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nettrucker

[Camp-SP] ArmA CO - Hammer of Thor

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Sorry, I think it's M240, not 250 with TWS, but not sure.

I'll have to get back to you on those night missions. Some of them start at Dusk then go into night.......

Also, keep in mind, player has to go house to house to kill off remaining enemy. Clearing buildings with a saw is wicked fun, but not practical.

Have you used this before for any triggers?:

Opfor < 3

With that code (it's not exact. I can look it up for you) squad does not have to kill EVERY SINGLE bad guy in an urban setting.

Mr. Bardosy does the same thing. He makes you hunt down every single bad guy and if there are lots of buildings, then that can be time consuming.

Just something to think about.

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Playing this campaingn again in the some free evenings, on vanilla 1.62 this time. As expected, some problems are gone (obviously related with 1.63 beta), including not ending mission. I'm completing list of notes and ideas, I'll provide it, when completed.

Have you used this before for any triggers?:

Yes, that's good idea. Also now some missions looks a bit like Rambo style CQB-with-MG. Some general notes:

- sometimes most friendly AI is killed (not sufficient attacker-defender ratio + sending a group straight into middle of crossfire killzone in one mission ("Hammer of Thor")), some because AI doesn't fit to the CQB very well, so single opfor hidden on good spot inside a building can kill many blufors;

- not killed AI does S&D aroud it's waypoints, but often is not checking every building there, so often situation spotted eg in "Hammer of Thor" is, that whole army is just standing, while there is a single enemy AI waiting in nearby building, infinitelly blocking advance progress - stalemate situation;

- I think, in real, attacking blufor would use initially some softening artillery fire. Perhaps even despite civilians used like leaving shields (can nicely add some moral dilemma to the fabula);

- I'm not sure, but it not seems to be very reasonable to send aerial units into area heavily defended by AAs, like airfield. I would expect first some AA cleaning by arty, C-130 spectre, drones with missiles or cruise missiles. Much safer;

- In "Hammer of Thor" mission noted, that while my group was decimated by crossfire from several directions in the middle of "frying pan", where was sent, not so far behind was present some blufor tanks and APCs. IMHO these definitelly should support dying infantry, not standing and watching the show, waiting, until I conquer some objective, and only then move toward it;

- I would reduce a bit opfor soldiers' skill, at least accuracy, except snipers and elite;

- I do not know, how to implement such thing into a mission, but in reality continuing advance, while there is 75% of casaulties is insane.

Of course, there may be always not so competent commander, so it is not necessarily an issue... But then, after mission completion, there should be some dynamic complaining between survivors, that he was a butcher and/or an idiot. Soldiers anyway likes to complain, I think.

However I would conduct such advance as follows:

1. Gather recon data to determine, how large force to use to keep 3:1 ratio;

2. At first some precise arty fire (good opportunity for some FO task) to soft opfor positions avoiding civilian casaulties if possible. If not... well, sorry, more guys will be dead because of lack of arty preparation, than beacuse of it. It is regular battlefield there. Or reduce target areas to these without civilian presence, like military base. BTW civilians should run away or be hidden in their houses unless kept by force as "hostages", not mooch around just like that;

3. If AAs neutralized, use also some CAS;

4. I would send one part of the forces to make opfor busy by frontal firefight on bigger range;

5. Other parts with flanking attack to hit busy opfor from left and/or right;

6. Armor from central/rear positions helps first part by further softening defending opfor with HE rounds and MGs, especially on the flanks, and is ready to immediate fire support on both flanks, if resistance in too heavy and losses growing or some opfor reserves showed up.

I think in that way about 80% of opfor would be dead before attacking infantry will get into direct firefight. But, of course, this will lower challenge factor of this mission, so it depends on yours priorities: to be closer to reality or provide more intense, player-centric fun. As we now, the more war realism, the lesser fun, as real war isn't funny at all.

Currently in effect player is on his own, must to clean up personally nearly every single objective area, building by building, to make AI go further. So in fact sometimes it is not a player a part of bigger operation, but bigger operation is an addition to the player's activities, where player is the only initiative factor, rest is waiting for him. :) Then I had at the end statistics like 50 opfor personally killed by running and gunning...

I'm not a specialist, but for me good use of MG operator is to locate him on some elevated spot with good view, so he can support with distant fire the advance as much as possible without relocation. It was possible in first and second mission, and worked great. From the hill's slope I was able to inflict serious blow to the opfor with just one scoped MG - some dozens of kills. "House cleaning" with MG indeed is weird, and very Rambo-style.

Mission flow may be better, if you use that "opfor < 3" idea. Rest may run away or surrender. I suggest also add some delay between area clean done (objective conditions met) and mission progress. Currently it looks, like HQ is in no time informed, that someone just now hit deadly the last opfor around given objective, and communications start before even last opfor's body touch the ground. In fact may took a while, before blufors may be sure, that area is really clean - how they may know, that there is for sure no more opfors? They may assume that, if they notice, that remnants are running away or go outside and surrendering - more realistic.

Edited by Rydygier

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Hi Kommiekat & Rydygier

first of all thanks both of you for your feedback.

yeah I'm normaly using countside triggers to end missions or to complete certain objectives which is

{alive _X} count thislist <=3 

03 Hammer of Thor:

Yeah I had a bit of a dilemma here. If I let the friendly armor move too early there won't be much fighting left because they are inflicting heavy casualties on the enemy. There must be a flaw I overlooked with sync the friendly Armor and advancing troops. I will look into that and make the friendly armor support the Infantry better. It's another flaw sorry for that.

Instant radio messages - duly noted I will give it a time delay.

Also now some missions looks a bit like Rambo style CQB-with-MG - Well the player has the role of a machine gunner in this campaign . . . might have been a bad choice from the beginning I really don't know.

The player has the choice to change his weapon at the APC's and get himself a normal rifle for CQB but that's it. I do normally scrounge a lot. This campaign is a mixture between CQB and battles which take place in open spaces where the MG is of better use. I could add a hint to the player when there are CQB battles to change weapon and get himself a normal rifle.

Realism:

I didn't choose a realistic approach for this campaign, as I also clearly stated in the readme, for the following reason

In a realistic mission design I would have done everything as you have listed, which means not much left to fight for the player. The enemy would most probably take more than 80% of casualties. I believe . . . with that much casualties the missions will become boring. I created this campaign for fun game play rather then realistic mission design. Think of it in terms of a movie you can interact with playing the missions, as stated in the read me.

I pointed out that if you are looking for realistic mission design this campaign is most probably not for you in the readme. Sadly a lot of people don't read it. :)

I took a choice and I decided for the fun factor. Furthermore I didn't want to guide the player too much what decision he takes when playing the missions. Like giving hints "hey you are entering the town better change your weapon." I leave that up to the player. He can always get himself something more suitable

Now I could take a realistic approach and redesign the missions if that's what most players want.

When starting to make this campaign I wanted to tell a story like in CWC back in OFP times. So therefore Hammer of Thor is the product of this vision. I've seen ArmA always as a game to have fun with. It makes me always chuckle when the argument "ArmA is a simulator" is brought on the table. :D ArmA can be what you want it to be.

I wanted the player to have fun in a first place. I don't know if I achieved that it depends on what the player is looking for I guess.

I see that you are also looking more for a realistic mission design seeing your feedback. If I would opt for a more realistic design I need to redo a lot of things from scratch. I would flatten every enemy position with spector gunships following by an artillery barrage Followed by CAS = no enemy left. The missions would than consist in assessing the damage and counting the enemy dead. That's how modern warfare works.

But would that be fun?

Edited by nettrucker

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Hi nettrucker i downloaded the HOT soundtrack. My favorite song is IISeranoRemix, it is great. I liked also Boom, Sledgehammer, Spearhead and Ghostrider.

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Fully understood "fun over realism" approach. Nothing against, I would be strange kind of player, if I don't like good fun. Really enjoyed so far this campaign. Actually I like sometimes be a Rambo cleaning the town with MG alone. :) Just noted these things in a case, it should be realistic, because, khem, you guess what, I didn't read the readme too closely... :)

It makes me always chuckle when the argument "ArmA is a simulator" is brought on the table.

Yeaahhh. I love that too. :) At first there is "Realism! Realism! Moar realism!" and then, when they got, what they asked for, game become suddenly boring or frustrating, because their sniper character must wait 8 hours for opportunity for shot, and then his mission is cancelled, or UAV controls are too difficult and image not stable enough, or they cannot fight after "simple" hit in the leg, or it is outrageus, so their group is marching whole half hour before first action, and then they're killed by first shot. Realism, I guess, means not comfortable shoes, aching feets, stomach problems, 90% of boredom and toil and 10% of terror and fear, destroyed psyche... Want realism? Enlist. Here is desired only very specific dose of very few aspects of realism.

Edited by Rydygier

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Fully understood "fun over realism" approach. Nothing against, I would be strange kind of player, if I don't like good fun. Really enjoyed so far this campaign. Actually I like sometimes be a Rambo cleaning the town with MG alone. :) Just noted these things in a case, it should be realistic, because, khem, you guess what, I didn't read the readme too closely... :)

Yeaahhh. I love that too. :) At first there is "Realism! Realism! Moar realism!" and then, when they got, what they asked for, game become suddenly boring or frustrating, because their sniper character must wait 8 hours for opportunity for shot, and then his mission is cancelled, or UAV controls are too difficult and image not stable enough, or they cannot fight after "simple" hit in the leg, or it is outrageus, so their group is marching whole half hour before first action, and then they're killed by first shot. Realism, I guess, means not comfortable shoes, aching feets, stomach problems, 90% of boredom and toil and 10% of terror and fear, destroyed psyche... Want realism? Enlist. Here is desired only very specific dose of very few aspects of realism.

I've learned one thing over the years you can never make it right to everybody. I will add a big warning in the opening post to evidence clearly the fact that the mission design is not realistic and it's intended on purpose.

I will try to improve Hammer of Thor and try to get the friendly armor support a bit better the infantry. I actually updated also the readme where I pointed out the flaws that still exist and where I need to find a way to overcome them. Moreover also some info on the making of HOT. In any case thanks for your feedback. I see there is still lot's of things to improve.

Hi nettrucker i downloaded the HOT soundtrack. My favorite song is IISeranoRemix, it is great. I liked also Boom, Sledgehammer, Spearhead and Ghostrider.

It's great you like them. I can only encourage you to use some for your missions in case you deem them worthy enough. LOL

cheers guys

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So, Ghostrider mission... My favourite so far. It is great. These colours of evening together with battle ambient... Surreal and fantastic. I was in "wow!" mood playing it :) And flawless too. Only that, mission was ended about 5 minutes after completing last objective, apparently waiting for my group - to finish prepared waypoints. Mission quality is not dependent on fancy storyline or fancy scripting, nor even epic events, but mostly on art of combining simple things into harmonious, immersive whole, something more than sum of elements. This is one of such high quality "simple" missions.

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Yeah I know it was due to the fact that I wanted to showcase the song Ghostrider in the mission and the only suitable place was the end. Since I used these combat ambiance sounds during the whole mission I couldn't play the song during the combat it would have been mostly too much sounds at once moreover you couldn't actually hear the song very well with all that shooting going on. I hope that this isn't to be considered a problem. I love the soundtrack very much so it's natural that I like to use the songs unfortunately in the mission Ghostrider the only suitable place was the end.

Would like to ask you something. The fact That the mission design is not focused on realism does it take away the fun to proceed and finish the campaign?

Anyway I'm glad you liked it.

Thanks for your feedback :)

BTW maybe I should search for a house clearing script. I believe there is one around.

Edited by nettrucker
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I hope that this isn't to be considered a problem.

Nope. Even thought then, that's good, cause I can now listen one of my favorites track. :)

The fact That the mission design is not focused on realism does it take away the fun to proceed and finish the campaign?

No. Not for me, at all. I had good fun, so I want it more, and expect it in the next missions. Same way I like to watch not realistic movies to the end or read fantasy novels. Especially, when this is intended convention, not just weak screenplay/storyline. Of course I like both ways - "funny" and "realistic", so eitherway I would (and will) finish that campaign with pleasure. You do not need to ask that question to a man, who made a mission, that includes combat magic spells usage. Answer is obvious. :)

Yes, I remember, there was somewhere such script for house clearing. Would be useful.

Edited by Rydygier

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Nope. Even thought then, that's good, cause I can now listen one of my favorites track. :)

No. Not for me, at all. I had good fun, so I want it more, and expect it in the next missions. Same way I like to watch not realistic movies to the end or read fantasy novels. Especially, when this is intended convention, not just weak screenplay/storyline. Of course I like both ways - "funny" and "realistic", so eitherway I would (and will) finish that campaign with pleasure. You do not need to ask that question to a man, who made a mission, that includes combat magic spells usage. Answer is obvious. :)

Yes, I remember, there was somewhere such script for house clearing. Would be useful.

hope that all the feedback you are giving isn't hinder you with your progress of Hetman for ArmA 3.

well sometimes you take things for obvious which aren't. There are people who have no fun in playing missions which are not realistic and would stop after a few missions so I believe it depends on the player if he can accept something meant to be fun playing than yes he will finish it otherwise not. I will try to improve this campaign as much as I can therefore I thank you very much for your extensive feedback which is very much appreciated. :)

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hope that all the feedback you are giving isn't hinder you with your progress of Hetman for ArmA 3.

No. My daily "work cycle" depends on fact, I can effectively script up to afternoon. Then mind need to rest, so usually whole evening I do something else anyway.

well sometimes you take things for obvious which aren't.

Very true. In life it is dangerous habit to be silent about supposed obviousness.

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I think you two are way off on a tangent in fantasy land or something.

Please understand, I mentioned that scopes do not work with NVG's and just a little difficult to clear buildings with a SAW.

Perhaps that's a bit too realistic?

Come on, guys.

If you want unrealistic, then give the player ROCKS.

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I think you two are way off on a tangent in fantasy land or something.

Please understand, I mentioned that scopes do not work with NVG's and just a little difficult to clear buildings with a SAW.

Perhaps that's a bit too realistic?

Come on, guys.

If you want unrealistic, then give the player ROCKS.

Who said anything? We were just discussing the obvious. The mission design is not realistic. Today's procedures are a bit different. I guess. You would do maybe an UAV recon. Once you get your target position you do a missile or artillery strike followed by close air support. let the friendly armor advance and the infantry to clear out last resistance and the body count. Today you bomb the shit out of the enemy 'til he's back in the stone age. After that no enemy left and nothing to shoot. I designed the campaign as I envisioned it to be, but I guess there's till room for improvement left. It should be fun to play it. If the player has fun than I achieved my goal.:)

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After few more missions still noticed mainly high concentration of fun.

Spotted issues:

- some guys during some cut scenes has IMHO a bit too high tone of voice. In most cases it is acceptable - I can believe, somewhere on the wide world are living people with such voice, but in the cut scene after BlackNight one guy is talking like cartoon character...

- I suggest to remove NVGoogles in some night situations during cut scenes. Eg. relaxed troops talking to each other at the fire... Basically to do that anywhere it looks weird.

- An error message on screen before Sledgehammer (push-ups scene): "radio message m6insp4 not found". BTW - laughed on kata training.

- Intro and outro of "Roadblock" - some voices sound "technically" strange, with some high tone sharp noise in the background. Can't describe it closer, not sufficient vocabulary.

- in missions with incoming mortar fire sometimes seems, that explosion precedes the whistle.

- during black screen ("mission accomplished") there are still displayed hints, sidechats etc. Perhaps better would be to avoid that, and also gradually mute sound (and maybe gradually increase sound volume at mission start).

Also an idea: in the missions, where at end there is a few minutes of nothing to do just for listening a soundtrack, it may be nice to use some passive (cut-scene like, no player control) spectator mode instead, so while listening, player could see how battlefield looks after the battle. Maybe custom, may be dynamic, something like my Smart Camera script. It would be good also because such missions are so far big battles with that great ambient sounds, so much to see.

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Sorry for my late reply but I couldn't earlier.

- some guys during some cut scenes has IMHO a bit too high tone of voice. In most cases it is acceptable - I can believe, somewhere on the wide world are living people with such voice, but in the cut scene after BlackNight one guy is talking like cartoon character...

I wanted to sound him young and I might have exaggerated a bit, but I can change it back if it's too much.

- An error message on screen before Sledgehammer (push-ups scene): "radio message m6insp4 not found".

This is the most curious case. I've tested the same exact mission, as Kommiekat has pointed out already, and on my weak Dualcore everything works perfectly, meanwhile on my I7 I have also the same error. I gotta check on that, but I've already controlled when Kommiekat pointed it out. Everything is normal couldn't detect any errors in the description. I checked everything naming included but I can't find the reason for the error.

- in missions with incoming mortar fire sometimes seems, that explosion precedes the whistle.

This is a minor imperfection and I highly doubt I gonna fix this . . . it's a lot work involved.

- during black screen ("mission accomplished") there are still displayed hints, sidechats etc. Perhaps better would be to avoid that, and also gradually mute sound (and maybe gradually increase sound volume at mission start).

That's something I have to fix . . . another flaw.

Also an idea: in the missions, where at end there is a few minutes of nothing to do just for listening a soundtrack, it may be nice to use some passive (cut-scene like, no player control) spectator mode instead, so while listening, player could see how battlefield looks after the battle. Maybe custom, may be dynamic, something like my Smart Camera script. It would be good also because such missions are so far big battles with that great ambient sounds, so much to see.

Since the cutscenes (intro/outro) are already quite long I didn't want to aggravate the situation further. LOL. There are a lot of people around who don't like cutscenes and skip them on a regular basis. I will think it over how to best do this . . . have not a clear idea in mind for the time being.

Thanks for this really extensive feedback. :)

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Next few missions:

1. Cleansweep

Nothing, but came to me one overall note. Why I cannot use/enter any captured enemy vehicle/static weapon (all locked)? This way I missed some good fun, I planned to organize with eg enemy mortar or MG jeep...

2. Silverspoon

Now, that mission is more realistic in terms, we discussed earlier. :) Ended before we engaged in combat. Effectiveness of defeating enemy was very satisfactory to me.

In fact, there is ending mission message twice, first is without black screen, just text on screen. Mission ends really after second, with black screen. Also noted, that message about completing "destroy all AAA" task was sent twice, choppers joined the fight after first. This reminds me, that across whole campaign for some reason some (many ?) objective completion is also notified twice on screen: once with red icon and task name, second with usual green icon. Do not now, if this is intended. If I'm remeber correctly again.

3. Black Gold

Only started for now. Some missions are different (and great because of that, like that one with guarding duty), but anyway I'm start to wonder, if there isn't too much missions with house by house clearing? It's may be justified by a story of course, the more by realism of infantry duty, just during that mission first time I had that "eh, again?" impression, when once more tediously chased bud guys hidden in the huts...

UPDATE: then mission appeared to be most interesting. I was in some moment besieged in the house by three APC and platoon of infantry. My all team mates, as usual, far behind me (kind of issue), could only hearten me, no any other allies nearby :) . Great fun again.

Edited by Rydygier

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Hello Rydygier

1. Cleansweep

Nothing, but came to me one overall note. Why I cannot use/enter any captured enemy vehicle/static weapon (all locked)? This way I missed some good fun, I planned to organize with eg enemy mortar or MG jeep...

Yeah that I could change I left them locked because I thought as long as your fighting capability with your APC's isn't completely compromised because they maybe get destroyed I thought the player wouldn't be in need to use enemy equipment. But I see your point here . . . it could add to some different possibilities in tackling the mission.

2. Silverspoon

Now, that mission is more realistic in terms, we discussed earlier. Ended before we engaged in combat. Effectiveness of defeating enemy was very satisfactory to me.

In fact, there is ending mission message twice, first is without black screen, just text on screen. Mission ends really after second, with black screen. Also noted, that message about completing "destroy all AAA" task was sent twice, choppers joined the fight after first. This reminds me, that across whole campaign for some reason some (many ?) objective completion is also notified twice on screen: once with red icon and task name, second with usual green icon. Do not now, if this is intended. If I'm remember correctly again.

Well that what I was afraid of would happen in every mission with a realistic mission design. There's not much to fight left. It is more satisfaction but maybe less fun.

there are double messages in fact . . . one . . . if the enemy armor or AA tanks gets only disabled or can't move anymore and then there's the 2nd message where the enemy armor or AA tanks are getting completely destroyed. As a matter of fact the disabled message is that you neutralized them. the 2nd one says they are completely destroyed.

The objective messages are doubled . . . first it shows you which objective you were tasked with in red after that the task is shown in green once again, to let the player know that he has accomplished his task.

3. Black Gold

Only started for now. Some missions are different (and great because of that, like that one with guarding duty), but anyway I'm start to wonder, if there isn't too much missions with house by house clearing? It's may be justified by a story of course, the more by realism of infantry duty, just during that mission first time I had that "eh, again?" impression, when once more tediously chased bud guys hidden in the huts...

UPDATE: then mission appeared to be most interesting. I was in some moment besieged in the house by three APC and platoon of infantry. My all team mates, as usual, far behind me (kind of issue), could only hearten me, no any other allies nearby . Great fun again.

Well You are nearly done with house clearing in this campaign. LOL :D being a normal infantry man means you are supposed to do a lot of that. I saw a lot of video footage on urban combat during the second Gulf war. especially in Fallujah and Rahmadi there was a lot of house clearing done.

If the squad is behind means that some of the soldiers most probably got wounded and subsequently healed by a non medic. He is still hurt and wounded and can not stand. The AI leader doesn't recognize this nor the medic. So he doesn't get healed and is forced to crawl. I'm using the First Aid modules but not even the player can heal the unit in question. You just don't get the option to heal him. This I actually consider it to be a game breaking flaw. The whole mission is compromised by that.

The commanding AI will only move to the next waypoint when all units have reached their respective position in formation. I pointed that one out also in the readme. These are things which makes mission making so much frustrating to me. These are flaws of the game . . . maybe a talented scripter as you can overcome such flaws with some fancy scripting like you are capable of . . . for me . . . this is an obstacle I can't solve or correct on my own. My scripting knowledge is limited to code snippets and simple commands that's it.

So in Black Gold you had to do once again the Rambo thing? :) Ah by the way this is also one of the missions where the commanding AI loves to take a hike. He sways sometimes of course goes of somewhere which he isn't supposed to do. Frustrating situations.

As a former mindless fanboy I just ignored them but as a retired fanboy it's just obvious to me that I'm getting really annoyed about such things lately. It's just no fun

I really hope that the last ArmA CO patch will correct some of these things but my hopes are not very high.

I don't know about ArmA 3 since I didn't buy it but it reminds me of every game release that took place since Armed Assault. Not that OFP had no flaws. The AI driving capability is still retarded and a lot of other stuff, I won't discuss here in detail, is still dating back to OFP times.

In any case if you have the time when you are done with HETMAN for ArmA 3 maybe you could give me some advice on how to overcome certain things. The list of things to correct is growing thanks to your extensive feedback.

cheers

Edited by nettrucker

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The commanding AI will only move to the next waypoint when all units have reached their respective position in formation.

Not sure, if it will help, but if I remember correctly, setting for a waypoint FULL speed makes units not waiting for others to catch up formation. In fact, I quite often did medic job in this campaign, usualy was able to heal wounded. Perhaps part of the problem is, that I, as typical lone wolf, rarely have patience to wait for the rest and I'm just going, where I thing I should ignoring "form on me!" etc. :) Then, being far ahead, I'm spotting opfor, so whole group goes into combat mode, so loses momentum immediately and hitting the ground far behind me, unable on such distance to neutralize spotted enemy, just TL sometimes sends someone with one of these odd "engage alone" suicide missions...

In any case if you have the time when you are done with HETMAN for ArmA 3 maybe you could give me some advice on how to overcome certain things.

I think, I can find some time earlier too. I'm planning to finish this campaign, make some summary and then I'll try to help anywhere needed and possible. Not whole day I'm able/willing to script Hetman.

So in Black Gold you had to do once again the Rambo thing?

Yep. I killed them all. Good, that some of them was so polite to bring me RPGs... :)

Edited by Rydygier

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HI Rydygier

I believe that most of the waypoints have setbehaviour set to Aware and full speed. But as soon as the AI spots enemies they switch to combat mode. Thanks for your offer to help me which is very much appreciated. There are some really weird bugs like with the missing audiofile in mission 06 Sledgehammer. This is something really mind boggling to me. I tested the mission on my I7 and I have the same problem the file is not found but when I play the same mission on my Dualcore it's OK and no error messages is popping up. Controlled everything but I couldn't find out what is wrong.

Well that's ArmA

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Last part of Black Gold:

Played really long. Why? Beacuse soon after thet Rambo siege I noted, that somehow my group probably is the only left BLUFOR fighting, while we still needed to take whole industrial complex full of hostiles. Soon all was dead but me. Later spotted just one BLUFOR troop from other squad, but in fact I conquered all what left alone. Kill count: 149 :D BLUFOR may need more power or OPFOR - less of it.

Small issue: when I cleared Galaxy, there was notification "Kilo cleared" and, not sure, but probably at the end Kilo clearing task was still not complete on map screen, in real was cleared of course...

Boom:

Great mission. Only two things:

- there is said, that CAS will be available, when AAs destroyed. Not necesarili an issue, but killing the crew is not sufficient, so in fact CAS in available only when base is taken anyway, as only then I have opportunity to destroy AAs with satchels.

- during outro there is visible, how "ambient corpes" are falling on the ground. Could be a half second more of black screen to allow them "assume a pose" before we see the scene.

Last Obstacle:

- same thing with AAs as in previous mission. Rest - nice and flawless.

That's it for now.

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Thanks mate

you done really an outstanding job in testing and I thank you very much for that. You're 2 missions short and then you're done. I wil have to look at all this stuff. Certain flaws i'm able to fix them other's I highly doubt to find a solution.

cheers

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For now seems, I'm stuck during Warpig mission. I reached tank position (there are bodies of the crew and bodies of our troops nearby), seems, that all resistance was wiped out, there was a message, that attack is repelled, or something like that, there was some radio comm, something about we are nearly there, but I'm unable to read during fight nor understand spoken English in such circumstancies, and that's it. We are just standing about 100 meters from the tank by 10 minutes so far. What triggers mission progress here? Both tasks are marked as still not completed.

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OK. Thanks. Worked, when I approached as close, as possible. Earlier was close too (several meters), not enough, I suppose. Radius may be larger IMHO.

UPDATE

Finished. Thank you. It was great fun playing this campaign. Especially sounds/music makes it so climatic.

Last mission notes:

- at first we get comm, all enemy tanks have been destroyed, then, when I approached the palace, there was conversation, so we should blow up enemy tanks... Seems that, first comm wasproper - there wasn't any enemy tanks to blow up, only wrecks.

Credits:

- some fonts are too big (at least on my monitor), and eg nicknames of voice actors are splitted badly to the two lines, and final "thank you" even three lines, where last is out the screen in fact.

And that's it. :)

Now. Tell me exactly what&where has to be fixed and needs my assistance. I'll try to help if I can.

Edited by Rydygier

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Hello Rydygier

Thank you for the extensive feedback. I haven't tried for the time being to iron out bugs. If it's not a problem I will tomorrow start and write some of the problems I have encountered and others that you have mentioned. I'm a bit tired tonight to get these things done. I contact you on your email if that is OK for you. :)

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