kolmain / evolution-a3 Goto Github PK
View Code? Open in Web Editor NEWA remake of the classic ArmA mission Evolution by Kiljoy.
License: MIT License
A remake of the classic ArmA mission Evolution by Kiljoy.
License: MIT License
I downloaded the file from this site to take a look an see how you were coming along on this as well this has been my most anticipated mission to see make it's way to ArmA3. Anyways i downloaded the file an added it to my document/arma3 other profiles/mpmissions an to be safe added it to my root arma3 mission folder as well to be safe. So far it does'nt appear in the mission list under Altis when trying to host an test online. Not sure if maybe it's me or maybe i'll wait til u get a more finalised version ready for testing.
Player's rank restrictions need to be enforced on player-controlled AI as well.
Orcas stay over AO and HQ after they paradrop units.
Reported here: http://forums.bistudio.com/showthread.php?191210-CO30-Evolution-A3-(Sahrani)-WIP&p=2928932&viewfull=1#post2928932
OPFOR units instantly respawn in AO while tower is active.
When you insert via HALO drop, you leave the base and trigger the loadout saving. Before the script captures your loadout, ATM_airdrop changes it.
FARPs need to repair/rearm/refuel nearby vehicles.
MASHs need to heal nearby units.
Players need to be rewarded with points for healing, repairing, and transporting players.
MASHs/FARPs don't remove previous respawn point after you place another.
Reported here:
http://forums.bistudio.com/showthread.php?191210-CO30-Evolution-A3-(Sahrani)-WIP&p=2928988&viewfull=1#post2928988
When players are revived they loose their gear.
Player controlled AI's points are not applied to player.
Need to add a respawn point to the HQ "spawnbuilding"
Recruit comm menu option duplicates on respawn
Reported here:
http://forums.bistudio.com/showthread.php?191210-CO30-Evolution-A3-(Sahrani)-WIP&p=2928988&viewfull=1#post2928988
The absolute game breaking issue for me was the weapon bug. I have no idea what was causing it, but when I tried to use the targeting scope on the PCML it would start trying to swtich weapons in a loop. I'd see down the scope, stop aiming, start switching to rifle, switch back to PCML, look down scope. This loop would happen rapidly while I was holding down the ADS aim control (right mouse button). I also noticed my weapon status indicator would flash like it was trying to change weapons later when all I had was a MX rifle. It would flash red and the gun animation would start to lift as if starting to swap, then pop back to normal holding position.
http://forums.bistudio.com/showthread.php?191210-(Co30)-Evolution-A3&p=2942979&viewfull=1#post2942979
Reported that fatigue is still on regardless of parameter:
http://forums.bistudio.com/showthread.php?191210-CO30-Evolution-A3-(Sahrani)-WIP&p=2928932&viewfull=1#post2928932
The OPFOR officer needs some life, maybe patrolling or something? Also, the points, briefing and triggers of capturing the officer need to be addressed.
Hi, i think we found some bugs:
1.) We destroyed the radio tower, but Enemy still getting reinforcement with the Heli
2.) When my teammate reviving me, im lossing all my gear and spawning with the first gear i have chosen at start of the mission, but when im taking gear from enemy and somebody is reviving me, i keep that gear. If im not beeing revived but spawn normal, i have my normal gear.
+++
If this is not the place to report bugs, pls let me know! :)
mobile HQ , well deployed , is not usable as spawn , even with the good mission parameter "mobile HQ spawn point : enabled"
The HC detection method isn't using the correct _uid.
Town Defence OPFOR AI occasionally attack the staging base and mount vehicles.
When players are revived they drop a duplicate backpack on the ground.
Side missions need to be recoded and readded from scratch.
Music doesn't stop after death, and a new jukebox is spawned.
VA needs to be whitelisted according to player rank.
FARPs/MASHs need to have checks added to check if the support vehicle is nearby.
Players can't deploy MASH/FARPs
Build new compositions for FARPs/MASHs
Add R3F logistics as mission paramter
Convoys can become separated or stuck if a vehicle fails to file in line. If one vehicle fails, the rest behind that vehicle do as well.
There is a bug that leaves JIP players that are rejoining with their default loadout.
The briefing needs to be adapted to ArmA3 standards and implemented.
Vehicles that have been destroyed and respawn as damaged need to be marked on map.
AI recruiting dialog box needs to be accessible anywhere, but without crowding the action menu.
Mortar camps need to be cleaned up.
Existing AI need to surrender or fight, with a detection on if BLUFOR are not there to delete.
Hi, first of all i would like to realy thank you for creating this mission!!!
Ive been playing the previous version and it was running ok, now installed the updated version and
since that the mission is "jerking" (i hope this is the right word :) )
In general it is like: we are starting the mission and immediatly its starting to jerking. We can walk / run or do what so ever, every 2-3-4 seconds its the game stands still for about 1 second. Its feeling like its loading something...
Can you pls let me know which details you need to find this error?
brgds
Lampelampelampe
13:10:16 Error in expression <= [];
while {alive player} do {
handle = [player] call EVO_fnc_vehicleCheck;
if>
13:10:16 Error position: <= [player] call EVO_fnc_vehicleCheck;
if>
13:10:16 Error Generic error in expression
13:10:16 File C:\Users\kirkj_000\Documents\Arma 3 - Other Profiles\Kolmain\missions\evolution-a3.Altis\EVO\fn_pinit.sqf, line 179
MHQ should be optional.
KilJoy's(?) original concept of map-based weather that moves around the island needs to be re-implemented.
In a dedicated server, the radio tower cannot be destroyed.
RPT log:
Error in expression <onnected = false;
HC_uid = getPlayerUID headlessClient;
if (("mhqParam" call BI>
2015/04/28, 22:33:58 Error position: <headlessClient;
if (("mhqParam" call BI>
2015/04/28, 22:33:58 Error Undefined variable in expression: headlessclient
2015/04/28, 22:33:58 File mpmissions\__cur_mp.Altis\init.sqf, line 43
2015/04/28, 22:33:58 Error in expression <_unit;
};
} foreach _nearUnits;
};
if (HC_uid == getPlayerUID server) then {
HC>
2015/04/28, 22:33:58 Error position: <HC_uid == getPlayerUID server) then {
HC>
2015/04/28, 22:33:58 Error Undefined variable in expression: hc_uid
2015/04/28, 22:33:58 File mpmissions\__cur_mp.Altis\init.sqf, line 64
_______________________________________________________________________________
Error in expression <ue;
publicVariable 'HCconnected';
}
if (_uid == HC_uid) then {
{
if (ow>
2015/04/28, 22:34:51 Error position: <if (_uid == HC_uid) then {
{
if (ow>
2015/04/28, 22:34:51 Error Missing ;
2015/04/28, 22:34:51 Error in expression <ue;
publicVariable 'HCconnected';
}
if (_uid == HC_uid) then {
{
if (ow>
2015/04/28, 22:34:51 Error position: <if (_uid == HC_uid) then {
{
if (ow>
2015/04/28, 22:34:51 Error Missing ;
Number of AI available to recruit needs to be increased with player rank.
Basic vehicle respawn for Offroads, Hunters, and MHQ is not implemented yet.
i have a player score incoherence . with many kills, my score is negative. i got few redfor soldier with redfore mortar, and changed my score from +5 to -12 point.
Check needs to be put in place to verify there is enough room for FARP/MASH.
VA won't initialize in multiplayer, but works fine in singleplayer.
Add a function to dig a personal foxhole
When accessing the dynamic groups dialog via action menu, you have to hold the action until you click on something.
JIP players do not receive tasks.
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