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The Forgotten Few - SP/MP Dynamic Campaign for CO

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The Forgotten Few



A survival story of a Russian spetsnaz platoon commander and his men struggling through a gruesome counter-insurgent operation

About The Campaign

• Single scenario campaign of 7 immersive and realistic dynamic missions with variating objectives and scale!

• Plan out your missions yourself before actual dispatch with available resources and field intelligence at hand!

• Whenever approved by higher command, assign men to an assisting “Spark†squad and lead them on the field!

• Call in air and artillery support at hot situations whenever available!

• Lead your 24-man platoon through the hell - will you and your comrades survive?

• Every play time a totally different experience!

• Play in Single-player or Multiplayer

This 7 mission long campaign is built around a platoon of 24 Spetsnaz soldiers. The player adopts the role of the platoon commander named Mikhail Koikov. Every mission is randomly generated with vast amount of variables: Mission type, objectives, location, the structure of both friendly and enemy forces, the scale of confronting forces, fire support, time of day, weather etc. This ensures maximum replayability. The campaign starts off with easier missions and as the player proceeds the missions will get increasingly difficult by strengthening the enemy forces compared to friendly forces and support available to the player.

The campaign is designed to give the player the freedom to plan the execution of the mission. Prior to each mission player gets to study the mission objectives and field intelligence and based on this assign soldiers to squads "Torch" and "Spark", set the loadout of the soldiers and define their insertion points and vehicles. During the missions the player has the opportunity to request fire support and after the mission call for an extraction vehicle if necessary. The missions are evaluated by giving "campaign points" for successful objectives. Therefore succeeding in objectives is not obligatory. Additional campaign points will be given for survived soldiers once all 7 mission are finished.

This project started from a minor dynamic mission idea but over the course it developed into a detailed full-blown campaign. A lot of attention has been paid in details and I have carefully polished the overall feel and immersion before public release. The work on this campaign has been a ton of fun and the further develop continues as long as there are more ideas, inspiration and of course, free time. As this is a dynamic campaign there's always room for expansion. Keep your heads up for new versions and hope you have as much fun playing the campaign as I had making it!

Version History

054 (9/13/2012)

•First official release

•NEW: Revised loading pictures, each version has its own

•CHANGED: The ground insertion vehicle now skips considerably closer to the insertion point, unless an enemy position is nearby

•CHANGED: Valid position finding script takes terrain steepness into account

•CHANGED: Slightly improved weather particle effects

•CHANGED: Bigger change in encountering enemy vehicles in the first missions, vehicles were too rare

•FIXED: StrongPointUrban mission type: Sometimes mission generation freezes

•FIXED: StrongPointUrban mission type: Undefined variable error in MP

•FIXED: Ambush mission type: Wrong target area for Spark squad

•FIXED: Sometimes the ground insertion/extraction vehicle failed to find a skip point when such should have been found

•FIXED: Infinite loop eliminated followed by a notification if a suitable ground extraction vehicle cannot be dispatched upon extraction request

•FIXED: Several issues with Spark move and engage commands in MP and SP

•FIXED: Sometimes the loading screen stayed on "Preparing" even though mission was generated and started

•FIXED: Problem with overlapping jukebox and combat radio tracks in SP and in MP

•FIXED: Spark move command markers didn't fade away

•FIXED: Possible problem related to invalid zones

•FIXED: Some outro cutscene bugs

•FIXED: Few minor issues

•FIXED: Few typos

Chechnya Addon Version 1.4 (9/13/2012)

•REMOVED: All old RHS addons

•REMOVED: Spetsnaz GRU by Coloned Stagler

•NEW: AFRF mod by RHS

•NEW: Spetsnaz FSB by Coloned Stagler

•NEW: AEK pack by yvandrey

•NEW: Krinkov pack by Colonel Stagler

Takistan Version 1.0 (9/13/2012)

•Initial release version

053B (6/9/2012)

•NEW: Multiplayer mode

• For up to 12 players

• One player is the Platoon Commander, other players are subordinates in Torch and Spark squads

• Restricted interface for subordinates to view the mission plan while the platoon commander plans the mission execution

• Upon dying the player enters a spectating mode and waits for the next mission

• After a mission is finished and another begins, all died & respawned players rejoins the squads in available non-human player slots

• Campaign is failed if all Torch squad (commanding squad) members die

• English version for all players, no russian text translations allowed for compatibility reasons

• Parameters for difficulty and civilian rarity.

• No Intro/Outro cutscenes

• No JIP

•NEW: Reworked weather particle effects

•NEW: Possibility of player and platoon members having a camo face paint applied, randomized in every mission

•NEW: 4 new ambient radio chatter tracks in base

•NEW: "Campaign Rules" and "Multiplayer Rules" added to Notes section

•NEW: Possibility of enemy units carrying smoke grenades

•NEW: Non-addon version: Revised selectable loadouts for player units featuring OA weapons

•NEW: Non-addon version: New loadouts for enemy featuring OA weapons

•NEW: Non-addon version: New enemy OA units

•NEW: Non-addon version: Grass cutter objects applied to base area

•CHANGED: Support for stand-alone Arma 2 removed, OA now obligatory

•CHANGED: Invulnerable pilots when embarked for Hind and Hokum to simulate bullet-proof canopy windows

•CHANGED: Improved aiming for AI platoon members

•CHANGED: Further lengthened CAS missions.

•CHANGED: Improved animations for mission planning scene

•CHANGED: Enemy outposts and patrols avoid hostile (player-side) areas

•CHANGED: The volume of base jukebox music tracks increased

•CHANGED: Hideout mission type: Prisoner rescue objective ticked succesful once prisoners are released

•CHANGED: The possibility of enemy officer wielding a golden AK is decreased

•CHANGED: Some of the english platoon member names changed to more traditional Russian ones

•FIXED: Freeze in mission generation related to reinforcements position finding

•FIXED: Freeze in mission generation related to spawning unmanned enemy vehicles

•FIXED: Problem with ground extraction vehicles not arriving

•FIXED: Russian version: Wrong call variable name in mission plan dialog causing a failure to update any changes

•FIXED: Extraction dialog window became available after opening/closing the fire support window

•FIXED: Force boarding transport vehicles for AI units

•FIXED: The crew of armored ground transport is now correctly tank crew class instead of soldier class

•FIXED: Hideout mission type: Possibility of prisoners not spawning if second time having a prisoner rescue mission

•FIXED: Ambush mission type: All friendly units already dead when the mission starts

•FIXED: Ambush mission type: Friendly officer had enemy class loadout

•FIXED: Squad members starting inside the base, away from the leader when the mission starts

•FIXED: Enemy at-ease animations

•FIXED: Extraction helicopter reported RTB when switched from CAS to extraction

•FIXED: Hint for helicopter insertion

•FIXED: Numerous other minor fixes and optimizations

Chechnya Addon Version 1.3 (6/9/2012)

•NEW: Anti-tank and Demolitions loadouts come with a backpack with additional rockets and satchel charges

•CHANGED: Platoon members use either a balaclava or camouflage paint

Build 052B (3/26/2012)

•NEW: Randomized and customizable appearance and loadouts for both enemy and friendly infantry by role, see UnitsLibrary.sqf for customization

•NEW: 12 new speech lines for the player character, thanks to MulleR again!

•NEW: Medic units are marked with a medic icon in Platoon Management and Squad Loadout dialog windows

•NEW: Automatically change to 1st person view after loading sequences

•CHANGED: Removed the debug "cheats"

•CHANGED: The 5th member of a squad is always a medic by default like before build 051B

•CHANGED: Ground insertion vehicle won't automatically stop if getting too close to mission target anymore

•CHANGED: Markably increased enemy vehicle patrol radius when unalarmed

•CHANGED: Marked danger zone around mission objective redesigned to properly correlate the true danger zone in each mission type

•CHANGED: Increased the radius at enemy outposts can be spawned

•CHANGED: Decreased the value of rocket barrage ammunition

•CHANGED: Helicopter will perform CAS for longer before returning to base

•CHANGED: Max distance from LZ required for calling extraction helicopter down is reduced from 160m to 80m

•CHANGED: StrongPoint and StrongPointUrban mission types: Objective now marked successful in advance when enemy officer is arrested and joined the group

•FIXED: Player wasn't the leader of the squad at mission start

•FIXED: Mission planning shed was messed up after 1.60 patch

•FIXED: Extraction vehicles and mode were reset after selecting an extraction point

•FIXED: "CAS after insertion" validity wasn't checked and updated when the insertion vehicles was changed

•FIXED: Radio music didn't play after loading mission

•FIXED: Ammo Cache mission type: Incorrectly named variable in mission load script

•FIXED: Ambush mission type: Emergency extraction with helicopter was bugged

•FIXED: Ambush mission type: Weather during Mission planning is logically the same as during mission and no time skipping at mission start

•FIXED: StrongPoint and StrongPointUrban mission types: Player character won't order to wait for enemy reinforcements if objective is to arrest enemy officer

•FIXED: Unmanned military vehicles + UAZ with combat radio chatter was deleted upon mission init

•FIXED: Base tents were sometimes rammed down by spawning SILVIE vehicles

•FIXED: Helicopters status was updated once landed in base. Now it's updated immediately upon returning to base.

•FIXED: The voice overs of ground transport and Bulov are enhanced to sound more natural

•FIXED: A possible problem with vehicle patrol script

•FIXED: Platoon members spawned with incorrect rank

•FIXED: Hint message incorrectly gives wrong address to Spark Commands Menu

•FIXED: Dead players in Unit Statistic dialog window had an incorrect portrait

Chechnya Addon Version 1.2 (3/26/2012)

•NEW: Colonel Staglers Spetsnaz GRU to replace the Chechen war Russians by johncage

•NEW: Option for an SVD Dragunov with NV scope added in loadout selection

•CHANGED: Updated Colonel Staglers Chechen Rebels to version 1.5, required by mission

•REMOVED: Removed East weapons pack by vilas

•REMOVED: Removed Chechen war Russians by johncage

Build 051B (11/19/2011)

•NEW: Civilian life! A CPU-friendly dynamic script to spawn and simulate civilians and road traffic

•NEW: AI infantry scripts using a new dynamic position finder function DynamicPosFinder.sqf

•NEW: Sometimes the enemy has outposts around the mission target for some foward defence - be careful when advancing towards the main target

•NEW: Occasional unmanned enemy vehicles in enemy positions depending on scenario

•NEW: Sometimes enemy vehicle crew are disembarked and having a chat when unalarmed, a chance to take out the crew of an armored target

•NEW: 5 new jukebox radio songs added, making total of 22 songs

•NEW: VillageRaid mission type: West Solnichniy and North Dubrovka added as potential mission targets

•NEW: Mission type is stated during mission generation

•NEW: Game saved before new mission is generated

•NEW: Atmospheric lights at FOB added to illuminate the night

•NEW: Light towers at FOB actively sweeps the surroundings with spotlights at night for immersion

•NEW: AI Aiming skill values are persistent to over-ride any AI addon definitions

•NEW: A hint will appear and marker gets relocated if ground insertion/extraction vehicle can't reach target

•NEW: Default squad members are shuffled at campaign init

•NEW: Enemies get alarmed from artillery barrage

•NEW: Russian translations update

•NEW: More detailed debug parameters in editor

•CHANGED: Improved the way infantry groups seek for a dynamic move position accordingly to situation (DynamicPosFinder)

•CHANGED: VillageRaid mission type: Enemy infantry now defends a created dynamic fixed position rather than running around randomly (DynamicPosFinder)

•CHANGED: Ambush mission type: More dynamic way of finding ambush positions for enemy infantry (DynamicPosFinder)

•CHANGED: StrongPointUrban mission type: Some of the enemies scattered around the city and not only around the strongpoint house (DynamicPosFinder)

•CHANGED: Spark units now ordered to return to formation when "hold position" order is given

•CHANGED: Garrisoned enemy vehicles now sometimes patrol a bigger area in VillageRaid, StrongPoint and StrongPointUrban mission types

•CHANGED: Optimized city area size values

•CHANGED: Enemy strenght is 60% instead of 50% when only Torch squad is deployed

•CHANGED: Removed active city center variable checking as it was redundant

•CHANGED: Optimized color correction to give more blueish hue and more worn out film effect

•CHANGED: Reserve units will be hidden after the mission starts to prevent unnecessary interference and cpu usage

•CHANGED: Reworked animations for LZ / Insertion point finding

•CHANGED: Single enemy units added to "Reveal enemies" debug command

•CHANGED: Platoon members get respawned between mission to reset the AI

•CHANGED: Intro cutscene music, sound and narrator voice volumes are now balanced

•CHANGED: New mission is now already being prepared while debriefing is shown to make use of the loading time

•CHANGED: Platoon member unit models can be redefined in UnitsLibrary.sqf instead of in mission editor

•CHANGED: Joint insertion selected automatically if Spark Squad available and Helicopters not available

•CHANGED: Ground insertion/extraction driver speaks by "playsound" instead of "say" to avoid muffled speech

•CHANGED: Enemy house garrison stands up indoors

•CHANGED: Optimized the starting position randomization in ground insertions

•CHANGED: Bigger amount of enemy patrols but smaller in size on average

•CHANGED: Various other minor tweaks

•FIXED: Dialog windows are now somewhat lag-free now, considerably improving usability

•FIXED: LZ / Insertion point finding is force calculated immediately

•FIXED: Overall performance improved, especially in terms of running scripts

•FIXED: Mission generation times are reduced

•FIXED: Better scripting for mission plan scene

•FIXED: Player now properly needs to reach mission target to confirm enemies being defeated

•FIXED: Radio disabled during mission debriefing

•FIXED: AMbush mission type: Sometimes the secondary objective was incorrectly displayed

•FIXED: StrongPointUrban mission type: Mission scored correctly when enemy officer succesfully arrested

•FIXED: Problem with mission getting accomplished without contact if only 1 or 2 enemies were alive and active, condition added

•FIXED: Helicopter was marked as performing CAS when actually on an extraction mission

•FIXED: Possible game freeze when using a small radius with ValidPosFinder.sqf

•FIXED: Other dialog windows cannot be accessed when selecting artillery target

•FIXED: Wrong "Base" speech when hostages killed after rescue

•FIXED: Emergency stop command stayed available after insertion in a rare case

•FIXED: Various other minor fixes + cleaning of scripts

Chechnya Addon Version 1.1 (11/19/2011)

•NEW: BRDM-2 Pack by hcpookie to be used by guerillas

•NEW: T-80 pack by RHS to be used by Russian army

•FIXED: Correct addon dependencies ensured

•Removed T-72 pack by Dractyum

Build 050B (9/15/2011)

•NEW: Option to cancel CAS

•NEW: Campaign related hints during mission generation

•NEW: Spark squad will report if enemy has detected them prematurely

•NEW: Spark squad will report the amount of casualties and whether it has contact with enemy along with position report. Command button now known as "Situation report"

•NEW: New Russian translations for Russian version

•NEW: Possibility to delay the enemy reinforcements by clearing out the objective area quickly

•NEW: Few other minor visual/immersion improvements

•CHANGED: Visually improved in-game loading screens and mission/campaign result texts

•CHANGED: Helicopter gunners open fire on enemies also during insertion/extraction without the pilot engaging on them. As a side effect, navigation lights can't be turned off though

•CHANGED: Mission objective is now eventually considered secure if there are only 1 or 2 enemies left, even if alive and not fleeing

•CHANGED: The value of Mi-8 is increased from 6 to 7 and Ka-52 from 8 to 10

•CHANGED: Enemy tripod machinegunners were too accurate

•CHANGED: Modifying and adding loadouts and their selections inside campaign .pbo is now easier. Check Unitlibrary.sqf

•CHANGED: Main character will speak directly to his subordinates instead of speaking via radio when they are close enough

•CHANGED: Helicopter insertion pilot speaks via vehicleradio channel

•CHANGED: Increased in-game main character's voice pitch to match better the custom voice overs of the main character

•CHANGED: Enemy camp and hideout known position marker's random offset increased slightly

•CHANGED: Color of blinking texts was changed to follow the color theme

•CHANGED: Spark command markers on map switched to a hand drawn icon

•CHANGED: Right upper corner hint texts

•FIXED: Using ground insertion/extraction point for helicopters and vice versa caused sometimes severe problems. This is now avoided by a warning window

•FIXED: Russian version dialog windows were outdated

•FIXED: StrongPointUrban mission type: The mission objectives were always the same

•FIXED: Mission 7 wasn't always about arresting Bulov

•FIXED: Fix made for small possibility of getting stuck in generating mission

•FIXED: Other dialog windows could be accessed while extraction point was being searched

•FIXED: Fix made for Spark squad engaging enemy when ordered to hold position

•FIXED: Resource points was often wrongly spent on Air support

•FIXED: Spark squad is now forced to board insertion vehicle

•FIXED: Spark squad is now forced to board extraction vehicle and within reasonable time

•FIXED: Problem with 2 radio songs being played at the same time by the jukebox

•FIXED: Spark Squad headed for original insertion point upon emergency halt

•FIXED: Atillery suppot was sometimes reported incorrectly in mission plan phase

•FIXED: Ground transport was sometimes spawned partly below the ground

•FIXED: Instruction notes for Platoon Management didn't appear until the dialog window had been closed

•FIXED: If helicopter is shot down and player is inside, the vehicle is unlocked

•FIXED: Few typos

Build 049B (4/6/2011)

•NEW: K.I.A gallery added to mission plan, found under platoon management section

•NEW: Unit statistics added to mission plan, found under platoon management section

•NEW: Ground transport emergency stop radio command (0-0-1) added to ground insertion

•NEW: 3 new jukebox radio songs added, making total of 17 songs

•NEW: Mission number shown in main mission plan menu

•CHANGED: More interesting and suitable color palette used in all dialog windows

•CHANGED: Air transport has lights on only in Friendly territory

•CHANGED: Ground transport driver speaks directly instead of via radio during insertion

•CHANGED: Increased the probability of a day light mission in all mission types

•CHANGED: Rainy weather is now less probable

•CHANGED: Reworked all Fog/Mist/Rain particles. Effects made more subtle, visually appealing and increased visibility

•CHANGED: Weather changing during mission is now little less probable

•CHANGED: OPFOR class vehicles removed/replaced from enemy vehicle class arrays to prevent enemy kills marked as friendly ones

•CHANGED: Ural with ZU-23 was undervalued

•CHANGED: Map closes automatically after Mission Plan

•CHANGED: Land transport doesn't spawn inside base anymore for better realiability

•FIXED: Original campaign version: Default loadout bug

•FIXED: Strongpoint mission type: Garrisoning men escaping from house vicinity now considered neutralized

•FIXED: Tweaks in weather management script

•FIXED: Weather transition fully executed before mission start

•FIXED: helicopter sometimes not landing near waterline

•FIXED: A couple of minor ground insertion issues

•FIXED: Skipped time in ground insertion now correlates with skipped distance

•FIXED: Spark squad now forced to board extraction vehicle

•FIXED: Spark won't report casualties when units removed from group anymore

•FIXED: Glitch with intro cutscene causing a "black hole" and ctd, added a minor fix

•FIXED: Few typos

Build 048B (3/19/2011)

•Initial public Beta release.

•Hotfix: Removes RH AKs pack weapons from the original version

Chechnya Addon Version 1.0 (3/19/2011)

•Initial version of addon conversion.

Thanks To

• All the voice actors:

- MulleR - Mikhail Koikov

- Bulov - Ghost22rus

- Ruslan - Spark

- D.Morozov - Spark and Villager 2

- Shturman - Spark

- Behemoot - Air transport

- Pioneer - Air transport

- Sniper GRU - Ground transport

- Somacruz10 - Base

- Rydlock - Enemy Officer

- Alemaz - Villager 1

• Special thanks to:

- Rydlock for his great effort in translating texts to Russian

- Ruslan for his help with Russian contacts

- MulleR for his hard work in voice acting

- Sarmat Studio forum

- Bohemia Interactive Studios and the whole community

Videos

unMV1AWSrH4

Campaign Downloads

Original Non-Addon version for Arma 2:CO

This is the original version of the campaign situated in Chernarus. It doesn't use any addons but needs Arma 2: Combined Operations. It's tested for compatibility in Arma 2: Combined Operations. This is the version of choice if you do not own Arma 2: OA or don't bother messing with custom addons.

Requirements

• Arma 2: Combined Operations (Arma 2 + Operation Arrowhead) version 1.60 or higher

• Downloading and installing VFTCAS Terrain collision avoidance system is highly recommended but not required. This helps preventing helicopters from colliding with ground objects.

Links:

Build 054: TheForgottenFew_054.7z (Armaholic)

Build 054: TheForgottenFew_054.7z (File Front)

Build 054: TheForgottenFew_054.7z (4Shared)

Chechnya Addon version for Arma 2: CO

This version features Chechnya themed set of addons that replace most of the units in the campaign. Campaign situates in Chernarus.

Requirements

• Arma 2: Combined Operations (Arma 2 + Operation Arrowhead) version 1.60 or higher

• Addons:

- Improved BRDM2 units version 2.2 by hcpookie Skydrive Live link

- Chechen Rebels v1.5 by Colonel Stagler Armaholic link

- Spetsnaz FSB 2.1 by Colonel Stagler Armaholic link

- AKs Pack v1.2 by Roberthammer Armaholic link

- AEK Pack by yvandrey Armedassaultinfo link

- Krinkov Pack by Colonel Stagler Armedassaultinfo link

- AFRF Mod v0.1 by Red Hammer Studios Moddb link

• Downloading and installing VFTCAS Terrain collision avoidance system is highly recommended but not required. This helps preventing helicopters from colliding with ground objects.

Links:

Build 054: TheForgottenFew_054_A104.7z (Armaholic)

Build 054: TheForgottenFew_054_A104.7z (File Front)

Build 054: TheForgottenFew_054_A104.7z (4Shared)

Takistan version for Arma 2: CO

This Takistan version is desert setting of the campaign featuring not only desert units but also desert climate weather effects and small adjustments fitting the map. Campaign situates in Takistan.

Requirements

• Arma 2: Combined Operations (Arma 2 + Operation Arrowhead) version 1.60 or higher

• Addons:

- Spetsnaz GRU v1.7 by Colonel Stagler Armaholic link

- Improved BRDM2 units version 2.2 by hcpookie Skydrive Live link

- Russian naval infantry v2.0 by colonel stagler Armaholic link

- Middle eastern rebels by someguywho Armaholic link

• Downloading and installing VFTCAS Terrain collision avoidance system is highly recommended but not required. This helps preventing helicopters from colliding with ground objects.

Links:

Build 054: TheForgottenFew_054_Tk.7z (Armaholic)

Build 054: TheForgottenFew_054_Tk.7z (File Front)

Build 054: TheForgottenFew_054_Tk.7z (4Shared)

Armed Forces of the Russian Federation version for Arma 2: CO

The AFRF version is a result of co-operation with Red Hammer Studios. This version effectively utilizes the units of the AFRF mod.

Requirements

• Arma 2: Combined Operations (Arma 2 + Operation Arrowhead) version 1.60 or higher

• Addons:

- Armed Forces of the Russian Federation by Red Hammer Studios Armaholic link

• Downloading and installing VFTCAS Terrain collision avoidance system is highly recommended but not required. This helps preventing helicopters from colliding with ground objects.

Links:

Build 054: Redhammer.su downloads section

Donations

If you want to show your appreciation towards my effort in a form of a donation, follow the link below. Thank you!

PayPal: The Forgotten Few Donation

Edited by King Nothing
  • Like 2

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Screenshots

ffscreen1.th.jpg

Sometime the enemy reinforcements are minor... but still fearless and devoted!

ffscreen2.th.jpg

Extraction in the sunset.

ffscreen3.th.jpg

Scanning the nearby forest where was seen some enemy movement.

ffscreen5.th.jpg

Group scanning a wide open battlefield after a fight.

ffscreen6.th.jpg

Ambushed friendly convoy ahead. Advancing cautiously due to enemy presence.

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More Screenshots

ffscreen7.th.jpg

Sniper on the watch. Knocked out enemy vehicle in the background.

ffscreen8.th.jpg

Squad mates providing covering fire while calling in artillery fire.

ffscreen9.th.jpg

Mission planning.

ffscreen10.th.jpg

Mission planning.

ffscreen4.th.jpg

Departing from home base.

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The intro was cool, and the mission setup is impressive. Playing the first mission now. I downloaded the non-addon version but it still seems to require the RH AK pack - I got a config error when the mission loaded and all my squad except the marksman and machinegunner started with no weapons.

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The intro was cool, and the mission setup is impressive. Playing the first mission now. I downloaded the non-addon version but it still seems to require the RH AK pack - I got a config error when the mission loaded and all my squad except the marksman and machinegunner started with no weapons.

Thanks. Yes it requires the RH AK pack, think you missed that one from the addons list in the first post. The link is provided there. :)

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Yeah but I downloaded the campaign from the link that says Non-Addon Version.

Ah I see, you were right. I must have accidentally replaced one file with the addon version one. I fixed this now.

Hotfix made for original version and first post updated!

Also added "Thanks to" section that was left out from first post.

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Hi King Nothing

thanks for this campaign. I gonna give it a try asap. Remember your OFP campaign "Revolt 1998" a long time has passed since then. Good to see you still around.

kind regards

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can't wait to try this out. Loved your work in OFP. Thanks for continuing to contribute to the community.

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sounds good and ive been waiting eagerly for someone to put the chechen units into a well put together mission for awhile

downloading right now =) i almos tcame back here and posted why isnt this working!! ;p but i thought it would be a good time to actually read the read me lol and installed it in the right place afterwards =) yep...

---------- Post added at 07:40 AM ---------- Previous post was at 06:30 AM ----------

well epic intro one of the best if not thee best ive seen in a arma user made mission good choice in conflict also

---------- Post added at 08:04 AM ---------- Previous post was at 07:40 AM ----------

i havent even started playing yet and im impressed the mission planning and menus are great

---------- Post added at 08:38 AM ---------- Previous post was at 08:04 AM ----------

hmm getting some kind of weird bug the sky is changing at difrent angles ex one sec its cloudy then its clear and the lighting is going nuts just ctd too on the first mission

---------- Post added at 09:04 AM ---------- Previous post was at 08:38 AM ----------

each time i approach the cache it ctds mission1

---------- Post added at 09:21 AM ---------- Previous post was at 09:04 AM ----------

getting this msg cannot load material file mat[]={"ca\characters2\rus\data\soldier_ca_flora_vsr_vest.rvmat" i have both chechen unit mods and combined ops not sure what this is all about

Edited by lsp

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sounds good and ive been waiting eagerly for someone to put the chechen units into a well put together mission for awhile

downloading right now =) i almos tcame back here and posted why isnt this working!! ;p but i thought it would be a good time to actually read the read me lol and installed it in the right place afterwards =) yep...

---------- Post added at 07:40 AM ---------- Previous post was at 06:30 AM ----------

well epic intro one of the best if not thee best ive seen in a arma user made mission good choice in conflict also

---------- Post added at 08:04 AM ---------- Previous post was at 07:40 AM ----------

i havent even started playing yet and im impressed the mission planning and menus are great

---------- Post added at 08:38 AM ---------- Previous post was at 08:04 AM ----------

hmm getting some kind of weird bug the sky is changing at difrent angles ex one sec its cloudy then its clear and the lighting is going nuts just ctd too on the first mission

---------- Post added at 09:04 AM ---------- Previous post was at 08:38 AM ----------

each time i approach the cache it ctds mission1

---------- Post added at 09:21 AM ---------- Previous post was at 09:04 AM ----------

getting this msg cannot load material file mat[]={"ca\characters2\rus\data\soldier_ca_flora_vsr_vest.rvmat" i have both chechen unit mods and combined ops not sure what this is all about

Hi lsp, thanks for your nice words and reporting.

About the weather anomalies, I noticed a similar wierd lighting and weather. Then I realized it was caused by JTD ClearHorizons addon, are you using it also? And when the weather was quickly changing did the mission just start a second ago? Because there is a dynamic weather script which resets the weather between missions. I could add a little extra delay to wait for the weather to finish the transition 100% before the mission starts.

About the ctd near the weapons cache, I have no idea what's going on here. Are there any error messages in .rpt? I actually remember one beta tester reporting me about some similar problem one time earlier... some error or ctd happening when getting near the weapons cache. But anyway, this sounds more like an Arma 2 bug or caused by addons, can't think of anything in my scripts that would cause a ctd. I will check on that anyway.

About "cannot load material file mat[]={"ca\characters2\rus\data\soldier_ca_flora_vsr_ve st.rvmat". This is caused by Chechen War Russians, by Vityaz units to be exact. It's confirmed in the corresponding thread on this forum but it's nothing critical, just click ok and it won't bother you anymore.

---------- Post added at 03:05 PM ---------- Previous post was at 02:58 PM ----------

Hi King Nothing

thanks for this campaign. I gonna give it a try asap. Remember your OFP campaign "Revolt 1998" a long time has passed since then. Good to see you still around.

kind regards

can't wait to try this out. Loved your work in OFP. Thanks for continuing to contribute to the community.

I'm touched to hear comments about my campaign work all the way from the OFP days, nice to see people recognize and consider me as a memorable campaign maker. Thank you. :)

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Woah, the difficulty jump from the first mission (4-5 partisans) to the second mission (a t72, a brdm2, a spg9 and who knows what else) surprised me. Even worse, there wasn't a previous warning in the intel from possible armor deployement by the enemy.

An option to change the insertion point on the fly in the mission would be welcome, for these times where you notice the landing zone is too hot.

Edited by Turin Turambar

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Hi, I already played the first 2 missions. cool! Do you think you could release a version in campaign structure? Because if a serious bug occurs you might have to restart your mission, meaning the whole campaign. Also if i remove any addons i will have to restart the whole thing as well. thanks

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no jtd clear horizons it only happens on the night scenario with the cache and it happens throughout the whole mission yeah im not sure what the ctd is all about quite possible its caused by addons i use many weapon addons and i was playing your campaign with ace duno if that would affect it

---------- Post added at 08:11 PM ---------- Previous post was at 08:07 PM ----------

Woah, the difficulty jump from the first mission (4-5 partisans) to the second mission (a t72, a brdm2, a spg9 and who knows what else) surprised me. Even worse, there wasn't a previous warning in the intel from possible armor deployement by the enemy.

An option to change the insertion point on the fly in the mission would be welcome, for these times where you notice the landing zone is too hot.

intels not always correct things change people make mistakes ;p

Edited by lsp

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mind if i ask what is the music playing off the radio in the background of the start of the first mission night scenarios and this is the way bis should have done the stock campaigns

---------- Post added at 10:37 PM ---------- Previous post was at 10:34 PM ----------

also any chance of getting a campaign like this but in reverse play as the chechens ;p

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Just grabbed this looks interesting, back to Chernarus +1 Not the usual US type +1 Dynamic +1111111 ... now all i need is to get some time to play it, I like what I see with menu features and such, looks very polished. Always looking for this style of mission.

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Woah, the difficulty jump from the first mission (4-5 partisans) to the second mission (a t72, a brdm2, a spg9 and who knows what else) surprised me. Even worse, there wasn't a previous warning in the intel from possible armor deployement by the enemy.

An option to change the insertion point on the fly in the mission would be welcome, for these times where you notice the landing zone is too hot.

If the intel doesn't cover enough information about the enemy forces you should have the insertion point in a safe distance from the target.

Of course I could add a possibility to redefine the landing zone but there's a little problem. It's a matter of seconds when you see a nice t72 sitting on the landing zone and you get blown away. The search for a new location takes like 10-20 seconds so i don't know how to work it out at the moment. It has to be a panic button of some sort to solve the problem. I know this problem and had these kind of situations a few times when I played.

Hi, I already played the first 2 missions. cool! Do you think you could release a version in campaign structure? Because if a serious bug occurs you might have to restart your mission, meaning the whole campaign. Also if i remove any addons i will have to restart the whole thing as well. thanks

Hmmm. This would take quite a while to achieve I think. And I don't know about any serious bug that would corrupt the whole campaign process. The campaign automatically saves in the beginning of each mission so you can always revert to that point. Thirdly, I personally think that it's cool to play all the 7 missions in one go, the destroyed map objects remain destroyed and the files and folders inside the pbo are in a compact package, easier to fiddle with.

mind if i ask what is the music playing off the radio in the background of the start of the first mission night scenarios and this is the way bis should have done the stock campaigns

---------- Post added at 10:37 PM ---------- Previous post was at 10:34 PM ----------

also any chance of getting a campaign like this but in reverse play as the chechens ;p

Well, it's very hard to tell what this music track was. The script shuffles the songs and plays them 1 at a time. There are 14 songs in total. ;) The songs are all russian army, spetsnaz & warfare related songs, the name of the artists and songs were mostly in cyrillic alphabet so frankly I don't know most of them but there are maybe 3 or 4 songs from a band called "Lube".

If I understood you correctly, the missions are totally randomized, the first mission is certaintly not always a night mission, everything is randomized. If you replay the campaign all the way from the top you will understand what I mean.

Campaign from the chechen point of view? Sure, why not. Except that my hands are full with this one at the moment and I'd better not start any bigger project for a while. ;) But I will try to convert this campaign to other islands and maybe even with different addons sets, who knows.

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any chance of getting 74m added to the load outs also another bug to report its minor but on the second mission i called the extraction bird in near the coast line and it wont land just hovers over the area

Edited by lsp

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Of course I could add a possibility to redefine the landing zone but there's a little problem. It's a matter of seconds when you see a nice t72 sitting on the landing zone and you get blown away. The search for a new location takes like 10-20 seconds so i don't know how to work it out at the moment. It has to be a panic button of some sort to solve the problem. I know this problem and had these kind of situations a few times when I played.

Just make you can redefine the point with the map like in with the secOps module system, with a click in the map. If a zone is too hot, i don't waste 10-20 secs searching a new safe position, i will make click in a far away place in the map (say, 3 kms away) instantly, and then while we are travelling to that zone, i will redefine again the true LZ, this time thinking carefully where to land.

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Amazing campaign,i really like the planning before the missions and how you manage your units.Never seen anything like it for Arma 2.Thanks for the release.

Edited by sdood

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Certainly one of the most innovative SP mission I've seen for Arma2, feels very polished too. I'm only at mission 2, but I've had some helluva good time so far. So thanks for the obviously great amount of time that went into this project!

Is it going to conquer Cipher's SP kingdom? :)

An idea for campaign request: how complicated would a selection be: if it is not the first playthrough, player could select a starting level. Or, like in TotalWar games: autocompletion of the previous missions. (since soliders/planes need to be killed, rigth? :) )

BTW I love this one-flow gamemode!!!

And a minor request: switchable units please if possible. I hate to leave AT in AI hands in hot situations. I don't want to sound pretentious here though.

Edited by zapat

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No Entry 'Campaigns\theforgottenfew.chernarus\description.ext.Campaign'.
I get this error when entering my campaigns section with this pbo. I removed all other campaigns and I get the same each time I load and go into it, I downloaded the non add-on version BTW.

Any reason for this? I got this on Chesty Puller (which was fine then after a few updated in Arma2/OA it then produced errors) and it got resolved after getting latest version, I grabbed this yesterday afternoon. When I go into campaigns it shows as an empy slot with no image etc / non click-able.

Using Combined and latest beta (not the RC beta), tried vanilla and no beta and still the same.

Edited by mrcash2009

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It is a scenario (mission), not a campaign.

umm, a campaign like mission... :)

anyways, try putting it into missions folder instead of campaigns.

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Ah ok, I thought it was a dynamic campaign ... well ok, must check the PDF next time, so its a dynamic campaign as a mission then :)

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