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Arma 3: Tactical Realism Feedback Thread

Lucander.P

Corporal
Active Duty
2/B/1-7 SL/ASL
Local time
10:37 PM
357
183

mission kp_liberation on Deniland


  1. Problems after completing objective counting more buildings destroyed then are destroyed.
  2. EOD's at captured objectives, are we suppose to clear them or is that a intended feature? a lot of ambushes and high IED Threat.
  3. Bravo FOB Arsenal seems to be broken.
 

Raeder.U

Sergeant First Class
Retired
Local time
4:37 PM
445
623

mission kp_liberation on Deniland


  1. Problems after completing objective counting more buildings destroyed then are destroyed.


  1. EOD's at captured objectives, are we suppose to clear them or is that a intended feature? a lot of ambushes and high IED Threat.

I don't have an answer for #2, I would assume those need to be cleared by the players though.

As for #1, I think stuff like fences or other minor clutter might be being counted as "buildings"
 

Lucander.P

Corporal
Active Duty
2/B/1-7 SL/ASL
Local time
10:37 PM
357
183
how do the system work to reset the -100% destruction, is that a star mission?
 

Raeder.U

Sergeant First Class
Retired
Local time
4:37 PM
445
623
how do the system work to reset the -100% destruction, is that a star mission?

I believe there is a snippet of code that can be ran by someone who is logged in as an admin to reset the value. I think Sutodoreh.W may be familiar with it, but I am not unfortunately
 

Sypolt.R

S6 1IC
Captain
Retired
Local time
5:37 PM
2,678
661
I don't have an answer for #2, I would assume those need to be cleared by the players though.

As for #1, I think stuff like fences or other minor clutter might be being counted as "buildings"

If you feel like some model hunting and data entry you can setup a file in liberation that excludes certain buildings on certain maps. It already exists for the chernarus variants
 

Lucander.P

Corporal
Active Duty
2/B/1-7 SL/ASL
Local time
10:37 PM
357
183
Sypolt.R and Raeder.U can we get the "Civil Reputation penalty for buildings if building is" setting changed form "damaged" to "destroyed"?

As if we drive into smaller objects like fenses we get minus.
 
Last edited:

Raeder.U

Sergeant First Class
Retired
Local time
4:37 PM
445
623
Sypolt.R and Raeder.U can we get the "Civil Reputation penalty for buildings if building is" setting changed form "damaged" to "destroyed"?

As if we drive into smaller objects like fenses we get minus.

If you feel like some model hunting and data entry you can setup a file in liberation that excludes certain buildings on certain maps. It already exists for the chernarus variants

Man I barely feel like getting out of bed each day lmao
 

Lucander.P

Corporal
Active Duty
2/B/1-7 SL/ASL
Local time
10:37 PM
357
183
i appreciate your quick response :)
 

Lucander.P

Corporal
Active Duty
2/B/1-7 SL/ASL
Local time
10:37 PM
357
183
If you feel like some model hunting and data entry you can setup a file in liberation that excludes certain buildings on certain maps. It already exists for the chernarus variants
Kiss, Keep it simple sir/stupid.
 

Lucander.P

Corporal
Active Duty
2/B/1-7 SL/ASL
Local time
10:37 PM
357
183

Sutodoreh.W

CW4
Active Duty
2/A/1-7 HQ
MP Staff
S7 Staff
Local time
5:37 PM
973
1,454
Currently there is no option to "repair all" on vehicles when near a Nemmera/Repair Huron/other repair vehicle. Can repair individual pylons but not full repair, and if the damaged pylon isn't one that is visible externally it can't be repaired at all. Confirmed by Boyd.M and Villmarsson.L today, applies to all vehicles not just new USAF ones.

ALSO: I believe the USAF vehicles are supposed to have a mod-specific loadout editor, but whatever object we need to activate that isn't in the zeus menu or build menus
 

Dio.B

Corporal
Active Duty
2/B/1-7
Local time
5:37 PM
404
383
Having some issues with the civilians spawning en masse. They spawn battallions worth of them. Its a bit weird and taxxing it seems on server resource when it does happen.
They also never really despawn from areas after a very long time... like theyll hang out or spawn in a random area way away from anything. If Zeus avail then its manageable but otherwise i think the civilians are a bit too involved xD
 

Vincent.L

First Sergeant
Active Duty
B/1-7 HQ
RRD HQ
RTC HQ
S1 HQ
S5 Staff
Local time
5:37 PM
587
279
Could we get a HALO system in the H&M mission file. Driving sometimes will take 15+ minutes and there is not a pilot always available.
 

Liber.N

CW3
Retired
Local time
11:37 PM
212
225
Not sure about ETA if at all. However in H&M you can still build FOB's and teleport between them and save driving time.
 

Sam.T

1st Lieutenant
Active Duty
1/B/1-7 HQ
S7 HQ
S3 Staff
Local time
5:37 PM
1,052
954
Not sure about ETA if at all. However in H&M you can still build FOB's and teleport between them and save driving time.
The server restart just wiped all 3 of the FOBs I put down...
I doubt we will maintain a FOB network if it gets wiped from the map twice a day...
 
Local time
6:37 AM
23
22
Sahrani Liberation still has the RHS UH60s in the build menu and does not have medical permissions configured. It also has the same issue as Deniland with a tapping a fence having the same negative impact as bombing a hospital
 

Sam.T

1st Lieutenant
Active Duty
1/B/1-7 HQ
S7 HQ
S3 Staff
Local time
5:37 PM
1,052
954
Once everyone is back from the holidays, it should be noted the current Liberation Sahrani mission file still does not have functioning medical slots. The Atlas slots do not have their required doctor perms. The only way to have working medical teams currently is Zeus intervention.
 
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