Johnny
September 4, 2023, 8:12pm
181
I didn’t last long after you left. I went zooming off in that pick-up and almost crashed into another checkpoint that I saw too late. They didn’t seem too bothered, though, so I drove around the bend, then sneaked back on foot and blew the hell out of them with my grenade launcher!
Unfortunately, there were other troops nearby i hadn’t seen and - can you imagine - they shot me to bits!
I didn’t want to do anything to mess up what you guys were doing with my uninformed actions so I left it there.
4 Likes
Some shots of the same action from my point of view…
@tempusmurphy parking the escape vehicle before planting the last two bombs
After the two bombs tear down the watch-tower.
7 Likes
WarPig
September 4, 2023, 10:37pm
184
Johnny:
forgot about it
You may have forgotten La Revolución , but I promise comrade, the revolution has not forgot about you!
casually jots a note in little red book
I think I speak for all of us (maybe) in saying: feel free. Whoever is not against us is with us, and so on. We’re all kinda learning as we go.
ETA: I got on and did some poking around at the main airport (I’ve never seen one in Antistasi). That place is extremely well defended; I’m not sure how we could take it without involving a company sized element of AI, with lots of supports. My hope was that we could steal an APC or an Ammo truck from there in order to facilitate attacks on the more well-defended outposts. There are some vehicles including a Gorgon in a parking lot just inside of the main terminal, but it doesn’t look good to me:
Many guard towers, both large and small, spanning across much of the field, not just the perimeter. Most of them have 1-2 static weapons, including HMGs and MANPADs. They’re set up to provide mutual support.
Mortar position around mid-field.
Security forces seem to consist of 7-man squads patrolling the area; not many on the outside perimeter (I was able to sneak in undetected, and make it out unscathed) but patrolling the interior perimeter road.
1x Wiesel AWC that I saw (couldn’t determine what it was armed with, but assume the AT/HMG variant) on a roving patrol.
4 Likes
Johnny
September 5, 2023, 8:18am
185
Can we steal helicopters?
2 Likes
in theory yes … but they are normally very well defended and there were certainly some manpads in the area of the Kore outpost
2 Likes
Yeah I think we must first get comfortable tearing down outposts and radio towers.
According to the manual, it would make subsequent retaliation slower and less effective.
Still thinking about that power station attack…
Rapid Mustang operation planning continues though.
2 Likes
WarPig
September 5, 2023, 11:26am
188
We can, and I want to! But probably not yet. The area is pretty hot with MANPADs, so it’d be very difficult to operate in with a helo right now. There are 3 that I’ve seen that would be possible, one at the outpost with the blown up tower, and two in the stadium.
Once we have a foothold, secured more territory and have a relative front established, then we can put the helo to use moving behind the lines, inserting troops behind objectives, and all kinds of other fun things.
3 Likes
just took down 3 roadblocks and did some recon around the “small” outpost to the south, by the football stadium
Two small towers, two wildcat helicopters, one truck and about 20+ troops some in the towers and some surface
extra truck i picked up
also i was driving along minding my own business when there was a massive explosion (it was nothing to do with me honest) in Nagades
5 Likes
Also we really haven’t taken down an outpost yet … they are still manning the one we blew up, do we have to garrison them to take them over ?
2 Likes
WarPig
September 5, 2023, 12:35pm
191
I believe you have to:
Eliminate the AAF garrison,
Take the flag,
Hold against the QRF counterattack,
Garrison some AI units to hold it, preferably with some static weapon emplacements.
Taking the flag down triggers a counterattack, so loot first IMO.
2 Likes
Quick not there was a large ish patch for arma just now -between 49mb and 1.3gb depending if you have contact… hope it doesn’t break anything
patch notes
FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update 2.14 (Anniversary Bonus Content, Enhanced Video Options, Platform Support)
SIZE: ~1.3 GB / ~49 MB (depends on Contact ownership)
NOTES
Contact consists of 2 data packs / folders:
Contact (via PLAY CONTACT or -mod=Contact ): for the singleplayer “First Contact” campaign experience (accessible only to owners - optionally loaded)
Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)
Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
Consider defragmenting your HDD after downloading large updates.
Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests . Modders, server administrators, and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together.
A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (2.12). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy212
This update does not apply to the experimental Mac client ports .
You can find the servers in the Steam library (switch the filter to “Tools”) - “Arma 3 Server” (based on your OS, it will download the Windows or Linux version).
Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license.
In case of problems, please check the Bohemia Interactive support F.A.Q. , Arma 3 F.A.Q. , BattlEye F.A.Q. , or Launcher troubleshooting guide .
You can help us to further improve the game by posting your feedback on the Feedback Tracker .
CHANGELOG
DATA
Added: T-100X Futura Railgun Tank - FT-T68739 , FT-T85051
Added: Battlefield Memorial - FT-T167416
Added: Lantern (Project Argo )
Added: Pumpkin (Project Argo)
Added: Scarecrow (Project Argo)
Added: Portable Flag Pole (Project Argo)
Added: Area Marker (Project Argo)
Added: Rugged Communications props (Project Argo)
Added: Space Capsule props (Project Argo)
Added: 7 Balaclavas (Project Argo)
Added: 10 Bandanas (Project Argo)
Added: 2 Caps (Project Argo)
Added: 2 new Steam Achievements
Added: CoF: Gray new 10th anniversary binary unlock
Added: “Extreme” overall quality preset in the video options (thanks Greenfist for the inspiration)
Added: New Post-Processing presets (thanks Greenfist for the inspiration)
Added: More extreme low and high end values for various video options (thanks Greenfist for the inspiration)
Added: Extreme values warning indicator in video options interface
Added: Parameter for custom starting camera positions in Eden Editor (cameraPositions3DEN)
Added: parachuteClassOverride CfgVehicles property for spawning of custom parachutes when an asset is paradropped by Zeus
Tweaked: Decrypted the remaining vanilla addons from EBO to PBO (_tacops and _contact )
Tweaked: Vector script functions now use the new vector script command abilities - FT-T156984
Tweaked: Added new Post-Processing default preset for new profiles
Tweaked: Flashlight configs after an engine fix to quadratic attenuation - FT-T170990
Tweaked: Leaflet materials to be more consistent - FT-T171826
Tweaked: Pylon version of the 20mm gun pod is now using a separate weapon class name, with fixed VFX
Tweaked: Restored missing fuel tank holders on T-100 Varsuk
Fixed: Script error on mission selection in Tac-Ops
Fixed: Sound shader for Wind_Generic_Low_SoundShader had no windy input
Fixed: Eden Editor UI was not working properly if a mission was passed as a startup parameter - FT-T139493
Fixed: An explosion dirt effect for dead characters was sometimes incorrectly played for players - FT-T170161
Fixed: “Tipping Point” in the “East Wind” campaign could get stuck if your squad leader died too soon - FT-T156375 , FT-T157514 , FT-T148730 , FT-T170998 , Reddit
Fixed: Script syntax error in BIS_fnc_camp_showOSD
Fixed: Sirens would not stop when a vehicle was destroyed on Dedicated Servers - FT-T159347
Fixed: IDAP Demining ED-1D drone disassembled into the wrong backpack - FT-T171693
Fixed: RPG-42 ocular was using wrong textures and materials in its first-person LOD - FT-T151288
Fixed: Missing shadows on AKM and AK12 drum magazines
Fixed: Slow crouching movement diagonally with a lowered weapon - FT-T169998
Fixed: Small hole in the rear part of the RCO scope
Fixed: Revive system was not detecting modded medical items derived from FirstAidKit and MediKit - FT-T152608
Fixed: Arsenal load / save loadout was ignoring secondary muzzle magazine - FT-T159400
Fixed: Explosion debris sound set was not being played at all (now it should be correctly restricted to non-sea surfaces) - FT-T173899
Fixed: Footstep sounds on Scaffolding and Bunker (Tower) assets - FT-T164238 , FT-T122026
Fixed: Cap model had a camo selection in its shadow LOD, causing issues when using hidden selection materials on that asset - FT-T168411
ENGINE
Added: backpacks scripting command - FT-T72038
Added: ctrlMapDir scripting command - FT-T169976
Added: as keyword to the import directive - FT-T170074
Added: “Drowned” mission Event Handler
Added: waterDamaged script command
Added: setCuratorSelected and addCuratorSelected script commands - FT-T170238
Added: curatorSelectionPreset script command - FT-T170238
Added: inAreaArrayIndexes script command - FT-T170535
Added: setCuratorSelectionPreset and loadCuratorSelectionPreset script commands - FT-T170238
Added: “CuratorSelectionPresetLoaded” and “CuratorSelectionPresetSaved” Event Handlers - FT-T170238
Added: vectorSide and vectorSideVisual commands - FT-T170775
Added: Alternative syntax for namedProperties that allows to select a LOD and returns HashMap - FT-T166739
Added: setMarkerDrawPriority / markerDrawPriority script commands - FT-T171059
Added: boundingBoxReal alternative syntax that can specify a LOD - FT-T166687
Added: -maxFileCacheSize command line parameter
Added: New createHashMapObject command for OOP scripting - FT-T170647
Added: compileFinal HashMap to create a read-only copy of a HashMap - FT-T170647
Added: compileFinal now also takes Code as argument, to return a final copy of the passed Code - FT-T170647
Added: Support for SubmunitionCoef / coneAngleCoef for muzzle attachments - FT-T169970
Added: “Committed” Control Event Handler - FT-T170616
Added: Support for submunitionConeCoef in muzzle / weapon configuration - FT-T169970
Added: forEachReversed script command
Added: “EditChanged” Control Event Handler
Added: getSlotItemName script command
Added: getPilotCameraOpticsMode and setPilotCameraOpticsMode script commands - FT-T169615
Added: Alternative syntaxes for createVehicleCrew - FT-T171324
Added: “UIEx” Procedural texture source (UI to Texture with more functionality) - FT-T171238 , FT-T170799
Added: “SlotItemChanged” inventory Event Handler - FT-T171418
Added: Alternative syntax for assignedItems and removeAllAssignedItems - FT-T171418
Added: weaponDisassemblyEnabled script command
Added: customWaypointDirection animation source for transport vehicles - FT-T171518
Added: “UAVCrewCreated” mission Event Handler - FT-T171322
Added: “MineActivated” ammo Event Handler
Added: -dumpAddonDependencyGraph command line parameter
Added: skipWhenMissingDependencies CfgPatches option - FT-T172179
Added: engineTemp , wheelsTemp , turretGunTemp MFD sources
Added: Debug log context to config script commands getArray / getNumber
Added: createVehicleLocal array syntax (to match functionality with createVehicle ) - FT-T170615
Added: Mod index and hash to allAddonsInfo - FT-T172770
Added: remoteControlled script command - FT-T171207
Added: Extra information to “The cloud file provider is not running.” error message to facilitate better troubleshooting
Added: isRemoteControlling script command
Tweaked: Added ability to remove a single item from containers with script - FT-T76533
Tweaked: Added alternative syntax to the enableAudioFeature scripting command
Tweaked: ropeCreate command is extended with a number of rope segments parameter - FT-T170046
Tweaked: select range for the array count argument is now optional - FT-T170083
Tweaked: Added “building_exterior” to enableAudioFeature for objects
Tweaked: Helicopters can now be carefully submerged without instantly turning into a wreck
Tweaked: Added a “Turret” filter to emptyPositions - FT-T75127
Tweaked: unitIsUAV now also checks if a given unit is a UAV pilot or is remote controlling a UAV pilot - FT-T170425
Tweaked: Added basic number plate script support to airplanes and helicopters - FT-T171021
Tweaked: Added config support for ctrlCreate - FT-T170687
Tweaked: create3DENEntity command now supports “comment”
Tweaked: Eden Editor “OnHistoryChange” events are now called after the editor is cleared (because the history is cleared too)
Tweaked: vectorAdd / vectorDiff / vectorDotProduct / vectorMultiply / vectorMagnitude / vectorMagnitudeSqr now accept arbitrary sized arrays - FT-T156984
Tweaked: vectorNormalized now accepts arbitrary sized arrays - FT-T156984
Tweaked: Array insert command can now use a negative index to insert relative to the end - FT-T170977
Tweaked: getMissionLayerEntities now also returns non-empty groups inside the layer - FT-T171135
Tweaked: Added alternative syntax to getRelPos to return an attached object’s offset - FT-T171193
Tweaked: isFinal now accepts any argument type - FT-T170647
Tweaked: UI to Texture now supports mipmaps - FT-T170799
Tweaked: Multiple different UI to Texture textures now share the same underlying display if displayClass and uniqueName are the same
Tweaked: arrayIntersect now keeps the order of the left argument
Tweaked: Added parameter to diag_codePerformance to bypass the 1 second time limit
Tweaked: Added support for entity positioning to inAreaArray , inAreaArrayIndexes , inPolygon script commands - FT-T171744 , FT-T171699
Tweaked: diag_codePerformance now has 100 ns precision (previously only 1 ms)
Tweaked: addTo / removeFromRemainsCollector is now working with dead characters - FT-T168091
Tweaked: unitIsUAV is now limited to returning UAV vehicles and AI pilots only - FT-T170425
Tweaked: Optimized arrayIntersect performance when both arguments are the same array
Tweaked: Added error message to addGoggles / addHeadgear / addVest / addUniform / forceAddUniform when trying to add an item into an incompatible slot
Tweaked: inheritsFrom / configHierarchy now works with config properties (previously only classes) - FT-T171754
Tweaked: collect3DENHistory command was always recompiling provided code
Tweaked: Changed networking behavior of addGoggles / addHeadgear / addVest / addUniform / forceAddUniform
Tweaked: Added an alternative syntax to difficultyOption to return all difficulty options
Tweaked: getShotParents now always returns a 2 element array - FT-T172526
Tweaked: “OnUserDisconnected” Event Handler should now fire more reliably - FT-T172436
Tweaked: getModelInfo now returns [0, 0, 0] placingPoint on a null object - FT-T172006
Tweaked: Deactivated mines with empty mineModelDisabled now get deleted - FT-T172468
Tweaked: copyFromClipboard / copyToClipboard now only work while the game is in focus
Tweaked: “Take” / “Put” Event Handlers now also fire for the container that was interacted with
Tweaked: Updated Steamworks SDK (redistributed libraries) to 1.57
Tweaked: deleteVehicle is now able to delete #track / #mark type objects - FT-T172751
Tweaked: Pylon weapons now use their own memory point (instead of their parent vehicle’s) for GunParticles effects
Tweaked: onHTMLLink on Structured Text controls now fires for all URLs (previously only specific protocols) - FT-T86333
Tweaked: onHTMLLink on HTML controls now also fires for section links (starting with #) in Diary pages - FT-T86333
Tweaked: Added alternative syntax to flyInHeight script command - FT-T159872
Tweaked: Added alternative syntax to weaponsItems and weaponsItemsCargo script commands
Tweaked: Added primary muzzle indication to weaponsInfo script command - FT-T173880
Tweaked: Added isEject parameter to “GetOut” and “GetOutMan” Event Handlers - FT-T171321
Tweaked: remoteControl locality is now forced to avoid potential abuse
Tweaked: nearestLocation command has been tweaked to accept multiple types and a maximum distance, as well as having been optimized - FT-T174396
Tweaked: Added an option to nearestLocations to return all locations
Tweaked: remoteControlled can now return the controlled unit
Tweaked: remoteControl can now be terminated by passing only a controller unit
Fixed: Memory corruption crash on mono audio output, also known as the “USB headset crash” - FT-T15952
Fixed: Game sometimes detecting mouse left click input when returning after being tabbed away
Fixed: enableAudioFeature would not reset on scenario restart
Fixed: Unable to pick up items from a dead character’s inventory in some cases - FT-T126030
Fixed: Drowned cars could not start their engines even when fully repaired - FT-T169734
Fixed: emptyPositions incorrectly reported the total empty positions
Fixed: Crash if a default player name could not be determined (now it displays a critical error message with a workaround) - FT-T170710
Fixed: Eden Editor / Zeus placing units into vehicles would ignore locked turrets if they were also the primary gunner / commander turret
Fixed: Flashlight quadratic attenuation had no effect (engine would always overwrite it) - FT-T170990
Fixed: Tank number plates were not syncing over the network
Fixed: Eden Editor UI was not working properly if a mission was passed as a startup parameter - FT-T139493
Fixed: Error messages on Linux servers did not print a timestamp to the log - FT-T171037
Fixed: namedProperties did not work on objects without a config (some terrain objects) - FT-T159828
Fixed: Linux servers were limited to 2GB of RAM usage (thanks FrozenDroid) - FT-T80680
Fixed: selectionVectorDirAndUp would print an error when querying proxy positions even if the proxy was found - FT-T167265
Fixed: Vehicle sensor detections (except data link) were ignored if a target was outside of visual range - FT-T166838
Fixed: Creating a new user profile now trims whitespace from the profile name
Fixed: Anti-Tank mines did not sync their position and damage in multiplayer - FT-T171095
Fixed: RPT error spam when loading a scenario that uses waypoints - FT-T171125
Fixed: Amphibious vehicles ignored obstacles on terrain above water during pathfinding - FT-T167742
Fixed: Map icons (drawIcon ) were always drawn as 4:3 aspect ratio irrespective of real screen aspect ratio - FT-T170754
Fixed: UI to Texture Displays that contain another UI texture would not load the sub-UI when they are first rendered - FT-T170766
Fixed: AI group was not deleted when a UAV was disassembled - FT-T171264
Fixed: Editor Editor’s init script boxes did not correctly display compilation errors
Fixed: createLocation did not accept Object as parameter
Fixed: enableWeaponDisassembly effects were not correctly synced in multiplayer - FT-T171651
Fixed: Incorrect minimum required argument length on: _hashMap insert [false, …]
Fixed: configNull printed an empty string instead of “”
Fixed: isTurnedOut was not working for the Offroad FFV position - FT-T171460
Fixed: VTOL throttle would be stuck at 100% when the player was not the leader - FT-T169494 , FT-T126282
Fixed: Geometry LOD animations were not considered for buoyancy calculation water contact checks
Fixed: setUnitLoadout would not respect ammo count for multiple magazines - FT-T119475
Fixed: do3DENAction was available on scenario preview - FT-T172757
Fixed: -profiles= parameter with an empty path would crash the game at startup
Fixed: Unexpected behavior with += array appending in configs - FT-T79801
Fixed: Possible crash when loading a corrupt mission.sqm - FT-T170204
Fixed: Possible crash when calling diag_stacktrace - FT-T173107
Fixed: Dead characters inside vehicles would render their backpack after AI team members reported their death - FT-T173511
Fixed: Projectile impact position deviation between different players in multiplayer (thanks Gruppe Adler)
Fixed: When a vehicle is deleted not all of its tracks were deleted with it - FT-T172751
Fixed: Pylon weapons did not trigger GunParticles effects
Fixed: “MusicStop” Event Handler did not fire on playMusic “” - FT-T173412
Fixed: damageEffects material swapping did not consider hiddenSelection material changes - FT-T173561
Fixed: Pylon weapons did not emit light when firing
Fixed: “EntityCreated” Event Handler was triggered when a unit was exiting a vehicle - FT-T173874
Fixed: ctrlSetURLOverlayMode was ignored for Structured Text / HTML controls
Fixed: Independent groups were ignoring the mod filter in Eden Editor - FT-T168263
Fixed: Eden Editor group placement radius was ignored unless it was the last placed group - FT-T169079
Fixed: getUnitLoadout was not working correctly with modded weapon muzzles - FT-T173880
Fixed: deleteVehicle did not terminate remote control
Fixed: Players could get stuck in multiplayer when remote controlling a unit - FT-T128006
Fixed: “Trying to send a too large non-guaranteed message”
Fixed: Players could get stuck in multiplayer when another player takes remote control of the same unit - FT-T128006
Fixed: Potential server crash
EDIT it has broken something @TeTeT we cant see the server now, probably because of different game versions
they have added a RAIL GUN TANK just tried it and managed to hit a target at over 5km …
3 Likes
WarPig
September 5, 2023, 1:09pm
193
Wut?! BI is awesome. Still patching a game (adding significant new assets & code) to a game that’s 10 years old. I didn’t expect another patch after the last one.
I love how open they are with their changelogs, as well as their relationship with the modding community. Arma’s mod integration sets a gold standard in user friendliness. I wish other developers would follow their lead.
You can probably roll back to the previous version (Steam>Library>Arma 3>Properties I think) and be able to see the server again. Unless it’s being updated too.)
2 Likes
TeTeT
September 5, 2023, 1:15pm
194
I’m on a train right now, but I’ll try to get the server updated once I’m in the next one.
3 Likes
@TeTeT thank you, and also thanks again for running the server
1 Like
TeTeT
September 5, 2023, 1:42pm
196
No biggie! I use dahlgren’s web console and it’s a very easy task with it. Server is updated:
Arma 3 Console version 2.14.150957 x64 : port 4602
Cheers,
TeTeT
3 Likes
No, really @TeTeT … THANK YOU SO MUCH!
You revitalized something I thought dead. I literally cannot thank you enough…
In other news I cannot join/play this for a couple of days. IRL stuff to do.
5 Likes
Johnny
September 5, 2023, 3:13pm
198
Hear hear!
@tempusmurphy if you play during the day it would be good to get on at the same time - most afternoons I have 2-3 spare hours.
I’m not very sussed up with the mod due to the amount of gen on the hosting site. I struggle to read much on a monitor screen - even though I’m fine with books etc on a tablet. I’ll get it on my Galaxy Tab A - then I can read up before lights off at night and get with the programme! (I wish this browser would learn to spell proper - like wot we do! )
2 Likes
sounds good to me, I am off work for the next two weeks so we can probably arrange something
2 Likes
I just cleared out the resource site again… and looted the place dry we now have unlimited 5.56 mk20 rifles (yay) I took the truck headed back to the hq to recruit a squad to hold the site but by the time i got back they had reinforced the place and the squad was wiped out … so we need to do it in one go … we might want to focus on the outpost and radio tower to the north west, I think that’s the direction the helos come from to reinforce the resource site
4 Likes