Hunter123 10 Posted January 14, 2011 glad to hear that! can't wait for it! just been watching "the pacific" haha. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 15, 2011 I have just completed placing AI on mission 3 and it's playing really well. Also, tested mission 4 for objectives and extractions checks and it is all running perfectly so tomorrow i place AI. ---------- Post added at 12:07 AM ---------- Previous post was at 12:06 AM ---------- can beta testers put their hands up please so I can pm you shortly. thanx Lighty. Share this post Link to post Share on other sites
pchaxor 0 Posted January 15, 2011 (edited) :cc: I can help. Just updated Lingor via SIX updater. So I don't have to read back what is required for mods? Edited January 15, 2011 by pchaxor Share this post Link to post Share on other sites
-)rStrangelove 0 Posted January 16, 2011 :dance1: :m: :icon_eek: i'm good 2 go Share this post Link to post Share on other sites
kdjac 19 Posted January 16, 2011 http://www.hlsw.org/gameserver/217.78.4.73:2302/ARMA2 Can use that server for testing, dedicated etc: Share this post Link to post Share on other sites
Andre 10 Posted January 16, 2011 (edited) ..... Edited March 9, 2011 by Andre revive script usage Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 16, 2011 I think GR installation folder is full of immersive wav sounds for ghosts reports.It should not be too difficult to make them OGG files to add them into your campaign. already done mate ;) Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 16, 2011 Mission 4 running beautifully at present - AI performing well and the remake of the original Swamp Airfield is just groovy. Share this post Link to post Share on other sites
pchaxor 0 Posted January 16, 2011 How do we get a copy to test? Do you have it posted somewhere? Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 16, 2011 soon mate - i want to tidy up a few things and then i will send off the first 4 missions for testing. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 22, 2011 after much screwing around i have finally got mission 5 working properly - little things can cause such big issues in the end but at least its fixed now. Share this post Link to post Share on other sites
galzohar 31 Posted January 22, 2011 You might want to try push at least one mission out for testing. That way if you have a fundamental issue in it that you couldn't notice/find, you'll find out about it before you might make additional missions with the same issue. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 22, 2011 yep good idea - i was just going back over a couple of missions to make sure they are looking good to pack up for testing Share this post Link to post Share on other sites
Kommiekat 11 Posted January 22, 2011 You might want to try push at least one mission out for testing. Yeah man, what he said up there^^^^ You're teasing us with this campainge of yours, it's like watching Porno trailers.:D Share this post Link to post Share on other sites
pchaxor 0 Posted January 22, 2011 Well be sure to include me in on the testing. I have a dedi I will drop it on. I am EST but would be cool if we all hopped on one and made a go of it. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 22, 2011 as discussed in origianl thread, for those of you who play SP i am implementing Hybrid High Command which allows you to split groups off and give waypoints on the map and adjust awareness state of the units, then regroup them if you want to. only problem is if the leader dies then you lose control of all the units which were split off - with revive HHC continues to work, however, once leader has run out of revives you have a problem. you could still teamswitch but not have control of the split off units. so i think for now i will place a trigger in the mission that will end the mission if the leader dies but give him 1 or 2 revives - i figure if you can't get yourself (as leader) through the mission without getting hit then you should have to retry the mission. yes irl, the squad would go on and complete the mission or extract but you would be dead so you wouldn't know anything about the rest of the mission at least not as a person in the flesh. thoughts? Share this post Link to post Share on other sites
galzohar 31 Posted January 22, 2011 I think a better idea would be to just not use high command. You could automatically assign some default fireteams though (setting colors for units means that it's easier to select them together, forgot the key combination for it though, see assignTeam). Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 24, 2011 ok very cool - i got a scripting buddy of mine 'shk' (a scripting guru on the BIS forums) to see if he could assist with some code. his first attempt = win!! i have it set now so that you have your HHC working but if the team leader is knocked down 3 times then the mission will end - this is the work around bcoz HHC breaks if the leader is dead - the other units cannot take over command of the team. i will test whether without HHC but still using revives - if another unit can take over the mission if team leader is dead. if they can, then this may be a better option then using HHC. getting closer to releasing beta - just want to make sure these basic features run properly. hate to say it too - but i think i found a better place for mission 1 on the new island in 1.1 - would be easy to transfer mission to this location and keep the original mission 1 for another GR mission. Share this post Link to post Share on other sites
galzohar 31 Posted January 24, 2011 Mostly a new leader will be assigned once the leader is dead. If units have ranks then it'll go by rank, if not then by their order in the group. Keep in mind though that if a unit respawns (not sure if reviving counts as respawn in that aspect) and the second in command is of the same rank, then when the unit comes back to life the second in command might keep command. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 25, 2011 (edited) it does not appear that a respawn counts as a revive - never realised that but found it in testing today. ok tested some more for SP - HHC works perfectly plus you can still switch player, however, if you as Team Leader get 'killed' twice then on the 3rd attempt at revive the mission will end. this will provide a good challenge for you as Team Leader and a more realistic experience imo. Edited January 25, 2011 by Lightspeed_aust Share this post Link to post Share on other sites
Hammer_RLG 10 Posted January 28, 2011 Our group would be interested in testing MP. we have a small group - 3-6 per session and I have a dedicated server. Please PM me when you are ready for MP testing. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 28, 2011 i will be releasing 1 mission this weekend for testing - prolly tomorrow. that will allow ppl to beta test things for me and also give a taste of whats to come. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 28, 2011 test mission - sp and mp coop http://www.filefront.com/17861314/c07_GRIT_mis1_v1-0.lingor.pbo Share this post Link to post Share on other sites
langgis08 10 Posted January 29, 2011 thx for this first goodie of your project ! runnning with lingor 1.1 (all "official" needed additional mods included) in the first run I got error of missing "Snakes and Adders" -> http://www.armaholic.com/page.php?id=10430 and missing hemp plants (mb_hemp) -> http://www.armaholic.com/page.php?id=4272 after also adding all pbo's from these 2 packages it runs fine now and so I did my first steps, kills and deaths with the Arma-Ghosts :) Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 29, 2011 (edited) yes sorry - i was just coming back to edit the post - you need mike barts hemp - you wont need snakes n adders next release - they dint work too well (kept getting stuck) may also ask for croc addon - this will also be removed from future releases. Edited January 29, 2011 by Lightspeed_aust Share this post Link to post Share on other sites