DenyWilCo 22 Posted August 28, 2014 This is probably a daft question, but, how do I actually start the mission? I watch the intro, then it loads again, shows me the "Start Options" hind, and then just a slide show....Again, this is probably a daft question.... Share this post Link to post Share on other sites
SaOk 112 Posted August 28, 2014 Have you allowed game updates? The update released last week is required (official build or dev-build). But there have been other reporting the same issue. Havent just found out what else could cause that, but too old game version which wouldnt know one new script command that is used in the start options script and ending breaking the options because of that. Share this post Link to post Share on other sites
DenyWilCo 22 Posted August 28, 2014 Ahh thanks mate, a simple game update fixed it. Thanks again. Share this post Link to post Share on other sites
xrook 10 Posted August 28, 2014 oh and i noticed your new green borders overlaps with red enemy camps Share this post Link to post Share on other sites
SaOk 112 Posted August 28, 2014 Yes, still some tricky conditions to add for that border drawing, trying to work on it at some point. Share this post Link to post Share on other sites
Python1 0 Posted August 28, 2014 Hi all, SaOk, this mission is fantastic. Thanks so much for your hard work, I've probably logged 20 hours on this mission and feel like I've barely scratched the surface. Congrats. I was wondering what the quickest way to obtain a flyable aircraft would be? I've re-started a few times, and one time I took an airfield right up front, and was able to buy a little bird through shift 1 menu. But on this run I have an airfield and no option to buy any aircraft. Is there a specific structure I need to build or task I need to complete before I unlock flyable aircraft? (I prefer to unlock options rather than have everything available upfront). Also, I use the F18 mod, I see it's available for support, is it also available to fly at some point? If not, is it possible for me to add somewhere? Also, can someone point me to a description of what building does what? I'm playing as a subscribed mission through steam so I only have the ingame documentation. Thanks again for a great mission and any help would be appreciated. Python1 Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted August 28, 2014 So if you are not "God" you wont survive a Minute in your F-18 but you need to make your own experience ;) Easy way: choose your options, start mission on "Easy" this will give you 1600 Points. I recommend to use also the option to have all Buildings when u are new to the mission. Before start mission choose a good place for your drop, next to one of the airports of course. First build a bunker and then 2 Guard units (HMG,Tank, whatever), when no Enemys are next to your first small Base the Airport will be activated. The ability to spawn a F18 u need to add it in the "Mod" options -> press Shift+1, then "Mod", therre u need to add the F18 into the "Aircraft" section in category "Fighters". After adding vehicles into your list u need to "Reset Vehicle Zones" and then u are read to go. By pressing Shift+1 and choosing "Mil Options" u can buy specific Vehicles, its always specific to the captured area Good luck Soldier ^^ Share this post Link to post Share on other sites
Python1 0 Posted August 28, 2014 Great! Thanks Timewarp! I'll let you guys know how it goes lol Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted August 28, 2014 Be aware, i have warned you. Using an Aircraft leads to "spawning Enemy groups" and there will be a ton of them, and they use AA Rockets effective, and often^^ Mostly i am out of flares after 40 seconds - 1 minute ;) Share this post Link to post Share on other sites
parmenides 11 Posted August 28, 2014 I tried to detonate a big Antenna Tower with explosive charges (usable on ground) but I cant put the charges down they are always staying in my inventory. Any hints please? Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted August 28, 2014 U dont need charges. My hint for you is: build 2-3 AT Launcher AI´s, equip a Laserdesignator and point with the laser on the Tower. The AT Launchers will shoot on the Laserdesignated point after a couple of seconds. A few rockets and this tower is a piece of trash ;) Share this post Link to post Share on other sites
SaOk 112 Posted August 29, 2014 Thanks Python1 :), unlocking all assets in start options is definitely the best way. You probably also need to build guardpost with static weapon near the airfield before able to purchase aircrafts. The flying part is quite deadly currently. I will try to find more balansing for that soon making at least AA-soldiers more rare. Havent tried that AT-launcher trick for the antenna myself yet, but will need to. :D Else the charges are put using action menu (mouse scroll menu). You may need 3 (if not even 5) satchels per antenna. Share this post Link to post Share on other sites
xrook 10 Posted August 29, 2014 (edited) 1 explosive sachel (not charges) does the trick edit: your mission is already piling up noticeable bugs (not script errors, your topic has a pages lists of them already), when will you prioritize them? Edited August 29, 2014 by xrook Share this post Link to post Share on other sites
SaOk 112 Posted August 29, 2014 Working on the mission with my own speed. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted August 29, 2014 Well, i have more of this kind of hints to kick the butts of csat. This one works very good too: you need to have some Artillery or other stuff for great damage and you need to use drone copter and say the drone that it should hover 500meters high above specific area, then change to the position which allow to observe the area, from this position its very easy to give Firing targets to the Artillery. The drone copter even have a Laser designator, so if you have some UAV´s or Launchers which have sight of line to the target they will shoot to the designated point ;) Share this post Link to post Share on other sites
parmenides 11 Posted August 29, 2014 (edited) Thanks that did it :) ---------- Post added at 11:28 AM ---------- Previous post was at 11:25 AM ---------- I have another problem but maybe its only my missinformation. When I would like to give one of my soldiers a new weapon (run out of ammo on its own weapon) via customize gear he will accept the new one but not the ammo although I select one with ammo available. So reammo doesnt work also explicitly clicking it not. I am sure I do something wrong. Edited August 29, 2014 by Parmenides Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted August 29, 2014 When u are in weaponshop it´s best to buy 1-2 same weapons and 2x5 Magazines. Also its important that u make this: select a single solder (give command stop, so they stop running around like 12y old kids), press 6 and choose "open subordinate Inventory" and then throw away their secondary (Pistol) so that they only have the main gun (assault rifle, sniper, whatever) cause when AI have Pistol they love to torture your ears with permanent "out of ammo" reports. Share this post Link to post Share on other sites
CrazyChrisX 10 Posted August 29, 2014 Hello there Soak, Chris here. so i nitice a i dont know if you wanna call it a important bug, but when i do a village task where you have to call for a chopper to pick up a civ from the village, the pilots dosent exactly pick the best landing spots... http://i.imgur.com/tCyIB7F.png (2098 kB) after a few seconds after the first pic was taken, the chopper got loose but killed me... when i came back after respawning it was like this: http://i.imgur.com/3s5GuJN.png (2610 kB) but somehow the task got completed :P it would be nice if you could find a way of making the ai's think before they choose a landing spot. regards Chris Share this post Link to post Share on other sites
SaOk 112 Posted August 29, 2014 I removed recently findEmptyPosition-loop from the landsite search since it was giving much stutter. Seems like need to rework it, maybe using lineintersect checks instead. Share this post Link to post Share on other sites
parmenides 11 Posted August 29, 2014 When u are in weaponshop it´s best to buy 1-2 same weapons and 2x5 Magazines. Also its important that u make this: select a single solder (give command stop, so they stop running around like 12y old kids), press 6 and choose "open subordinate Inventory" and then throw away their secondary (Pistol) so that they only have the main gun (assault rifle, sniper, whatever) cause when AI have Pistol they love to torture your ears with permanent "out of ammo" reports. Thanks a lot but why is reammo not working bug or me :) ? Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted August 29, 2014 I think its a bug and very hard to fix. I always throw their stuff away, mostly they dont live longer as 15 minutes, for what spending so much time to equip those idiots and on the next corner they will die. Just do the trick with unarm those twats at the beginning and you should be good ;) Share this post Link to post Share on other sites
Ch53dVet 10 Posted August 29, 2014 I've noticed since the last update, In the intro video, the "Cantine man" (flat tire guy) has lost his voice (along with the other in-game NPC civilians you can speak to for tasks) also, after the last skirmish screen where you normally transition into the Map/Briefing screen (where I go in and get rid of my teams unnecessary gear) it just goes to a dark screen and the only way to progress is to hit escape and select the "skip" option which then takes you into the mission setup screen, skipping the briefing/Map screen altogether. I haven't seen any mention of this in here since the last update so I'm wondering if its me or you. Share this post Link to post Share on other sites
SaOk 112 Posted August 29, 2014 (edited) I made ticket of the broken civilian voices over month ago, but no response yet from BIS. http://feedback.arma3.com/view.php?id=19878 Could maybe use say3d instead for civs to make the sound appear, but then the lips dont move. Suspecting that using both would make those play at different time, but testing soon. I disabled the briefing while trying to get the Chernarus/Takistan conversions to work. May enable it back later even I would prefer the mission to start without it. Edited August 29, 2014 by SaOk Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted August 29, 2014 I made ticket of the broken civilian voices over month ago, but no response yet from BIS. http://feedback.arma3.com/view.php?id=19878 Could maybe use say3d instead for civs to make the sound appear, but then the lips dont move. Suspecting that using both would make those play at different time, but testing soon. I disabled the briefing while trying to get the Chernarus/Takistan conversions to work. May enable it back later even I would prefer the mission to start without it. Yeah, the sad sad BI Lazyness is everywhere. Maybe they were occupied recording bird sounds or doorscratching when open it. How they set priority to fix the game is absolutley ridiculous. Share this post Link to post Share on other sites
xrook 10 Posted August 30, 2014 (edited) can you add a spawn limit? http://i61.tinypic.com/2iln7vd.jpg if finally got to a point where even my squadmates get delayed a lot when i order them to do something FPS doesnt go down (yet) and no stutters so i think thats an improvement Edited August 30, 2014 by xrook Share this post Link to post Share on other sites