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That is strange bug, there have been other people also reporting it, but cant get it happen for me. If you click the fortress category, more categories should appear in opening list.
Have you restarted mission too (you can still continue old mission progress from mission start options if you have saved in shift+1 wla menu) after changing the mission version?
Thanks :) I keep working on this.
To have custom music, sounds and voice-acting in the mission, see the addons-section.
Forgot to mention, there is also new gear gathering system and selecting (replacing VAS). And any unit/vehicle-mods can be enabled via new Mod-section in WLA-menu (Shift+1) to appear as AI forces/zones/reinforcements and randomly as empty vehicles in camps. Much other new stuff too.
Sorry, I have uploaded accidentally the unpacked editor folder. The WholeLottaAltis.Altis-folder can be also placed in the missions folder to play but will re-upload the correct file here (should be avaiable during today). Also included some more mission fixes.
Mission is taking part of official MANW-competition. If enjoying the mission, please consider to vote/support: :)
FoxFort, that have been quite tricky issue to solve but hope to prevent it someday somehow. When you call new truck it appear over you after around 2 min waiting. Or if getting truck from camp, then it appears on pointed ground.
Uploading new big SP update. Should be available in near hours.
I agree, but currently those are allowed for gameplay. Will still expand the feature, also add more restrictions for NVgoggle use (could make them be allowed at night outside certain distance from nearest enemy soldier).
Hi, have you updated the game? There was one script command broken before that I am now using since it was fixed. Using outdated game could cause also other issues. Will update the mission in few days again with new CAS Jets included which require official patch that should be released today.
If you have updated the game to latest version allowing steam patches, then have you checked that the ArmA3 files are not corrupted? You can do that by right clicking the ArmA3 on steam game list -> properties -> local file (3rd page) -> verify game files. (I have the steam in finnish so may not be exact)
If you happen to be using the workshop version, there is problems in steam. You would need to delete everything in Documents\Arma 3\[yourprofile]\Saved\steam to make the mission launch.
Preparing currently new version to be released here too near Xmas.
You need to update the game version. I am using nearestBuilding-command for quicker building search. It was broken before, but was fixed few game patches ago.
This COOP mission works now also with reqular version of the game, even it still states the DEV-requirement in mission name. I will update the COOP soon again with more tweaks.
Thanks, :) the DEV-version of the game can be enabled by right clicking ArmA3 in steam game's list -> Properties -> Beta -> development. It brings the latest tweaks as daily updates. Sometimes there can be some more untested stuff in which can bring suprises and savegames might stop working between updates, else I use it myself. For the COOP version I had DEV-requirement since it had crashing paraglides fixed almost month before the fix came with official game patch. Now the COOP works with reqular game too.
Thank you :)
:), edited the post with better video. Action after 5 minutes.
Test version of COOP is available now in Bistudio forums (the official page in mission profile). Currently haveing some crashing issues (most likely from the game, that are patched away anyday). Before that I continue tweak it to have proper COOP version soon here too.
COOP have been late, but just started to convert the mission today for it. Hope to have a test version ready in week.
Savegame issue was fixed today.
There is some memory handling problems in the game that is worked. For some the game works without problems, for some not. Setting virtual memory in windows have solved that problem for some.
Quote from mission's "REPORT BUGS HERE"-thread in Steam workshop:
"F34R have you set your virtual memory in windows? i did and it cleared up alot of performance issues with arma 3. i have 8gb memory i set both minimum and maximum too 8192mb. dunno how much memory you have but set it up accordingly, for instance if you have 4gb set 4096mb min and 4096 max. had to do this back in arma 2 days aswell. hope this helps ya and anyone else lookin for answers."
Current game version have savegame loading broken. Should be fixed soon.
COOP version for 1-5 players will follow soon (probably in week or two).
Whole Lotta Altis now in MODDB! :)
For now only SP, but COOP coming soon once core mission is working good.
Test version of Whole Lotta Altis for SP can be found now in steam workshop. Once its more complete I will prepare the mission here too. :)
:D, I planned to make it possible that sometimes the team-mates could become so nuts that its better to throw them out before the whole team is getting negative points.
Just reuploaded the test version 0.997 with that action menu purchasing replaced with more proper dialog menu.
New 0.997 SP version available in BI forum with many new features - Local relationship values, village specialty (what extra support they provide), prestige value to buy support/gear/better team-mates, optional high commanding and much more. Requires DEV-version and is WIP. Version 1.0 coming around when next official game patch is out.
I uploaded new 0.995 SP version in the BI forum (official)-thread which works only with DEV-version of the game (else game crashes time to time). Included new high commanding and AI is now jumping from choppers (since they fixed crashing related to that). Once game get official patch, I will upload it here too.
New DEV-version of the game brought 2 new tracked vehicles. I made new version for both SP and COOP using them. Those can be found in the official mission thread in BI forums (Click Official Page up-right). Once vehicles are in the basic game-version too, I upload the new mission versions here too.
Its much slower to work with MP missions and the game havent been yet very stable for MP (mostly because of hackers), but now they have first version of battle-eye out (in dev-version of the game) and things look much better now. I also understood first time to look at bandwidth values when testing COOP missions. I try to get it as low I can. After first changes it was ~4000, but then tweaked more and got it to 2300-2800 for this coop version. Not sure if its enough, but a step to better. Mission will stay more demanding because of the amount of AI, but I continue working on this, hopefully making it more SP like by adding more detailed side-tasks.
And I also added rangefinders for team-leaders. I dont remember if there was also some other tweaks/fixes.
Revive-system should now work correctly, animal script is fixed, I tweaked functions for vehicle use if AI is leading playable team, AI skills are now set random. If AI units for playable units are disabled and no-one is in server, the scripts should wait now at least one player to arrive before spawning life. Before the spawning could have been buggy in that condition. Also if any unit (including) players is moved to [0,0,0]-position (on sea), there is an extra loop to move them back to island (after 0-10 sec waiting).