Vindicta arma 3 гайд

Обновлено: 02.07.2024

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Этот предмет несовместим с Arma 3. Пожалуйста, прочитайте справочную статью, почему этот предмет может не работать в Arma 3.

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Доступность: только для друзей

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All AI mods are incompatible, for instance VCOM AI, LAMBS danger.fsm, etc. Only exception is mods which do not make bots steal vehicles and do not change their weaypoints (for instance, LAMBS suppression). Anyway we didn’t test all AI mod combinations, so if you play with any AI mods, AI behaviour can break, for instance patrols might become alerted at enemies multiple kilometers away and run away from outposts, and so on.

What mods do I need to play with a specific faction?

How do we claim a location?

Press U, strategic tab, there should be ‘claim’ button.

I can not enter military vehicles, why?

You must lockpick them first. It is done through ACE interaction menu, with Lockpick vehicle action. You must have a lockpick item in your inventory, but it is always added to uniform at respawn.

How do I open build menu?

You must be at an owned location, indicated at the top of the screen, then use mouse wheel (action) menu option.

What is “attach to garrison” for?

Use it to manually take “ownership” of a vehicle. It must be used at an owned location. Use it on crates that contain building resources to gain access to them in the build menu. Normally all items will be automatically attached to the nearest garrison.

Are there any air units in the mission?

Enemies can use only attack helicopters now. But you can not fly them.

Can I fly helicopters?

No, you can’t. They are too powerful and until ammunition management or proper anti-air is implemented, you can not fly them.

Can I unlock items in the Arsenal?

You can’t, it is fully limited. However if you want to have more loot in ammo crates, you can increase it through addon options.

How do I get building resources?

From ammoboxes found in enemy police stations and military locations, and from supply convoys. Also civilians can give you the build resources through dialogue in cities with high enough influence.

How do I play the mission in singleplayer?

You can play it in singleplayer through SP Scenarios tab in the main menu. But it is not well tested. Dedicated MP is best, self hosted MP is second best.

How can I holster my pistol?

Press 0 (zero key) to use the ACE holster weapon action.

Do enemy crates respawn after I steal them?

Where are the APCs/Tanks/MLRS?

Heavier vehicles appear as you make more campaign progress. When this happens is also dependant on difficulty settings: at high difficulty tanks appear almost immediately, and low they will not appear until much later.

How can I open Zeus interface?

You can use ACE Zeus feature. Make sure it is setup correctly, for that go to eskape/Addon Options/ACE Zeus and enable it there. After that you can access Zeus by using ACE self interaction/Create Zeus button, and pressing Y after that. Northen made a handy video:

Are vehicles created with Zeus saved?

Is it possible to save vehicles created with Zeus by running extra code in console or other methods?

No, because our framework is based on strict enumeration of unit types, therefore it can only operate with units created by our own framework.

Is it likely that this problem will be solved in the future versions?

Will there be money, economics, or factories to build vehicles or weapons?

No, features of this kind are totally not in our plan.

But another mod/scenario has a feature …

We don’t aim to have as many features as possible. Our main focus is the military part of the game.

Is there Headless Client Support?

No now because it would require large scale code changes.

Where are the saved games stored?

If you are not using FileXT addon, they are stored in the vars.arma3profile file (see reporting-a-problem)

Where do I find the .RPT file?

Why do my vehicles, cargo boxes or static weapons are teleported when I reload the game or come back to my camp?

We cant have all objects present at all times for performance reasons.

So we spawn/despawn (cache/unchace) them based on if there is a player in the area

However due to how arma itself works objects can easily glitch into each other and get destroyed if the are placed too close together.

That is why we have a script that detects possible problems and solves them by moving the objects in question away from each other (and it usually places them on the nearest free space/road)

So objects will move when they were placed too close together before you leave the area but thats a lot better than having your stuff glitch around and blow up randomly which is very common in most arma missions and extremely annoying.

How do I prevent vehicles, cargo boxes and static weapons from teleporting around at my camp?

Don’t put your vehicles, cargo boxes or static weapons close to other objects, including houses, fortifications, or anything at all.

I can’t find the mission in game

Screenshot

Host a MP game: If it’s not there, make sure you’ve loaded CBA and ACE. See troubleshooting.

Friendly or enemy AIs are misbehaving or stuck

If you want to report AI errors, you need to use the built-in AI debugging interface. To do that, open Zeus interface, and find ‘AI debug UI’ button at the top-right. It is only available to admins. See the screenshots below for further instructions. Send us screenshots of the situation with the debugging menu enabled with as much data as possible.


Vindicta is a dynamic cooperative guerrilla warfare scenario where your goal is to free territory from enemy occupation.

NOTE ABOUT COMMENTS

Please follow to our Discord server [discord.gg] if you want to provide feedback.
This comment section is not checked as often!

MAIN FEATURES


The following review by HazBo sums up most of the features of Vindicta:

    Dynamic game world. At game start everything is relatively peaceful and not all outposts are occupied by enemy, players can travel around without opposition.

Who is this scenario for?

This scenario is made for small groups of players who want a challenging and realistic guerrilla experience. This is probably not for public servers, and it can be quite challenging in singleplayer.

GUIDE AND FREQUENTLY ASKED QUESTIONS

Check this before asking a question. [vindicta-team.github.io]
The page has information about most common problems, faction mod lists, maps, etc.

SAVING AND VERSIONS

There is custom savegame functionality in the scenario, which saves data into profile namespace (vars.arma3profile file). This file can often get damaged, but you can use FileXT addon to save game data as separate files.

REQUIRED ADDONS

The scenario requires ACE and CBA. ACE is required because some of its functionality is used in the scenario.
You can use ACE with the medical modules removed.. In this case standard arma revive component will be used.
It is also recommended to use FileXT addon to save your games, but the game mode will revert to standard saving if you don't load FileXT.

Vindicta took several years and thousands of hours of development for several people. If you enjoy the game mode, please consider donating to our paypal account below:
[paypal.me]

  • Sparker: Project Lead, OOP, core framework, AI.
  • billw: OOP enhancements, Commander AI, tools, gameplay.
  • Sen: Tools, map design, addon development, several AI actions.
  • Marvis: Design of graphics and UI appearence, undercover system, map design.
  • Jeroen Not: Limited Arsenal, tools.
  • Sebastian: Factions, custom unit loadouts.
  • Jasperdoit: Factions, maps.
  • Matriksky: Factions, maps.
Special thanks:
  • Barbolani, the author for Antistasi, whose work hugely inspired us to develop this.
  • Stef from the Antistasi community, for sharing lots of ideas for this and for other projects.
  • All our contributors, who have added new maps or factions.
Used 3rd party SQF components: Huge thanks to the following tool developers

Without them SQF development would have lasted several times longer:

Big thanks to the developers of these tools: NOTE ABOUT REUPLOADS

If you want to modify something, consider talking to us first. There is a high chance that it can be integrated into the mission. Pull requests on our GitHub are welcome.


Vindicta is a dynamic cooperative guerrilla warfare scenario where your goal is to free territory from enemy occupation.

NOTE ABOUT COMMENTS

Please follow to our Discord server [discord.gg] if you want to provide feedback.
This comment section is not checked as often!

MAIN FEATURES


The following review by HazBo sums up most of the features of Vindicta:

    Dynamic game world. At game start everything is relatively peaceful and not all outposts are occupied by enemy, players can travel around without opposition.

Who is this scenario for?

This scenario is made for small groups of players who want a challenging and realistic guerrilla experience. This is probably not for public servers, and it can be quite challenging in singleplayer.

GUIDE AND FREQUENTLY ASKED QUESTIONS

Check this before asking a question. [vindicta-team.github.io]
The page has information about most common problems, faction mod lists, maps, etc.

SAVING AND VERSIONS

There is custom savegame functionality in the scenario, which saves data into profile namespace (vars.arma3profile file). This file can often get damaged, but you can use FileXT addon to save game data as separate files.

REQUIRED ADDONS

The scenario requires ACE and CBA. ACE is required because some of its functionality is used in the scenario.
You can use ACE with the medical modules removed.. In this case standard arma revive component will be used.
It is also recommended to use FileXT addon to save your games, but the game mode will revert to standard saving if you don't load FileXT.

Vindicta took several years and thousands of hours of development for several people. If you enjoy the game mode, please consider donating to our paypal account below:
[paypal.me]

  • Sparker: Project Lead, OOP, core framework, AI.
  • billw: OOP enhancements, Commander AI, tools, gameplay.
  • Sen: Tools, map design, addon development, several AI actions.
  • Marvis: Design of graphics and UI appearence, undercover system, map design.
  • Jeroen Not: Limited Arsenal, tools.
  • Sebastian: Factions, custom unit loadouts.
  • Jasperdoit: Factions, maps.
  • Matriksky: Factions, maps.
Special thanks:
  • Barbolani, the author for Antistasi, whose work hugely inspired us to develop this.
  • Stef from the Antistasi community, for sharing lots of ideas for this and for other projects.
  • All our contributors, who have added new maps or factions.
Used 3rd party SQF components: Huge thanks to the following tool developers

Without them SQF development would have lasted several times longer:

Big thanks to the developers of these tools: NOTE ABOUT REUPLOADS

If you want to modify something, consider talking to us first. There is a high chance that it can be integrated into the mission. Pull requests on our GitHub are welcome.

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