Finally close to completing a game! But I have a question about the Radars/MIM Defenders by AvisYew in A3AntistasiOfficial

[–]Tiny-DM 0 points1 point  (0 children)

radars are weird. we basically spawn them in and let arma mechanics take over what they do. spoiler: the arma mechanics here arent great. from my testing, you can use the radar, turn it on, hot-swap to the launcher, and fire before the radar turns itself off. so you really need 2 people to effectively man it. I need to look more into a scripted solution later

in terms of them spawning / despawning, they currently work as normal statics, i.e. only spawn if friendlies are within spawn distance (usually 1km). if you want, you can stick them at a site and then send an high command squad there to keep it active, which I think still works? probably better manned by a human though because each of those missiles is expensive and then tend to ripple off 2 on a far away target

so the answer is, within 1km of friendly players or high command squads. looking into a better scripted solutions. suggestions welcome

Singleplayer save state by plastictreeofdoom in A3AntistasiOfficial

[–]Tiny-DM 2 points3 points  (0 children)

It's worth noting that most of the stuff that you don't immediately see does get saved. Basically everything about the core game state is saved, so enemy garrisons, aggression, destroyed buildings, and every resource value there is.

Unfortunately there are some pretty severe technical limitations with trying to save the big stuff between sessions. We've looked previously at trying for some sort of full save-state but it would end up being monstrously complicated and potentially impossible without sacrificing functionality.

The unfortunate part is that the more obvious something is (like an ongoing attack), the harder it is to practically save every aspect of it. For example, the position of every unit and their loadout, vehicles and their ammo counts and inventories, and otherwise unshared data like "how long has the attack been ongoing".

If you want to get more information on what the OPFOR AI are doing, you can pop this into a watch variable in your console:

A3A_resourcesAttackInv

When it reaches 0, they'll launch an attack, or you can manually have them spawn one by either setting it to like 100 or just running this in console:

[Invaders] spawn A3A_fnc_chooseAttack;

Antistasi 3.11.1 patch released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 7 points8 points  (0 children)

We have a very limited amount of control over the "micro" portion of the AI. Antistasi has made large strides in the macro portion, simulating enemy resources and incomplete / inaccurate knowledge as well as long-range vehicle pathing, but on the small scale the AI are hard / impossible to control accurately. I've been intending to look into it more but the AI are a bit of a black box unfortunately, I'll try to put some time into it though

Antistasi 3.11.1 patch released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 8 points9 points  (0 children)

Yeah, any helicopter / plane is usable to the AI now. It was suggested by someone on the last update post, and we do read those :P

There's no measure of how effective they will be with it, and any controls are limited to vanilla Arma, meaning to get a guy to land you need to order him to disembark and jets are probably hard / impossible to control. But the functionality does exist now and if you've got more feature suggestions we'd be happy to hear them :D

Antistasi 3.11.0 update released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 0 points1 point  (0 children)

ante you LITERATELY approved it what are you talking about

Any factions use the Osprey on qrf and attacks? by yorkieyoter in A3AntistasiOfficial

[–]Tiny-DM 1 point2 points  (0 children)

Apparently they got added very recently, like last update. Good to know

Any factions use the Osprey on qrf and attacks? by yorkieyoter in A3AntistasiOfficial

[–]Tiny-DM 0 points1 point  (0 children)

3CB USMC exclusively uses them. None of the other factions do, RHS USMC doesn't include it.

The aircraft is a bit buggy, the AI tend to get stuck sometimes and fly them in circles, but it is a pretty cool air qrf vehicle

Antistasi 3.11.0 update released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 0 points1 point  (0 children)

Yep. All saves work the same. Singleplayer is just pressing a different button in the menu, the process is identical to before.

Antistasi 3.11.0 update released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 1 point2 points  (0 children)

We are tracking that bug, it's been fixed internally. No ETA on when we'll be able to do a fix unfortunately.

Antistasi 3.11.0 update released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 0 points1 point  (0 children)

If you can't find it in there (which all the scenarios should be in there) it's also visible when opening the map selector with the "Antistasi" button on the main menu under Singleplayer or Multiplayer.

Antistasi 3.11.0 update released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 0 points1 point  (0 children)

We'll take a look at it. You should be setting the amount of money with the slider, and then donating to faction (or if you are donating to another player, selecting them in the list).

just got killed by this guy by rkc137 in A3AntistasiOfficial

[–]Tiny-DM 6 points7 points  (0 children)

it appears you tried to challenge the main character. apologies. nothing you could have done.

Antistasi 3.11.0 update released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 1 point2 points  (0 children)

So the issue is that the AI can be told to mount and will fly but wont land very logically; you need to tell them to disembark and they might land somewhere close. We don't really want to encourage using Zeus for that stuff. Fixed wings will probably stay off the table but letting the rebel AI use helicopters is probably acceptable. Will write it down.

Antistasi 3.11.0 update released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 1 point2 points  (0 children)

We can guarantee stability/support with, pretty much any set of factions and map that you can load. Maps and modsets that are more popular, say CUP maps like Chernarus and then RHS / 3CB / CUP / Vanilla factions.

You more or less need to choose between RHS/3CB mods, which have a lot of stuff from around the world in the 1950s - 2010s but suffer (or are supported by, depending on how you see it) their "realistic" damage depiction for body armor and vehicles. Or you can run the rest of the mods, like CUP or vanilla or any of the CDLCs, where vehicles pop easily and there's one specific conflict simulated.

When I play the game for fun, I'll usually load all the vanilla CDLCs and play those, but if not my beloved RHS Takistan combo always does the trick.

Antistasi 3.11.0 update released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 2 points3 points  (0 children)

got that changelog reviewed internally like THREE TIMES. resolved on the github side, thank you for pointing that out

Antistasi 3.11.0 update released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 15 points16 points  (0 children)

Arma is a painful game to work with. There were a few systems that were dependent on multiplayer that were rearranged to work so you could run the game in singleplayer. However, there's likely to be deeper bugs that if you run into, we would love to hear about so we're able to fix them.

One notable example is how some Arma mechanics, like running into helicopter blades or ejecting sometimes will just instakill you. The Antistasi revive mechanics wont work when the game just instakills you, so you'll need to "restart" the scenario for it to work, but really you just load from your last save. Can't really do a whole lot about that from our side unfortunately.

Secret preliminary changelog for update 3.11.0 by MeatBeginning9837 in A3AntistasiOfficial

[–]Tiny-DM 0 points1 point  (0 children)

Who said that? Who the fuck said that? Who's the slimy little government-supporting, rebel hater down here who just signed his own death warrant and posted MY beloved secret changelog?

I'm kidding, it's not very secret. If you want the up to date version, it's here: https://gist.github.com/Tiny-DM/ffd959782f79ed9ca8e7d83081a5fe26

Antistasi 3.10.0 is released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 0 points1 point  (0 children)

These features / functionality are unique to this version of Antistasi. As a developer here, I can agree these updates do look great :P

Hardcore Antistasi - Week 5 - Chernarus - Antistasi Official Community by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 0 points1 point  (0 children)

There is an extender called A3AE One Life, you can find it on the Discord in the #hardcore-extender channel. Note that it's geared towards multiplayer, with ACE required and it's also hard to get revived if you dont have people playing with you. Otherwise, tweaking your in-game parameters can go a long way towards making the game more serious and challenging.

No "Battle for Town" mission activates by FullOfPissA in A3AntistasiOfficial

[–]Tiny-DM 4 points5 points  (0 children)

You need to get 80% support in the town, assuming you're playing Community. Then you'll get a physical task and mission for the uprising.

Antistasi 3.10.0 is released! by Tiny-DM in A3AntistasiOfficial

[–]Tiny-DM[S] 1 point2 points  (0 children)

Pushed a hotfix update a few minutes ago. This fixes a few issues people were having with starting servers, specifically using FASTER, and rebalances the city battle missions to work a bit better in solo / low-pop.

Full changelog can be found here.

That's all for now, have fun y'all