OMAC 254 Posted November 26, 2012 (edited) Thanks for the report, Variable! Edited December 9, 2012 by OMAC Share this post Link to post Share on other sites
OMAC 254 Posted December 15, 2012 Version 1.14 of Mission Pack released today! Share this post Link to post Share on other sites
Brainbug 10 Posted December 15, 2012 Should you have spare time, perhaps you could think about reworking Armor Hunt. The desert camo vehicles seem totally out of place there, better use the USMC tanks from Arma2, or even better put in the BAF Warrior, the green one of course. You could also place the player on foot there and different empty vehicles for the players choice, e.g. a LAV25 or a CZ Pandur or a TOW Humvee or a SPG-9 Technical or just a quad with a few javelins inside. Then one could replay the mission with varying difficulty level. The attacking force could also be larger, e.g. add 1-2 BTR-90 and a Tunguska or so. Share this post Link to post Share on other sites
OMAC 254 Posted December 15, 2012 (edited) Thanks for the ideas, Brainbug! Armor Hunt was just a quickie to have some armor fun on the Faffindale terrain, but I will make some additions and changes. I should have used the USMC M1A2s, you are absolutely correct! I will also require use of the Woodland Bradley mod as I did for Fight To The Sea 2 (I'd rather not use a mod for that, but...) Stay tuned for a new version soon! :) Edited December 15, 2012 by OMAC Share this post Link to post Share on other sites
OMAC 254 Posted December 15, 2012 Version 1.15 of Mission Pack released today! Check out the battle-enhanced Armor Hunt mission! Share this post Link to post Share on other sites
Brainbug 10 Posted December 16, 2012 (edited) gj, plays well. And the crawling, injured insurgents can be time consuming. Well, then kill 'em. A trigger with a for each loop that combs through the array of all units in question, reads out unit health (getDammage) and, if found to be below a certain threshold (maybe 0.4 or so), sets it to zero (or maybe back to 1.0, if it is still above 0.1, i.e. they are not dead). Just an idea.Edit: numbers would have to be the other way round, after all its not health but damage, so "dead" is not 0.0 but 1.0. Edited December 16, 2012 by Brainbug Share this post Link to post Share on other sites
OMAC 254 Posted December 16, 2012 (edited) That's a good idea for the Retaliation cutscene, but the distance the injured insurgents have to crawl isn't that far, and they crawl pretty fast. Also, what units survive the intro are passed to the mission itself, so I don't want to kill them. The biggest problem I've had with the cutscene is the issues with the LAV-25 (HQ) model which can make the vehicle very difficult to kill, prolonging the intro: https://dev-heaven.net/issues/62100 Edited December 16, 2012 by OMAC Share this post Link to post Share on other sites
Brainbug 10 Posted December 16, 2012 Hmm, if it's just the cutscene, you could also cheat and just light it up with a script after you are sure that the opponent has shot at it long enough. fight to the sea: You should write down somewhere that the enemy vehicles have to be destroyed. I shot out all guys from the UAZ but didn't burn that paper cart (I though maybe I can make use of it later), and the mission didn't continue properly. Only after a look into the editor I found out why I couldn't sign off at the captain. Share this post Link to post Share on other sites
Variable 322 Posted December 16, 2012 fight to the sea: You should write down somewhere that the enemy vehicles have to be destroyed. I shot out all guys from the UAZ but didn't burn that paper cart (I though maybe I can make use of it later), and the mission didn't continue properly. Only after a look into the editor I found out why I couldn't sign off at the captain. Or have the objective check just the personnel and not the vehicles. That's the best design wise in my opinion. Share this post Link to post Share on other sites
OMAC 254 Posted December 16, 2012 (edited) I'll check on it! Thanks. Variable, please check Northern Insurgency in MP to see if that sidechat with HQ after the first skirmish is heard by all. ---------- Post added at 01:58 PM ---------- Previous post was at 12:37 PM ---------- Version 1.16 of Mission Pack released today! Thanks, guys, for the suggestions. I made a few other little changes to Fight To The Sea so you can justify playing it again. You can now use the UAZ later if you don't damage it too much. However, in v1.15 and earlier, if you didn't destroy the UAZ, the "Secure HQ" task wouldn't have triggered as succeeded, alerting you that your work there was not done; it thus shouldn't have come as a surprise that the mission wouldn't end with total success. But now you won't have to worry about destroying the vehicle itself. I'd say that the LAV HQ is destroyed about 85+% of the time, so I haven't felt it necessary to script blowing it. Also, the CIT ticket for that issue has seen some movement lately, so perhaps it will get fixed one of these days or months. I wish it was less of a hassle to get the intro to work in MP... Edited December 16, 2012 by OMAC Share this post Link to post Share on other sites
OMAC 254 Posted December 16, 2012 I just noted a minor error in a trigger near the coast in Fight To The Sea. Fixed now and re-uploaded. Share this post Link to post Share on other sites
Variable 322 Posted December 17, 2012 Just tried the new version of Fight to the Sea on a CiA Windows dedicated server, it didn't load at all. Can you take a look OMAC? Share this post Link to post Share on other sites
OMAC 254 Posted December 17, 2012 (edited) It loads for me here on LAN MP. I didn't change anything that I know would alter MP loading... Would the disableAI/enableAI feature alter MP loading? It says here that it will work on a dedi (at bottom of page): http://community.bistudio.com/wiki/disableAI It does now require the Woodland Bradley mod. Do you have that installed? Edited December 17, 2012 by OMAC Share this post Link to post Share on other sites
Variable 322 Posted December 17, 2012 It does now require the Woodland Bradley mod. Do you have that installed? That's the problem apparently, we don't have that installed. Would it be ok to ask for a vanilla version? Adding an addon to the CiA addon list is bureaucratic mess hehe :) and we are reluctant to add an addon just for a single mission... Share this post Link to post Share on other sites
OMAC 254 Posted December 17, 2012 Ach! I just removed the regular version of that mission which didn't require the mod! I'll re-add it, and continue to keep mod requirements at a minimum for MP missions. I wish BIS would add a woodland Bradley and Linebacker to A2CO! ---------- Post added at 07:12 AM ---------- Previous post was at 06:17 AM ---------- Version 1.17 of Mission Pack released today! "Mod requirement for Fight To The Sea mission removed. Fight To The Sea 2 mission re-added, updated with changes from v1.16." Share this post Link to post Share on other sites
Brainbug 10 Posted December 17, 2012 Misty Mountain Hop could need a marker to know where the ChdKz are converging (something like "hold this point" or so). After intercepting the bmp, I was quite unsure where the infantry group would go to, and only after looking into the editor I realized that I was a kilometer off. Share this post Link to post Share on other sites
OMAC 254 Posted December 18, 2012 Version 1.18 of Mission Pack released today! Although the sidechat from HQ says the enemy is moving toward your current location from two directions, I added a task destination marker (and some other things) to make that part of the mission more user friendly. :) Share this post Link to post Share on other sites
Brainbug 10 Posted December 25, 2012 (edited) The Devil's Castle: Equipment could be optimised, i.e. give them proper weapons from start, but delete the weapons crate in order to simulate that they have recently been inserted by parachute before they dressed in their ghillie suits. Better offer some choice in the briefing (i.e. in the description.ext). Good would be either silenced weapons for all, or M4-sopmod with M203 (if with ACOG, use the ACR one, that looks better) and a M249para to mow the whole squad down or something like that. Retaliation: The UAV is utter crap, it is uncontrollable, goes down low to make dive attacks on targets and then gets shot down or crashes into trees. That is of course not your fault, but nevertheless you shouldn't use it. Why not use the AH-6X ULB (http://community.bistudio.com/wiki/ULB)? Or I read that the MQ-9 is ok (i.e. can be held at high altitude and follows waypoints) if unarmed. Haven't looked into this matter though. In any case, if the player can't use Hellfires, so be it, then he has to do it the traditional way later. The camp (where the player starts) should also be edited, because the buildings are the desert ones from OA, which don't fit there at all. A few camo nets wouldn't do harm. The UAV control should be put in either a LAV-HQ or a UAV-Terminal building. Oh, and a few soldiers tend to run off and are hard to find, maybe you should not include their death in the mission condition. Edit: I did look into it now, obviously other people ran into that issue before and have solved it. You have to put this in the UAV's init and it stops with the ridiculous diving attacks: this flyInHeight 1000; this setBehaviour "CARELESS"; this disableAI "AUTOTARGET"; this disableAI "TARGET"; this setCombatMode "BLUE"; Edited December 26, 2012 by Brainbug Share this post Link to post Share on other sites
Variable 322 Posted December 26, 2012 Gave Northern Insurgency another try on the new version last night (full house of players). The first radio message when searching the body still showed only for the guy who searched it (the leader in that case). The civilians at the airport were in the control tower and the dialog with the governor seemed ok. However, no armor attacked the airbase at all. We waited for about 10 minutes, that should be enough I suppose? Good ride nonetheless, thanks for your missions OMAC! Waiting for more! :) Share this post Link to post Share on other sites
Variable 322 Posted December 29, 2012 Misty Mountain Hop (coop mode on the CiA windows dedicated server): 1. The message that comes up when taking the documents comes up only on the player who took it. 2. The M113 moves away and we have to chase it on foot. Better to give us some vehicle so we can keep up. Since we are two - a motorcycle would be cool! 3. After beating the second Chedaki assault on the second hill one of the remaining UN soldiers didn't get into the M113. When we got it, nothing happened. I switched to the driver seat and we moved on our own. 4. We got to the BMP, board it and moved away. I somehow managed to flip it over a small rock so we continued on foot. Before we reached the base the mission ended for L-Cube ("partial success" debriefing saying we "ran away before clearing all hostiles" - is that really what should come up?), but it didn't end for me (I was the leader). Share this post Link to post Share on other sites
OMAC 254 Posted December 29, 2012 (edited) The UAV control should be put in either a LAV-HQ or a UAV-Terminal building. Edit: I did look into it now, obviously other people ran into that issue before and have solved it. You have to put this in the UAV's init and it stops with the ridiculous diving attacks: this flyInHeight 1000; this setBehaviour "CARELESS"; this disableAI "AUTOTARGET"; this disableAI "TARGET"; this setCombatMode "BLUE"; Thanks for the ideas! Although I occasionally had the UAV dive into a hill or trees on an attack, I managed to use it properly most of the time; don't forget to use the s and w keys to change UAV altitude, and q/z to change thrust. But I will try that code, as it looks like it may improve UAV behavior. I like the UAV terminal in the HMMWV, as it is a mobile, and armed, platform. ---------- Post added at 12:22 PM ---------- Previous post was at 12:09 PM ---------- Gave Northern Insurgency another try on the new version last night (full house of players).The first radio message when searching the body still showed only for the guy who searched it (the leader in that case). The civilians at the airport were in the control tower and the dialog with the governor seemed ok. However, no armor attacked the airbase at all. We waited for about 10 minutes, that should be enough I suppose? After the dialog in the control tower, did the "Defend Airport" task start? The civvies should leave the area in a truck, followed by a saveGame. That can take up to 5-7 minutes depending on civvy AI behavior. If the savegame doesn't occur, the civvies are stuck and the tanks won't come. It always works for me. Watch the civvies and the truck to see what happens and let me know. ---------- Post added at 12:26 PM ---------- Previous post was at 12:22 PM ---------- Misty Mountain Hop (coop mode on the CiA windows dedicated server): 1. The message that comes up when taking the documents comes up only on the player who took it. 2. The M113 moves away and we have to chase it on foot. Better to give us some vehicle so we can keep up. Since we are two - a motorcycle would be cool! 3. After beating the second Chedaki assault on the second hill one of the remaining UN soldiers didn't get into the M113. When we got it, nothing happened. I switched to the driver seat and we moved on our own. 4. We got to the BMP, board it and moved away. I somehow managed to flip it over a small rock so we continued on foot. Before we reached the base the mission ended for L-Cube ("partial success" debriefing saying we "ran away before clearing all hostiles" - is that really what should come up?), but it didn't end for me (I was the leader). All travel up until the extraction point with the BMP should be on foot. Don't worry about the UN guys and their M113 - they are under UN command and won't interact with you. With the ending, the only thing that is odd is that it didn't end for you (the leader). I could add a ForceEnd. I'll look into it. Take better care of the BMP - you will need it BIG TIME to achieve full mission success. Also, there is an empty civilian truck near the farm to travel back towards Delta base if your BMP gets blown or damaged. Edited December 31, 2012 by OMAC Share this post Link to post Share on other sites
Variable 322 Posted December 29, 2012 (edited) Alright, I'll see when I can give it another shot. OMAC I think the mission could use some more guidance, we were confused as to what should we do, follow the M113 on foot or get in, maybe a hint or something in this line will be in place. Also I would make that M113 move extra slow because we couldn't keep up with it. If it's not possible, the UN guys should say something like "meet you on the hill", so it will be understood that we shouldn't provide a proper escort. Edited December 29, 2012 by Variable Share this post Link to post Share on other sites
OMAC 254 Posted December 29, 2012 Good ideas!!!! New version coming soon. :) Share this post Link to post Share on other sites
fourthmarines 1 Posted December 29, 2012 Really nice pack! :) Share this post Link to post Share on other sites
OMAC 254 Posted December 30, 2012 (edited) Really nice pack! :) Many thanks! Happy Holidays. :) ---------- Post added at 05:12 PM ---------- Previous post was at 05:06 PM ---------- Good ride nonetheless, thanks for your missions OMAC! Waiting for more! :) The civvy behavior can be iffy, especially when they are in danger mode. Eventually, as you have just cleared the airport of bad guys, they should calm down and get the heck out of there. But having the mission depend on their rational behavior is dangerous, and I may have to change it. You still have made it through less than half the mission! :( It took me forever to get that part to work in SP, but perhaps I will have to make more changes to get it to work smoothly in MP... I'm almost done with a new mission for IFL44... ---------- Post added at 06:05 PM ---------- Previous post was at 05:12 PM ---------- Edit: I did look into it now, obviously other people ran into that issue before and have solved it. You have to put this in the UAV's init and it stops with the ridiculous diving attacks: this flyInHeight 1000; this setBehaviour "CARELESS"; this disableAI "AUTOTARGET"; this disableAI "TARGET"; this setCombatMode "BLUE"; I'm going to add this to the MQ-9 (armed) UAV: this flyInHeight 800; this setBehaviour "CARELESS"; this disableAI "AUTOTARGET"; this setCombatMode "BLUE"; Disabling TARGET also leads to an inability to lock onto targets. Using s/w/q/z keys, one can avoid dive-bombing into the woods most of the time! If you are skilled and careful, you can finish the entire mission successfully using just the UAV. I just did, and it's fun. Use thermal vision to only hit the Ural transport truck and BMP when they are loaded with troops. The troops will unload when they spot the UAV, but will eventually re-board the vehicles. Then you can nail them all at once. Don't hit the truck when the raiders are running individually through the woods! ;) Edited December 31, 2012 by OMAC Share this post Link to post Share on other sites