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Specialist

[CAMP] Joint Operations [BAF]

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Im on the mission with that betrayal kinda name...

So far ive loved it, makes me wonder what the point is of that BIS british forces addon, but thats kudos to you and the guys who made those brit things.

The FOB might need some work though, as mentioned repeatedly allready, the AI just hates it, being able to switch and fixing it manually is an option, but not ideal i'd say, maybe just putting the vehicles outside the FOB would solve it. Though you got that nice (dunno the english word) that thing that goes up and down at the entrance.

Anyway, great stuff so far, loving it!

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Like all mods.. all this UK kit can be used in conjunction with any of the stock models and only goes to enhance the game further.. you might say why did BIS bother to make the multitude of weapons in game when the modders have made some fantastic versions themselves..

This is a good modded campaign, a great effort, been waiting for someone to put all this great UK kit to good use.. thanks!

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Does this work as a COOP as well?

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Like all mods.. all this UK kit can be used in conjunction with any of the stock models and only goes to enhance the game further.. you might say why did BIS bother to make the multitude of weapons in game when the modders have made some fantastic versions themselves..

This is a good modded campaign, a great effort, been waiting for someone to put all this great UK kit to good use.. thanks!

You answered your own question. They made them along time ago. They know that this game thrives on user made material. Welcome to Arma!:)

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I really wanna play this campaign - but whenever i launch it, it goes through the loading screen and gets to the receiving text on screen but then crashes to the desktop? i have all the mods required and combined operations arma2 + arma OA. just dont know why it crashes out to the desktop just before mission starts. Any ideas?

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I really wanna play this campaign - but whenever i launch it, it goes through the loading screen and gets to the receiving text on screen but then crashes to the desktop? i have all the mods required and combined operations arma2 + arma OA. just dont know why it crashes out to the desktop just before mission starts. Any ideas?

Seems obvious but check you have all the addons, and theyre the latest version, and that your arma oa shortcut contains no spelling errors or missed punctuation. Also check you have the ukf_shared.pbo and ukf_misc.pbo.

Edited by ToddRivers

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I have a question regarding the betrayal mission:

The BMP-2 and BTR-60 provide me with a pain in my rear, i cannot find AT gear on the field apart from one RPG18 rifleman somewhere, that my squad killed and now i cant find the body, additionally, the AT4's x5(?) you can equip trough the briefing screen dont have any ammo, how do i get passed them? do they have to be killed?

Am i supposed to attack all these supposed friendlies to begin with?

i think its considered a spoiler so i just put that there to be safe.

Thanks again for the making of this campaign!

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We love the mission! We haven't completed it yet but we are working on it.

We got this script error at the start of the campaign, "Cannot open object UKF_shared wd_acog_tg01nsn.p3d"

Also, voice actors would greatly help in the immersion of the campaign.

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Hey, I really enjoy your campaign. It's actually one of the best user made campaigns i ever played. But i could be so much better ive there weren't all these annoying things like:

Mission 1-: like said before. Needs a radio command, so the Player can order the convoy to move forward.

Mission 3: I stumbled into the "friendlies" and the BMP ripped my squad into pieces. There is no Anti-Tank-weapon to kill the apc. I would also suggest to put a small Regular Army patrol in front of the town. So the player will know that these "friendlies" betrayed him and he doesn't stumble into the armor in the town.

Mission 4: Needs balancing! Alle the allied troops were killed in a few seconds and than its all against the player, with no cover.

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Version 0.2 Released

Changelog:

-Player must now order the convoy to move on via radio on "A Long Road Ahead"

-Added M136 ammunition to the weapon selection on all missions

-Added more allied troops on "Coalition Assault"

-Other small fixes

Thanks for all of the feedback :)

We got this script error at the start of the campaign, "Cannot open object UKF_shared wd_acog_tg01nsn.p3d"

I think you need to update your UKF_Shared & UKF_Misc. Check the main post, the download link is in there.

I really wanna play this campaign - but whenever i launch it, it goes through the loading screen and gets to the receiving text on screen but then crashes to the desktop? i have all the mods required and combined operations arma2 + arma OA. just dont know why it crashes out to the desktop just before mission starts. Any ideas?

Make sure you have the latest versions of all of the addons because some new versions were recently released. Also, make sure you have UKF_Shared & UKF_Misc. Check the main post, the download link is in there and dont use any other mods with the campaign.

Let me know how it goes :)

Edited by Specialist

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Kruger this campaign is absolutely top notch. It rivals Bardosy's Chesty Puller campaign for me so far.

Thanks for making it :)

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Looking forward to playing your campaign. However I have encountered a problem. I didnt have any of the addons needed so downloaded them all from the links you provided. When I went to test in the editor I got the following error when entering the gunners position in the Jackal HMG: "cannot load texture ukf_ukweps\sa80_ris\data\jerusalem_env_co.paa" any ideas as to what could be wrong?

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Looking forward to playing your campaign. However I have encountered a problem. I didnt have any of the addons needed so downloaded them all from the links you provided. When I went to test in the editor I got the following error when entering the gunners position in the Jackal HMG: "cannot load texture ukf_ukweps\sa80_ris\data\jerusalem_env_co.paa" any ideas as to what could be wrong?

this is an issue with the Jackal and Landrover...hopefully we'll get a fix eventually

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Will this require a campaign restart?

In my experience it did require a restart.

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I've only played the first mission so far, but what a mission it was! Very immersive somehow... If there is anything I'd like to suggest for the mission is a radio command to halt the convoy independently of the "danger zones" that are already scripted in the missions - After clearing the second hostile village and giving the second radio command, the convoy began a deathrace down what was left of the road. I would feel the mission could be more realistic and indeed, more pleasing if we had the ability to halt the convoy at will.

Another "issue" with the first mission is the Apache, it was awesome having it as cover, very effective in creating that atmosphere mentioned above, the problem was, atleast for me, that it blew away alot of the opposition, most noteably:

The ambush point after the second hostile village

As for the second mission, I haven't gotten very far, but perhaps removing the bar gate or making it permanently raised would make for an easier egress out of FOB Manchester... I spent atleast fifteen minutes trying to get the AI crewed Landrover past that checkpoint.

Looking forward to playing through the rest of this tonight! Great job.

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I've only played the first mission so far, but what a mission it was! Very immersive somehow... If there is anything I'd like to suggest for the mission is a radio command to halt the convoy independently of the "danger zones" that are already scripted in the missions - After clearing the second hostile village and giving the second radio command, the convoy began a deathrace down what was left of the road. I would feel the mission could be more realistic and indeed, more pleasing if we had the ability to halt the convoy at will.

Another "issue" with the first mission is the Apache, it was awesome having it as cover, very effective in creating that atmosphere mentioned above, the problem was, atleast for me, that it blew away alot of the opposition, most noteably:

The ambush point after the second hostile village

As for the second mission, I haven't gotten very far, but perhaps removing the bar gate or making it permanently raised would make for an easier egress out of FOB Manchester... I spent atleast fifteen minutes trying to get the AI crewed Landrover past that checkpoint.

Looking forward to playing through the rest of this tonight! Great job.

Thanks for the feedback!

Thats another good idea and in 0.3 I have added the option for the player to order the convoy to stop at will, and the option to start moving again.

The Apache problem should be fixed too. About the FOB issue, the best solution is to Teamswitch and control the AI units because they are always tricky to control in closed spaces like that. (All Units are playable)

0.3 will be fully Voice acted with two more cutscenes too. I was just waiting for the voices to be recorded.

*EDIT: 0.3 Will now be released around Wednsday.

Edited by Specialist

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Never had so much fun since the original Cold War Crisis campaign in operation flashpoint. Awesome work there my friend.

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Dude, please add an ammo box in all the FOBs.

My guys keep running out of ammo, especially on the 2nd mission, patrolling.

Or did I miss it...?

I can load the ammo into my rover and that would solve the problem.

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Do you also have information about requiring a restart for your upcoming version as well?

I don't mind restarting that much, its a good campaign but if your gonna release it very soon i would still wanna wait, doing missions 1/2 for 6 times is a little overkill for me:P

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Never even thought of the teamswitch bit! I had kind of forgotten that feature existed... Makes exiting the FOBs a whole lot easier, also helps loads during encounters.

To any and all worried about restarts, if you are not above "cheating", just use the endmission or campaign cheats - Hold Left Shift and Numpad -, let go and then type either endmission or campaign.

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Dude, please add an ammo box in all the FOBs.

My guys keep running out of ammo, especially on the 2nd mission, patrolling.

Or did I miss it...?

I can load the ammo into my rover and that would solve the problem.

Thats not a problem, I will add UKF ammo crates inside the FOB in 0.3 :)

Do you also have information about requiring a restart for your upcoming version as well?

I don't mind restarting that much, its a good campaign but if your gonna release it very soon i would still wanna wait, doing missions 1/2 for 6 times is a little overkill for me:P

I think it will require a restart as it should be fully voiced with more cutscenes but like GoOB said, if you dont want to play the missions again you can use the 'endmission' command :)

*EDIT: 0.3 Will now be released around Wednsday.

Edited by Specialist

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I just wanted to pop in a quick question regarding the ranks in the section we command - I understand that the mission might not strive to portray a section of grunts, but the lowest rank I can remember seeing from the second mission is lieutenant... Nothing that really hinders gameplay (except that it jumbles the chain of command slightly), just a cosmetic thing mainly.

Really enjoying the campaign, especially the second mission is getting a lot of replays.

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