NoRailgunner 0 Posted September 14, 2012 Hmm.... some missions need a bit more extra luv. IIRC "Cleansweep II" plays in OFP in the dark now its bright daylight. In "Vulcan" both Hinds are just circling above the base waiting to get shot down. Seems that testing was done very quick and/or late in the evening (without coffee and short before sleep). Suggestion: one mug of extra-strong coffee before mission making/testing! :D Share this post Link to post Share on other sites
GD Mast 0 Posted September 14, 2012 Is it just me or does every US soldier wear "BC" glasses. :) Also look at the BMP-2; the gunner can be seen outside the vehicle while in third person (turn-in). This was while I was checking out a warfare map using CWR2. Share this post Link to post Share on other sites
W0lle 1052 Posted September 14, 2012 Is it just me or does every US soldier wear "BC" glasses. Sh*t, they found it... :mad: BMP-2 looks fine here though, I'm commander all crew members are turned in on mission start. Norailgunner, Actually the testing done was more: Let's hope the best and assume everything works. :p Share this post Link to post Share on other sites
max power 21 Posted September 14, 2012 Is it just me or does every US soldier wear "BC" glasses. :) Also look at the BMP-2; the gunner can be seen outside the vehicle while in third person (turn-in). This was while I was checking out a warfare map using CWR2. This bug usually happens when mod makers use the paa plugin for photoshop. None of the devs use this and I don't think the BMP has changed at all since the last release. I would really appreciate it if you could: a) attempt to reproduce it b) tell me how c) make sure it's the cwr2 bmp d) take a screenshot If you do any of those things it would help a lot. You can also use the CWR2 CBT. There's a link in my sig. Max. Share this post Link to post Share on other sites
GD Mast 0 Posted September 14, 2012 Good copy, I'll see if I can reproduce it. Share this post Link to post Share on other sites
OMAC 254 Posted September 16, 2012 After The Fall of Montiac is there a known issue with mission not ending properly played thru cpl times but does'nt end. in OFP I think they cleared thr Russian forces out of the camp but now the hold in the camp area an kill bad guys still near but mission deos'nt end. Yes, After Montignac is still unfinishable as was the case in demo 3. This issue should not be closed (perhaps it should be set to Resolved?): https://dev-heaven.net/issues/27658 Share this post Link to post Share on other sites
_William 0 Posted September 16, 2012 Thanks for the demo 4 update! I really appreciate the cold war era Dutch Korps Mariniers and the British infantry, SAS, FV43x, Bedford and Challenger 1. I've updated my PlannedAssault mission generator to cover these new units, so all of you should be able to generate some interesting CWR single-player battles (see the screenshots below for results). I've added a few (init-line) additional configurations (camo'd faces, Stinger/GPMG variants, TOW/mortar/howitzer crewed weapons, larger bergens). The camo'd faces script simply switches the soldier's identity to one out of a matching set of Arma2 green/black camoflaged faces; the BAF faces don't come with camouflage. Please note that the SAS and Dutch Marines occasionally wear modern designer glasses due to the following configuration: identityTypes[] = {"Language_EN_EP1","Head_BAF","INS_Glasses"}; Wouldn't it be better to use 'No_Glasses' instead of 'INS_Glasses', at least for the Marines and SAS? I'm looking forward the next Demo! William Share this post Link to post Share on other sites
Variable 322 Posted September 16, 2012 In a couple of missions (namely Rescue Sergei and Dutch escape), when LAW is picked up, the graphical model shows as RPG-75 and when going into "optics" mode, it slightly zooms in but the sight doesn't show. The same phenomena happened to one of us when playing Rescue Sergei. He was suppose to have a Glock but it showed an M9, and he wasn't able to go boresight, just zoom a little bit. Thanks again for Demo 3! We are already enjoying in on CiA CWR2 coop nights! Share this post Link to post Share on other sites
W0lle 1052 Posted September 16, 2012 He was suppose to have a Glock but it showed an M9, Confirmed, most probably also the screwed up Winter unit models, because a "normal" unit pulls the Glock 17. :mad: Wouldn't it be better to use 'No_Glasses' instead of 'INS_Glasses', at least for the Marines and SAS? Good point actually. Thanks guys, I hope we can provide a patch for that mess real quick. Share this post Link to post Share on other sites
Stagler 39 Posted September 17, 2012 Thats my bad, I did think that the INS_glasses was only the round specs, square specs, and the aviator sunglasses. Share this post Link to post Share on other sites
GD Mast 0 Posted September 17, 2012 I wasn't able to reproduce that BMP-2 problem in MP_Superpowers mission but in the intro to Ground Attack 2 I got the same problem (all 3 crew members). I don't know if that's a ATI graphics card problem or not because I don't get it all the time. Also the mission where everybody wears glasses is Commander. No other mods where used. Share this post Link to post Share on other sites
danil-ch 165 Posted September 17, 2012 Is this intended that only MI-24 and AH-64C have flares? Share this post Link to post Share on other sites
max power 21 Posted September 17, 2012 Well, it's intended that the cobra doesn't have flares. If you have any data that shows that other helicopters that should have flare launchers and don't, send it our way. We'll consider giving aircraft proper countermeasures if it doesn't break the campaign. Share this post Link to post Share on other sites
danil-ch 165 Posted September 17, 2012 (edited) UH-60 and MI-17 have flares in the RL. V-80 who is actually Ka-50 which has flares too. The OMI-M206 IR flare equivalent to NSN 1370-01-048-2138 is a countermeasure for various rotary and fixed wing aircraft. It is standard NATO 1x1x8 inch type. Main application platforms include AH-1 Cobra, CH-47 Chinook, OV-10 Bronco, UH-1 Huey, UH-60, AH-64 Apache, OH-58 Kiowa and others Edited September 17, 2012 by Danil-ch Share this post Link to post Share on other sites
R0adki11 3949 Posted September 17, 2012 UH-60 and MI-17 have flares in the RL. V-80 who is actually Ka-50 which has flares too. I think Max Power was after information regarding flares on Choppers in a cold war scenario. :) Share this post Link to post Share on other sites
Stagler 39 Posted September 18, 2012 because they havent got the cwr2 touch. Share this post Link to post Share on other sites
W0lle 1052 Posted September 18, 2012 So, I think I need that modified cut scene pbo? None of my missions are ending. Which missions, your created ones? Because for that problem you don't need the cutscenes. They are just shown when you leave the terrain in the editor. The 'standalone' islands are working fine here with no cutscenes pbo, you just get a static camera screen then instead the looped scene. Also, any reason you didn't just go with stock arma 2 weapons for the overlapping weapons? ie m16/4, ak47/74? Because the few MB we would have saved then don't really matter. And there's no M4 in CWR2 but a XM177E2/XMS which is quite different than the A2 M4A1. Also, there is no AK47 with GP25 so we needed an extra model anyway for that rifle. Share this post Link to post Share on other sites
max power 21 Posted September 18, 2012 UH-60 and MI-17 have flares in the RL. V-80 who is actually Ka-50 which has flares too. UH-60s may have them, but did the UH-60A have them in 1985? The Ah-1 didn't ever get flares in Army service back then because the ALQ-144 was considered sufficient at that time. The closest thing they got was chaff launchers for the first gulf war. AFIAK, Russian helicopters didn't get flares until they started suffering losses due to stingers in the Soviet Afghan war, but Soviet helicopter equipment is not my specialty. So, if you have information sources showing any of the above helicopters in 1985 with flare launchers, please share them. Additionally, if they did have flares, if you have information on where the launchers were located in 1985 (I know that they were fitted to the bottom of the tailboom, then located closer to the engines on the Mi-24 in Afghanistan), and how many they carried, that would also be useful information (but not essential). I think Max Power was after information regarding flares on Choppers in a cold war scenario. :) Precisely. Share this post Link to post Share on other sites
W0lle 1052 Posted September 18, 2012 Re. the Flares: All our Air vehicles have them (as in ArmA2) or no air vehicle has it (as in OFP). Currently the first is the case, or should. But we can also remove them to make them appear as in OFP. What we will not have is a mix of both, either the one or the other. Remember that realism is not the most important goal here. :) Share this post Link to post Share on other sites
gossamersolid 155 Posted September 18, 2012 Re. the Flares:All our Air vehicles have them (as in ArmA2) or no air vehicle has it (as in OFP). Currently the first is the case, or should. But we can also remove them to make them appear as in OFP. What we will not have is a mix of both, either the one or the other. Remember that realism is not the most important goal here. :) Right, having fun and recreating the OFP experience on ArmA 2 is the goal! I'd prefer to see flares just as I've become used to having them as a basic line of defence against AA, but that's just my opinion. Share this post Link to post Share on other sites
fingolfin 1972 Posted September 18, 2012 Is it possible to disable the flares via init line? So you could disable them in the campaign but they would still be available in MP and user missions. Share this post Link to post Share on other sites
jakerod 254 Posted September 18, 2012 Is it possible to disable the flares via init line? So you could disable them in the campaign but they would still be available in MP and user missions. That's what I was thinking too. I found a thread in the mission editing and scripting section from a long time ago that said there is an init line that works on certain aircraft but not on all. I actually think GossamerSolid was the one who posted it. Share this post Link to post Share on other sites
gossamersolid 155 Posted September 18, 2012 Is it possible to disable the flares via init line? So you could disable them in the campaign but they would still be available in MP and user missions. Not really, flares are a weapon/ammo. So two configs would be the way to go, but that seems counter-productive. That's what I was thinking too. I found a thread in the mission editing and scripting section from a long time ago that said there is an init line that works on certain aircraft but not on all. I actually think GossamerSolid was the one who posted it. No, this was back at OA's release and I was asking if anybody knew how to disable them. Flares/CMs are magazine and weapon classnames. They go right into the config of aircraft. Share this post Link to post Share on other sites
markb50k 1 Posted September 18, 2012 couldn't you just removeMagazine in the init line to remove the chaff ammo? If you so desired to? From the wiki: vehicle player removeMagazineTurret ["60rnd_cmflaremagazine",[-1]]; //-1 is the driver turret Share this post Link to post Share on other sites
jakerod 254 Posted September 18, 2012 Not really, flares are a weapon/ammo.So two configs would be the way to go, but that seems counter-productive. No, this was back at OA's release and I was asking if anybody knew how to disable them. Flares/CMs are magazine and weapon classnames. They go right into the config of aircraft. I know they go into the config but I thought that on a mission by mission basis you could remove them from the aircraft if you didn't want them. The same way you can take weapons off of an AV-8 for an example. couldn't you just removeMagazine in the init line to remove the chaff ammo? If you so desired to?From the wiki: vehicle player removeMagazineTurret ["60rnd_cmflaremagazine",[-1]]; //-1 is the driver turret Not sure if that works but I would think that there would be a way to do it on a mission per mission basis. Share this post Link to post Share on other sites