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markb50k

[SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!

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Hi,

somehow I can't get the Iranian Forces to work in "Lost" !

I am trying to play as USMC and the iranians as OPFOR, but everytime after choosing Factions, I get a black screen.

Marks' iranian config is used too, NLA is working but iranian inf. or others won't come up.

Any ideas or similar problems?

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Hi,

somehow I can't get the Iranian Forces to work in "Lost" !

I am trying to play as USMC and the iranians as OPFOR, but everytime after choosing Factions, I get a black screen.

Marks' iranian config is used too, NLA is working but iranian inf. or others won't come up.

Any ideas or similar problems?

I'll check it out. Thanks for the report. Did you try individual Iranian groups? Maybe one in particular is having an issue

---------- Post added at 13:55 ---------- Previous post was at 12:35 ----------

Quick bug fix for a specific mod problem

Version 5.2

- bug fix : error when trying to load Iran vehicles as OPFOR

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Thanks a lot Mark, now that's fast...great!

It works fine now...just tested. :)

I didn't know I was reporting a bug! :)

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After playing for several days I've found an annoyance that severely bugs me.

It seems that only the original player character can search houses, no one else seems to have that ability. It doesn't matter if I make another bot a squad leader, or High Commander, or any other option, team switching and playing as someone else doesn't allow me to search houses.

Which means if I'm coordinating a two pronged attack, I can't switch back and forth and search houses in two different locations.

Which means if my original starting character dies for any reason, I can no longer search houses at all.

Am I missing something crucial, or is this working at intended?

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No you're not missing anything. The action is only added to the player. I can look at adding it to the new player when you switch. I don't think it will be an issue but I probably will not release a new version for a day or two

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Features:

Version 5.3

- tweak : "Search House" action should be available when teamswitched to another unit

UPDATE on new mission:

Its going very well, and im pretty close to releasing version 1. Here are a list of some new features to expect

- choose to play as ANY side

- choose to align sides in any combination, EAST vs WEST vs GUER, any TWO on ONE, etc.

- Reinforcements display where you can manage incoming reinforcements including requesting your own (using "support" points you gain in the mission).

- support for all addons from LOST.

- basically this is the perfect "fire and forget" war simulation. Each side will attempt to take the island, with or without your help.

- Request support from other units (CAS, Fighter, Tank, infantry, Helicopter pickup/dropoff) based on how many "support" points you've accumulated.

- you get to choose which sides can spawn or not spawn partisan

- you get to choose which sides have already present forces in the country. All others will be brought in as reinforcements.

- you can configure relative strengths of all sides at the beginning of the mission.

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Features:

Version 5.3

- tweak : "Search House" action should be available when teamswitched to another unit

UPDATE on new mission:

Its going very well, and im pretty close to releasing version 1. Here are a list of some new features to expect

- choose to play as ANY side

- choose to align sides in any combination, EAST vs WEST vs GUER, any TWO on ONE, etc.

- Reinforcements display where you can manage incoming reinforcements including requesting your own (using "support" points you gain in the mission).

- support for all addons from LOST.

- basically this is the perfect "fire and forget" war simulation. Each side will attempt to take the island, with or without your help.

- Request support from other units (CAS, Fighter, Tank, infantry, Helicopter pickup/dropoff) based on how many "support" points you've accumulated.

- you get to choose which sides can spawn or not spawn partisan

- you get to choose which sides have already present forces in the country. All others will be brought in as reinforcements.

- you can configure relative strengths of all sides at the beginning of the mission.

Thank you for these missions Markb50k, I've been playing these religiously since. They push the engine to a level that was pretty much unrealized at ArmA II's original release.

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UPDATE: I am ready to release version 1.0 of my new mission APOCALYPSE

I would like to know if anyone would like to recieve a beta version just to make sure it runs fine. You see, I am about to go on vacation for two weeks and I wont be able to do any in-game testing of any issues. I might be able to make code changes and re-release but it would be once a day if then.

So most likely, if this beta version works I will just release it and look to update when i get back. Any volunteers?

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UPDATE: I am ready to release version 1.0 of my new mission APOCALYPSE

I would like to know if anyone would like to recieve a beta version just to make sure it runs fine. You see, I am about to go on vacation for two weeks and I wont be able to do any in-game testing of any issues. I might be able to make code changes and re-release but it would be once a day if then.

So most likely, if this beta version works I will just release it and look to update when i get back. Any volunteers?

Oh me me me me :)

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UPDATE: I am ready to release version 1.0 of my new mission APOCALYPSE

I would like to know if anyone would like to recieve a beta version just to make sure it runs fine. You see, I am about to go on vacation for two weeks and I wont be able to do any in-game testing of any issues. I might be able to make code changes and re-release but it would be once a day if then.

So most likely, if this beta version works I will just release it and look to update when i get back. Any volunteers?

I'll take a copy as well my man!

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UPDATE: I am ready to release version 1.0 of my new mission APOCALYPSE

I would like to know if anyone would like to recieve a beta version just to make sure it runs fine. You see, I am about to go on vacation for two weeks and I wont be able to do any in-game testing of any issues. I might be able to make code changes and re-release but it would be once a day if then.

So most likely, if this beta version works I will just release it and look to update when i get back. Any volunteers?

Count me in!

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You can drop me a copy too. No promises but if I have time between work & family, I'll give it a go.

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does it require many big sized addons? if no then count me in lol :P

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does it require many big sized addons? if no then count me in lol :P

it doesnt require any mods. However if you have certain mods that you like to use, specifically unit/vehicle addons, it supports many of them.

Apocalypse

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Hey, great mission i'm loving it so far.

I have two questions though.

I just got a radio and now can command friendly forces but how do I do that exactly? They arell the way in chernogorsk while im up north in lapatino is there anyway to give them orders still? I Used the menu but don't see how.

Second questions, is there anyway to play this coop with a buddy?

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@Borstal: to command the units use the High Command functionality. I dont know if you are familiar with how to use it but you have to enter "High Command" mode by pressing Ctrl+Space. This will switch your orders mode from giving orders to your squad to giving orders to your groups that you command. Look up "High Command" module in the Arma 2 wiki for more info.

As for co-op, nope, its SP only. Its my first mission and I dont really know how to do a MP mission.

Thanks for the feedback! Glad you're enjoying it!

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"Lost" has now an even more 'sandbox' feel to it, with the entire

mission's forces randomly generated. Your soldier is the only unit

in the mission.sqm file.

You'll be severely outnumbered by the enemy but there may be help

somewhere out there.. hopefully you'll find it.

Ohhhhhhh . . . *wriggles with excitement as DL completes* :yay:

ADDIT*2: DERP!!

Just noticed in the OP that this requires "CO"

Given I'm still only using Arma2, that would certainly explain it now wouldn't it ;)-

=-=-=-DISREGARD ORIGINAL ADDIT-=-=-=-

ADDIT: Ah darn, seems like I'm missing something or else have it set up wrong.

I use Kegetys Launcher, and have @markb50K_Lost set as an active mod.

I set it up like this:

Error: cannot play/edit because a file has been deleted camisc_e,MARKB50K_Lost

C:\Program Files (x86)\Bohemia Interactive\ArmA 2\AddOns\@markb50k_Lost

(did not include the other two for Chechen and Iran)

I put all the mission .pbo files into the Mission folder, as (for example)

C:\Program Files (x86)\Bohemia Interactive\ArmA 2\Missions\Lost_53\markb50k_Lost.Chernarus.pbo

Can see all the missions listed when I start the Lost_53 Scenario, and it loads and starts to receive but then the Error window comes up.

Edited by Anthropoid
Derp!

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As requested, moving my most recent posts from the old thread here to this new thread

http://forums.bistudio.com/showthread.php?129733-SP-Lost/page5

Thanks for answering the questions Markb50K :) I agree that deleting the black dots, and an auto-search or command subordinate units/teams to search would be fantastic.

And also thanks for the suggestions guys. I will definitely try that with the moving the cache thing.

Having played through to having about 25 men, an MVTR, a troop truck, a utility truck and a CH-47, I feel like I know understand enough about the mod (as well as HC functions) that I can really play this game. Decihpering the key commands for teams, groups, units, HC, etc., etc. has been the main thing I've been focusing on and I feel like I sort of get it now. I finally figured out a few things that have been key

Watching SpetS15's video I can see that, I do have a lot more to learn about basic combat tactics; namely being able to anticipate how the AI will behave and moving into the proper position to take advantage of that. Question for you SpetS: that Gear interface when you took the stuff off the dead enemy near the power station, is that part of this mod or a different one?

---------- Post added at 13:54 ---------- Previous post was at 12:26 ----------

Few question:

1. Backpacks-> this is something from a mod right? Or is it from vanilla OA? I only bought OA to be able to run this mod so have not yet fiddled with default OA tutorials and stuff much.

I cannot figure out the rhyme or reason to who and who cannot "Take" (meaning put into their secondary slot) a backpack. Obviously officers cannot, though the human player can. I've seen some Sergeants who can, some who cannot, some Pvt can some cannot. I'm guessing that (a) having an empty secondary slot is important; (b) I predicted that not having all main ammo slots full had something to do with it, but no, that doesn't seem to be the case; © only other thing I can guess is, having a sufficiently high Endurance?

2. How should I use these things? Are they worth bothering to plan my squads around? If I have an automatic riflemen with a backpack full of missiles in team position #2 and a AT specialist with a corresponding missile launcher in #1, will the AT AI replenish his ammo from the backpack guy automatically? Or do I have to do it for him?

3. I notice in the first post in this thread that is says "- AI caching scripts optimized and improved to prevent loss of immersion (no units suddenly spawning out of nowhere)." But I'm not sure what this means.

One thing that I really anticipated I'd love about this mod is the ability to stealthily stalk the countryside, identifying enemy positions and activities, and then assembling my squads for well planned sneak attacks, else just do solo standoff sniping.

So far, I've found this to be pretty much NOT possible, though maybe I just need to play more or focus more on high population density areas?

As I pointed out in an earlier post, I have found some enemy officer maps with intell on enemy locations. I have scouted these locations. I have scouted the airfield, Grishino, one or two other towns, and multiple strongpoints and the ONLY time I have EVER seen enemy troops just loitering was shortly after I spawned at the far southeast of the map in one playthrough and happened to spot what was seemingly a patrol walking through town. They disappeared around a corner and I never found them.

On the other hand, whenever I got to search houses enemy spawns are fairly common, not overly so, but they definitely happen . . . or at least, I think they are "spawns."

My question overall here is: are ALL the enemy units that will exist through the entire game present once a new startup session has begun? Do they ever just sit still, you know, sleep, hangout?

I am getting the feeling that not all enemy units are present from the beginning and that player actions cause new units (or cached units?) to spawn in particular areas (e.g., when you search an enemy house and it provoke a "enemy response." Assuming however, that they are all present, then I'd like to suggest that, they way they behave at present (seemingly always on the move and never actually occupying well-built up fortified positions) seems a bit immersion breaking.

Sandbox and somewhat unpredictability to the enemy are great. But right now, a lot of my experience seems to be:

i. Roam the countryside for hours and hours and on rare occasion spot an enemy patrol

ii. Approach a known enemy location (from a pilfered officer map) only to find it unmanned. Start milling around and a few minutes later my troops (stationed on the nearby hilltop to watch) start reporting enemies approaching from the distance.

Referring to (ii), it is almost like, the enemy AI is programmed to always (or most of the time) stay on the move, but to 'sense' whenever one of its abandoned strongpoints is tampered with, and then return in force to try to ambush the player. Given I'm supposed to be a geurilla force, the fact that it seems almost impossible to sneak up on the enemy (or at least very patience and persistence dependent?) and the fact that I am almost ALWAYS being ambushed, is just a bit difficult to accept. Maybe I just need to play the game more, but these are my observations at present.

5. One last observation, that I think has more to do with the way the AI functions in the core game engine and not this mod so much, but it really chaps my ass . . . I have seen guys swear up and down that the no entity in the game, and definitely not the enemy AI have "X-Ray Vision" but this is contrary to my observations. SO MANY TIMES I am walking up a forested hill at night with the silhouette of the hill top visible up ahead, and with Auto-Report running me or one of my troops reports "Enemy 12 0'Clock Far," or some such. With Enhanced Map enabled, I click on the map and see the orange or red symbol(s) for the enemy that has just been spotted . . . he is on the other frigging side of the hill top!? >150m away?!?

So we have an engagement, and the enemy AI show remarkably effective sensitivity and reactivity to our presence. The way they manuever clearly suggests that once we close in, they are aware of our presence. The shoot back, at least somewhat effectively . . . indeed sometimes, despite us having spotted them first and moving in to ambush them in a night attack in the forest and my whole squad is equipped with NV Goggles, they manage to wound or kill some of my troops.

So then we loot the corpses . . . not a night vision goggle in the whole Goddamn crew. I take off my NV goggles to test the Ambient light levels . . . almost pitch dark. It is almost as if NV goggles do not matter in this game and the AI has superhuman spotting abilities. Again, maybe I just need to play more, but this is how it seems at present. Partly I think this might have more to do with the stock engine dynamics and not your mission/scripts or mods that are included.

So this brings me to my next question:

6. What mods to you suggest running with this "mission?" I thought I recalled seeing a list of mods that were included with this mission, but now looking at the original post I dont' see any list. In particular mods that address point (5) above would be terrific

Again, thanks for such an awesome mission :)

Some more bit of feedback for you, that I THINK might have to do with Clayman's Group functions thing.

7. Whenever I add all troops into my own group so that I can manually set their weapons and ammo, if I then delete all their gear, add back a different weapon(s) and its corresponding ammo, once I leave the Group Manager screen, the soldier's icon apears red indefinitely and he repeatedly states "I'm out of Ammo!" I have not yet tested what happens if I go into combat with soldiers in this situation, but if I take manual control of the guy, he has plenty of ammo, and reloading fixes it. If I take manual control of the guy, and have him arm himself from the cache this never happens.

It is almost as if, having been reassigned gear from the Group Manager window, he cannot recognize that he HAS ammo in his slots for his present weapon and will not actually reload it himself.

I observed this happen in a slightly different way with the CH-47 helicopter. We had been in an engagement with it and fired off most all the ammo on two or more of the guns on the aircraft. I haven't yet put much effort into figuring out how to reload those weapons, so we were subsequently flying around with no ammo in those weapons. Whenever I tell a squad to board the chopper, naturally a couple of them man those guns, and repeatedly state that they are out of ammo, okay not a big deal, just a natural reflection of the "auto-report" function doing its job. But then we disembark and they STILL stay red and do not reload their personal weapons (AK-74 or M-16 or whateer it is they are carrying).

Once recently I had 25 guys in the transport chopper. When we landed I ordered them to disembark. As they were disembarking, every single soldier in my group in sequence manned one of the aircrafts depleted guns, then immediately dismounted. By the time they had all dismounted they were all standing their with red icons, their personal weapons unloaded (despite all of them having plenty of ammo in their slots) and reporting "Out of Ammo."

I have to admit, I'm completely befuddled by the "Regroup" and "Return to Formation" commands. I seems to work differently than vanilla, though tbh I have not played enough vanilla OA in Warfare mode to know if the problem is really just with vanilla HC Group dynamics. It could also be Robalo's ASR AI mod (the only other mod I have running apart form CBA) but I kind've doubt that.

I finally figured out how I can switch from my player squad ("Own Group" in game terms) to a different squad (one of the so-called "HC Groups") that I've set up. I have about 16 troops divided into two squads ("Groups" in game terms), "Own Group" and "Group B." Each of these "Groups" consists of two fire teams of four soldiers: 1. Capt Squad Leader / Sgt Team Leader; 2. Corporal or Specialist Automatic-Gunner/Machinegunner; 3. Corporal or Specialist AT rifleman else Marksman; 4. Corporal or Specialist Grenadier.

In the case of my "Own Group" it looks like this:

1. Capt. Steven Shannon M-107 sniper

2. Cpl Zdislav M-249

3. Pvt Smith Javelin + M-16A4

4. Cpl Jones AK-74GL

5. Sgt Roberts Mk16 EGLM

6. Cpl Edwards M-249

7. Pvt Donnelly RPK

8. Cpl Ian M-16A4 RCO ACOG

"Group B" is set up in the same fashion except that, in place of the originally spawned player solider (Capt Steven Shannon) there is a random Capt "Team Leader" soldier; I don't understand why this soldier type is called a "Team Leader" and not a "Platoon Leader" or even "Company Commander" given he is a Capt and not a Master Sergeant, but oh well . . . a slight tangent: I have given up on "Officers." Those guys with bars on their icon just are worthless. If I put them in command of an actual squad ("Group") of soldiers they just go forging off on their own to certain death. In fact, I finally disposed of the one "Officer" I got from my latest startup. I put him in command of his own "Group" (consistin of him, himself and him) and let him go off on his own to end it in a flash of fury . . . I _think_ most of the "groups forging off on their own to do stupid shit" problem probably relates to this issue: the Group having a soldier that is equal or higher rank to the players starting soldier (Capt or higher) and therefore forging off on his own . . . but anyway back on topic.

As I say, I finally figured out how to take direct command of the "Group Leader" for my other groups "Group B" in the example outlined above. I can tell this squad to do various things successfully: Move There; Stop; Go Prone; Get up; etc. I can even switch to direct control of each of these soldiers in this group (e.g., F2, 0, 8, 3, 2). But what I cannot get them to do is to simply FOLLOW the goddamn Captain who obviously IS (or at least should be) in charge of the fricking SQUAD! ("Group"). I select all, and hit 0, 8, 3, 1 "Make Player Group Leader," to no avail . . . When I then select all and say "Regroup" #1 says: "All follow 5 (the Sgt who is supposed to be the leader of the second fire team in the squad). I try "Return to Formation" same effect. I swtich to direct player control of #5 and from this character it will sometimes say "All follow 2," sometimes follow 4, and once it said follow 1. However, as soon as I resumed control of #1 and moved off, they did not follow me, and when I said "Regroup" from #1 again it said "follow 5" again!!!

When I'm playing my originally spawned soldier (Steven Shannon) this doesn't seem to happen.

---------- Post added at 16:08 ---------- Previous post was at 15:39 ----------

Unfortunately, when you switch to control the Group Leader for another Group, your original Group Leader then forges off on his own and does his own thing . . . after painstakingly setting up my Own Group in Myskino for a house-to-house sweep of the village, but switching to one of the HC groups to fix his not moving, when I switch back to my HC Leader I find my toon has ran off to the ambulance I left near the cache and has driven it out of gas and most of my troops have moved to follow him *sigh* PVP is less annoying than this . . .

I REALLY like this mod. But I am reaching the conclusion that it is presently unplayable in the style that the design suggests it is intended for: assembling an ever larger force of soldiers, organized into effectve squads/platoons. Playing as a lone wolf solo fighter is doable (though obviously more difficult), and running a single squad up to about 15 or 20 also seems doable. A single "group" up to platoon size ( >25) and the AI soldiers are incredibly slow and sticky and they can literally spend an hour running into each other in a grid lock trying to follow their orders.

HC Groups sometimes follow commands and move along their assigned waypoints as directed. Other times they get part way and stop. Sometimes they just forge off on their own and get killed.

If it is just me and my lack of understanding of either vanilla High Command options, else me not getting how the Group Manager functions work I appreciate someone explaining to me or pointing me to a FAQ.

---------- Post added at 18:07 ---------- Previous post was at 16:08 ----------

I just had another "Group forging off on its own" that lead to group decimation. Incredibly annoying and as sad as it makes me to say it, basically makes the mod unplayable in a warfare type of mode.

It is day 1 of my most recent startup. I have ~30 troops divided into 3 groups of 8, 8, 8, and 3 or there abouts.

The group of 3 includes a valuable Engineer and a couple guys to guard him back at camp ("Group 3"). The first group of 8 is my player squad. The second group of eight is "Group 1," the third is "Group 2."

I'm doing a house-to-house sweep of Myshkino, provoking action to try to get the village support up. Group 1 is setup on the southern side of the road hiding in the forest set to "Danger" status in Line Formation. Group 2 is in the same posture on the north side. My player group is setup on the northwest side of the village progressing southeast along the road with snipers and an AT specialist setup outside the village to watch. I have all squad members set to STOP and then use 0-8-3-2 to progress through all squad members, moving each one manually into position to protect one another. When they are in position for the next couple of houses, I search, and when enemies spawn, usually one of the ~25 AI soldiers pointing at the center of the town from every angle will manage to down the enemy. However, this most recent time, a couple of spawns must have happened up on the hillside by Group 2 and before they killed him, the enemy killed the Team Leader.

The next thing I know, Group 2 has run 1.5km off toward the center of the map!?

I know that this is probably just from vanilla engine. It is possible that there is some kind of user error here, but I doubt it. I SOOO wanted to love this mod, and I do, except that it seems virtually impossible to effectively use the High Command features and coordinate multiple squads. They just keep ignoring orders and/or forging off on their own. The lack of the same commands for Groups as exist for soldiers in one's own group (e.g., STOP, Go Prone, etc.) is a real problem.

Edited by Anthropoid
reduction of screen length with spoilers

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First of all Thanks markb50k for the great mission, I finally beat zargabad the other day and it was a challenge, I got lucky to get a T-72 and AH-64 empty near my starting position :yay:

@Anthropoid

The High Command functions I think are from the High Command Extensions Mod http://forums.bistudio.com/showthread.php?123232-High-Command-Extensions

The groups running off and becoming unresponsive to waypoints has been happing to me when I play my custom Warfare BE with these extensions added, I had a Tunguska Group go driving off chasing a helicopter and almost got killed by a M1A2 Tank.

It seems to help to put the group into hold fire mode -Select the group and press 3-2- then the group resumes following waypoints because it seems to happen when the group enters combat mode they want to chase every living enemy unit on the map that they can find :confused:

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Thanks fredkatz, I'll try the "Hold Fire" thingy and see if that helps.

I SOOOOOO want to play this mod completely through. I've put a lot of time into figuring out the HC features and if only some of the apparent glitches with it were not so frustrating, I know I could play this mod for literally weeks.

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To be honest Anthropoid, I simply incorporated The High Command Extension scripts into mine and in most cases didnt touch them. I can see from your posts that its frustrating but unless someone completely rewrites the AI subroutines they do when you create a new group, you'll have to live with it.

The things i do to limit the issues are..

I dont ever team switch... HC really gets buggy when you team switch. If i have to, I will bring all my troops into my squad first then teamswitch, then make my new player the squad leader. Yes, thats a bother, so I usually dont team switch at all.

If i am going to create a new squad I will first put them all in their own vehicle before i split them off. If they are in the vehicle when you create the squad, they usually dont run off.

Then, if I want them to actually use that vehicle i will use the 0-8-4-1 command while selecting their group, and make sure my player is near the vehicle i want them to use (probably the one they are already in).

If i want them to not use that vehicle, i will select their group, use the 0-8-4-3 AND the 0-8-4-4 commands which will use the "leaveVehicle" command telling them to stop using their vehicle and/or disembark.

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