hey i was wondering if the blowing up drones issue is fixable? or already fixed in the new versions? im looking forward for a newer version of I&A Altis wich is staying behind at 2.65b thx for putting so much time into creating these missions greets, Raptor from DutchTacticalTeam Link to comment Share on other sites More sharing options...
technerd89 Posted April 7, 2014 Share Posted April 7, 2014 Yes, I am necro-threading like a boss, but with good reason. What happened to keeping the change log maintained? Does this represent a change in I&A being released to the public? Link to comment Share on other sites More sharing options...
Talent Posted May 29, 2014 Share Posted May 29, 2014 Will there be an update to the changelog of the current mission files? Link to comment Share on other sites More sharing options...
Dingo Posted May 29, 2014 Share Posted May 29, 2014 Not presently, it's still being tweaked to try recover some of the lost fps of other versions, check page 2 the Submit Q&A section, Quicksilver has listed most of what was added to the version also there's a possiblity we'll rolling back 2.46 and rebuilding from there, as we've experienced at least 10fps increase in that mission state, a lot less fluff (scripts) involved those versions (more testing required) but watch this space... Talent 1 Link to comment Share on other sites More sharing options...
MDCCLXXVI Posted May 30, 2014 Share Posted May 30, 2014 Not presently, it's still being tweaked to try recover some of the lost fps of other versions,check page 2 the Submit Q&A section, Quicksilver has listed most of what was added to the version also there's a possiblity we'll rolling back 2.46 and rebuilding from there, as we've experienced at least 10fps increase in that mission state, a lot less fluff (scripts) involved those versions (more testing required) but watch this space... Some performance is lost with Zeus integration, I'd say a few FPS off the top and a few hours off server longevity. I'll send a PM to you with link to latest pbo. I'd suggest to pop it open and have a look. Performance is a new standard, although as I said addition of Zeus module shaves some performance off, without even using it. (and of course Zeus spawning stuff is a performance expenditure, and Zeus spawning modules causes irreversible buildup of de-sync which will kill the session in the end). Should get about 12-14+ good hours out of a session, assuming 1 curator making modest use of Zeus and not spawning too many modules. Link to comment Share on other sites More sharing options...
lawndartleo Posted July 12, 2014 Share Posted July 12, 2014 Quicksilver, you advised that I use a later build of A&I in a different thread. Sorry to appear so dense on this one but all I see is 2.65b. Link to comment Share on other sites More sharing options...
MDCCLXXVI Posted July 13, 2014 Share Posted July 13, 2014 Quicksilver, you advised that I use a later build of A&I in a different thread. Sorry to appear so dense on this one but all I see is 2.65b. Check you PMs Link to comment Share on other sites More sharing options...
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