Jump to content
Sign in to follow this  
Rough Knight

[CAMP] Carrier Operations - Duala

Recommended Posts

OK so I have the latest (2.1) version of the F/A-18, the latest version of this campaign (1.14) and everything else is up to date, though I don't believe the rest to be relavent to my problem. When trying to load the first mission "Air Superiority" I get this error: "Campaigns\carrieroperations-duala\missions\Mission1.isladuala\mission.sqm/Mission/Groups/Item77/Vehicles/Item0.vehicle: Vehicle class mar_fighter_pilot no longer exists" And I also cannot continue or back out of the error screen despite CO responding according to Task Manager. Anyone have any ideas?

See this link.

make sure you are not using a standalone version of the mar_fighter_pilot addon. I think it was called @Mar_Pilot. This is now included in the @Mar_2MAW addon and will cause a conflict if activated. The campaign will only work with the units included in the f18 addon.

Good luck let us know if that fixes your problem.

Cheers

Share this post


Link to post
Share on other sites

That didn't seem to work either, I even redownloaded EVERYTHING in the required downloads list (even Duala full) and put them all in a dedicated mod folder titled "CO-D". That didn't work either, I'm still getting the exact same error message. I don't know what is going on haha

Share this post


Link to post
Share on other sites

Saw this and thought it would be pretty cool to implement in a mission for a future update:

refuel10_3.jpg

refuel1_3.jpg

refuel3_3.jpg

Share this post


Link to post
Share on other sites

I spent some time trying to get this mission to work, looks really cool, but unfortunately I couldn't get it to work. I am new to modding so I am probably doing something wrong. But I downloaded all the required and recommended mods and installed them in to folders. Then I ran an Arma2 Launcher which found all the mods and I ticked them. Then I ran the game. First issue was a message saying "addon mando_portables requires addon caweapons_e_javelin" which I tried searching but I couldn't find much help. I saw people talking about deleting it if you dont own OA but I do own OA (I am running Combined Ops). I can just click past that though, but then another error pops up saying, "error compiling pixel shader psspecularalpha 0" and then when I close that it stops loading the game.

I did some trial and error and noticed that if I disable "Expansion" from the Arma2 Launcher, the game will actually load and I can select the Duala Campaign, and then the difficulty and the mission, but when I click play, the game just locks up and sits there for ages. I once left it alone and after about half an hour the client crashed.

Any help would be much appreciated!

Share this post


Link to post
Share on other sites

Hmmm. It does sound like an addons problem. Be sure to use @CBA. That caweapons error referes to a vanilla gamefile which makes me wonder if you really are running ARMA2:CO?

Make sure @CBA is given first priority on loading in Mod order. Don't select "expansion" in the mod selection tab because it already loads when you select ARMA2:CO (expansion is the Operation Arrowhead part I think).

Edit: Links seem ok.

You do have the Isla Duala "Full version" including the units right? Just Isla Duala will not be enough. Hope you find the problem.

Cheers

Rough Knight

Edited by Rough Knight

Share this post


Link to post
Share on other sites

Hey Knight thanks a lot, I got it working thanks to your help! :) Trying to remember everything I did... but here goes.

1) First off, I was missing some mods. The Carrier Ops mod download page at armaholic.com doesn't mention CBA and maybe one or two others, so first I had to install that. That got rid of some of the errors although the game still didn't load.

2) I then got a different Launcher because the one I had didn't let me arrange the mods in any order. I now have a new swanky one :)

3) I also screwed around with my mod installs because I originally just put everything in their own folders. I'm still not sure how you are supposed to do it (I will have to read up on this and then tidy up my Arma folder), but for now I just left everything there and then duplicated everything by putting anything from the addons folder in my arma2/addons folder, and the same with keys and scripts and whatever else.

4) It still wasn't working at this point, but then when I was exploring my new Arma2 Launcher, I noticed that one of the options is to run the game as Arma2 and one is to run it as Arma:OA, so I selected that and then the mod worked first time, no errors, and I went on to play it for an hour or so :) LOVE IT by the way! Can't wait to play some more.

Thanks for everything.

Edited by Pummel

Share this post


Link to post
Share on other sites

No worries mate, I hope you enjoy it.

I am not sure when Meatball will release the new f/A-18 version, perhaps this weekend I will release a new version of the campaign with some fixes and the extra cutscene shown a few pages up.

Cheers

Share this post


Link to post
Share on other sites

Version 1.15 released

Changelog v1.15 [18-Jul-12]

* Added: New cutscene on completion of mission3.

* Fixed: Yellow launch crew now hold animation state on launch signal.

* Changed: added static sound to radio coms.

* CAS support will now inform you which direction relative to the target it is approaching from as well as it's ETA.

* Changed: Mission8, enemy base populated with equipment for more immersion.

* Fixed: Mission 12, added satchels to packpacks if player chooses a stealthy approach to phase 1 of the operation.

* Fixed: All missions, Deck ambience script being initiated twice before player left Nimitz.

Fixed up a few issues and added some more detail here and there plus a new cutscene.

Hope you enjoy.

Thanks

Rough Knight

Share this post


Link to post
Share on other sites

Thanks heaps Old Bear,

Glad you could update your mirror : )

Cheers

Rough Knight

Edited by Rough Knight

Share this post


Link to post
Share on other sites

Hello

Quite nice campaing so far. But some questions:

The mission where im suppose to destroy 3 boats. I'm not able to do that without rearming, and I get shot down all the time because i dont have flares. First of, how do I rearm?

I downloaded and installed MMA and mma_xeh arma has loaded them i can see them ingame.

Creator of mma said: "To activate the rearming dialog you must be the driver or the gunner of the vehicle, have its engine stopped and have some ammo truck nearby (or something defined inside mando_rearm_sources_classes global variable)" What have you defined as the rearm object on the ship?

Also flares does not work even when I press R and have loaded mma_xeh. Got any clues?

Share this post


Link to post
Share on other sites

Hi Catchy,

Edit: I have written a script to add flares to the fa-18. Not sure about compatibility with MMA however.

This is one of my bugbears with the campaign as the ships are just static objects and targeting the AA pods is quite difficult.

Here are some tips:

* Use your wingman to target the ships. ie aa pods and zu-23's.

* Use GPS\INS system to drop laser guided bombs on the ships defences.

* Firing missiles into the ship itself will never sink them. You must target the AA defences on the decks of the ships.

Re-arming is achieved using the carts on the Nimitz deck. check out the Nimitz addon thread in addons\mods complete as I believe there is a video on there regarding how arming works with Nimitz. You basically need to take the cart down into the Nimitz magazine via an elevator near the front catapults where you can add weapons to the cart. If you are using @MMA I believe you can rearm using the MMA console via the action menu or one of the keys for the addon [i don't use it so aI am not sure].

Flares with the F/A-18 are not working. I could make a script to fire the flares probably, but until then use MMA and you will have flares available using the default MMA keys.

Cheers mate and good luck.

Rough Knight.

Edited by Rough Knight

Share this post


Link to post
Share on other sites
Hi Catchy,

Edit: I have written a script to add flares to the fa-18. Not sure about compatibility with MMA however.

This is one of my bugbears with the campaign as the ships are just static objects and targeting the AA pods is quite difficult.

Here are some tips:

* Use your wingman to target the ships. ie aa pods and zu-23's.

* Use GPS\INS system to drop laser guided bombs on the ships defences.

* Firing missiles into the ship itself will never sink them. You must target the AA defences on the decks of the ships.

Re-arming is achieved using the carts on the Nimitz deck. check out the Nimitz addon thread in addons\mods complete as I believe there is a video on there regarding how arming works with Nimitz. You basically need to take the cart down into the Nimitz magazine via an elevator near the front catapults where you can add weapons to the cart. If you are using @MMA I believe you can rearm using the MMA console via the action menu or one of the keys for the addon [i don't use it so aI am not sure].

Flares with the F/A-18 are not working. I could make a script to fire the flares probably, but until then use MMA and you will have flares available using the default MMA keys.

Cheers mate and good luck.

Rough Knight.

Thanks worked perfectly.

But now I got another problem, the mission Operation Nightowl get my game into an deadlock and I have to kill arma2 in task manager. Got any clue what this is?

Share this post


Link to post
Share on other sites

=====================================================================================================================================

Version 1.16 released

Changelog v1.16 [05-Aug-12]

* New: basic flare and missile warning system [alarm] to F/A-18's. [R] to release flares, [control] + [R] to change fire mode. (disabled if @MMA is active).

* Fixed: AI F/A-18's fire flares with incoming missile.

* Fixed: Visible table and chairs bouncing around on Nimitz lower deck.

* Changed: Cutscene improvements in mission3. [F/A-18 fires flares and some camera changes.]

=====================================================================================================================================

This is a pretty simple missile warning system, Meatball will implement it properly sometime no doubt. Basically the f/a-18 is loaded with flares but the pilot is unable to firethem because they are a gunners turret. I managed to script a workaround for both when the pilot is flying solo and when he has a gunner on board. AI can and will use them when under threat by enemy missiles.

But now I got another problem, the mission Operation Nightowl get my game into an deadlock and I have to kill arma2 in task manager. Got any clue what this is?

I tried twice and could not make the mission fail. Make sure you check all your addons etc. At which point does the mission stall. That might help me figure out whats happening. Does the intro [black screen] dissappear or does it fail at the briefing?

Thanks

Rough Knight

Edited by Rough Knight

Share this post


Link to post
Share on other sites

I tried twice and could not make the mission fail. Make sure you check all your addons etc. At which point does the mission stall. That might help me figure out whats happening. Does the intro [black screen] dissappear or does it fail at the briefing?

Thanks

Rough Knight

When I press continue in the campaign screen the second I do that the game locks up. Ill double check the addons..

Share this post


Link to post
Share on other sites

i Have a suggestion for the ship hit detection - rather than checking if aa weapons are alive, why not put a square trigger down thats the same size as the ship, with the condition :

{typeOf _x == "MissileCore"} foreach thisList

isKindOf doesnt work with cfgAmmo and magazines, but typeOf does, so you can test for all "BombCore", "LaserBombCore", and "MissileCore" used in Aircraft (unless glt is under a different parent class)

that would make it more sensible destroying the ships. Maybe add in a count of 2-3 hits for it to sink.

Also on the last mission,

there was no Gotdafti to find, I cleared the building and checked every room, even took the apc and destroyed the building - no one was there. The task never completed and so I had to use endmission cheat to finish the campaign. Although I suspect this might be to do with the fact that as the 4 man team in phase 1, I took out the entire compound. I think the first objective needs to be reworked in some way, its kind of awkward trying to kill search lights when the whole base gets alerted when you kill one. Just my opinion.

Overall I liked the campaign, the f-18 missions were some of the best air ive ever played. Very well Done :D

Share this post


Link to post
Share on other sites

Hi Igneous01,

As for the Godafti bit where you can't find him, I can guarentee he is there.

He will spawn in one of three places. If you research where Colonel godaffi was captured by his enemy that will give you a hint. He his definitely in the compound. If you want the exact location s read the next spoiler.

Look around the compound for sections of drain pipe in which one of them you will find Gotdafti.

That's a good idea about the ship detection. I really need to find a way to lock onto the ship with missiles. I will have a play around and see what I can come up with. This is one of the things needs fixing with the campaign, but I wasn't sure how to go about it.

I am glad you enjoyed the campaign, good luck hunting gotdafti : P

Cheers

Rough Knight

Share this post


Link to post
Share on other sites
Hi Igneous01,

As for the Godafti bit where you can't find him, I can guarentee he is there.

He will spawn in one of three places. If you research where Colonel godaffi was captured by his enemy that will give you a hint. He his definitely in the compound. If you want the exact location s read the next spoiler.

Look around the compound for sections of drain pipe in which one of them you will find Gotdafti.

That's a good idea about the ship detection. I really need to find a way to lock onto the ship with missiles. I will have a play around and see what I can come up with. This is one of the things needs fixing with the campaign, but I wasn't sure how to go about it.

I am glad you enjoyed the campaign, good luck hunting gotdafti : P

Cheers

Rough Knight

ahhh.. dumb me. :(

i took the word "compound" to mean the building literally. lol.

About the locking on ship issue - create a laser target somewhere on top of it (like the flat helipad part) that should give you ability to lock on with bombs - not sure about agm missiles though. Still worth a try (or could try an invisible practice tank?)

Good luck figuring it out, and thanks :D

Share this post


Link to post
Share on other sites

hI I HAVE PROBLEM WITH MISSION OPERATION SPARROW WHEN THE DOCTOR FINISH TO TREAT NTC CHEF THE HELICOPTER DON'T COME TO EXTRACT. IN THE GAME IT'S SAY I NEED TO CALL HELICOPTER WITH RADIO BUT I DON'T SEE NOTHIN IN RADIO MENU TO CALL EXTRACTION HELICOPTER ONLY THE CAS WITH 0-8-1.

I FINISH TO DEFEND THE OUTPOST (it's red)

I CAN'T ESCORT GENERAL YOUNES nimitz VIA HELO

can u help me ? what i have to dO?

4 days i'm blocked this mission

PS: sorry for my english

---------- Post added at 21:17 ---------- Previous post was at 21:16 ----------

hI I HAVE PROBLEM WITH MISSION OPERATION SPARROW WHEN THE DOCTOR FINISH TO TREAT NTC CHEF THE HELICOPTER DON'T COME TO EXTRACT. IN THE GAME IT'S SAY I NEED TO CALL HELICOPTER WITH RADIO BUT I DON'T SEE NOTHIN IN RADIO MENU TO CALL EXTRACTION HELICOPTER ONLY THE CAS WITH 0-8-1.

I FINISH TO DEFEND THE OUTPOST (it's red)

I CAN'T ESCORT GENERAL YOUNES nimitz VIA HELO

can u help me ? what i have to dO?

4 days i'm blocked this mission

thanx for help

Share this post


Link to post
Share on other sites

Here you go, an extract from the mission code itself.

Call for Extraction: [0,0,8]

[0,8,1] accceses the communications menu (i.e the second digit "8"), which is used for things like CAS etc. I hope that helps. Good luck mate, let me know how you go.

Thanks

Share this post


Link to post
Share on other sites

Hi i can't use this 0.0. it's ok when i use fisrt time zero but when i trie to select again 0 i can't

I HAVE ZERO in GREY

FIND HOUNES IT's OK (green)

defend outpost its ok (green)

WHen i can call extraction when the doctor finish to treat younes is that??? when i finish to denfend outpost?

---------- Post added at 16:39 ---------- Previous post was at 16:36 ----------

4 days i can do this mission becouse i can't extract if someone have game save for carrier operation duala? can someone can send me to ignore this mission?

Share this post


Link to post
Share on other sites

Use the "endmission" code to skip this mission.

Search on the net how to use this code, Google is your friend.

Share this post


Link to post
Share on other sites
When I press continue in the campaign screen the second I do that the game locks up. Ill double check the addons..

I am also having this exact problem, the campaign ran wonderfully until the Night Owl mission at which point it froze while trying to continue on from the 2nd part of the sparrow mission debriefing. After a restart of OA when trying to continue the mission from the campaign screen OA becomes unresponsive and I have to ctrl-alt-dlt out. I downloaded all of my addons from the original post on the first page, I redownloaded all of these addons and reinstalled them all without problem besides nimitz which after replacing the pbo's from the original download it loaded fine. I am using ARMA 2 OA on steam I have the combined ops package if that makes any difference. I disabled all other addons and CBA is at the top of the addon list and up to date, any ideas on what I can do?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×