rcmw 10 Posted March 13, 2013 The core convo thing is really easy, just drop the line Wiki posted into each mission's init.sqf file. That’s also done now, thanks h34dup and Wiki for the info and idea. Share this post Link to post Share on other sites
folgore_airborne 1 Posted March 13, 2013 Ok I managed to learn how to direct artillery better, but air support is a total fail, I disabled all mods but still can't get it to work. When I choose LGB, nothing happens, and Jdam either crashes on those mountain or totally miss the target. Is it correct to: call for JDAM\LGB -> activate Laser and aim target (fire button) -> select Mark Target action in menu? This is the procedure I follow, I think it's the most logical one. Share this post Link to post Share on other sites
rcmw 10 Posted March 13, 2013 Ok I managed to learn how to direct artillery better, but air support is a total fail, I disabled all mods but still can't get it to work. When I choose LGB, nothing happens, and Jdam either crashes on those mountain or totally miss the target.Is it correct to: call for JDAM\LGB -> activate Laser and aim target (fire button) -> select Mark Target action in menu? This is the procedure I follow, I think it's the most logical one. Yep that's the way it works, LGB and JDAM work a little differently from each other though. JDAM will fly over and release a bomb that “should†head direct for the marked target, you do not need to leave a laser on the target for them to hit. LGB will call a plane to the marked target that will then look for your laser marker to attack with a bomb so you need to keep the laser on. I will continue to look into the crashing plane problem but mine are all still flying, is it on all missions or just Contact? Do they work during operation Opal on Training? Sorry its not working for you, I will see if I can make the planes fly higher to avoid all possible collisions and may even remove LGB completely to simplify things. Share this post Link to post Share on other sites
Wiki 1558 Posted March 13, 2013 http://forums.bistudio.com/showthread.php?137388-Providing-feedback-to-mission-creators play WITHOUT ACE and then come back here tell us if you still have your problems. @RCMW is there only infantry missions? or will we have chopper mission? Share this post Link to post Share on other sites
rcmw 10 Posted March 13, 2013 Can't get the artillery or medivac to work.I'm running ace because I pretty much don't play arma without it. Yeah yeah, I know. Good campaign though. Also, it kept failing me at the SOCOM camp, even though I'm pretty sure I hit all targets and exited after 70 seconds. Should I not run out after I hit all the targets? Not tested this with ACE,the artillery and medivac scripts are complicated so it could cause problems. Sorry but I don't have time to do an ACE version yet but maybe at sometime in the future. As for the SOCOM camp did it say why you failed? ie 16-17 targets? (there is one behind you in the last room). If it says 0-17 then there may well be another problem. You can leave before the timer finishes or stay and look for more targets, shouldn’t make any difference as long as you have hit them all before leaving or the timer runs out. The mission will continue just fine even if you fail, just wont have any NVGs for that night. Share this post Link to post Share on other sites
h34dup 148 Posted March 13, 2013 Yeah you know guys, as a fellow editor it's kind of off-putting to hear people gripe when their non-required addons create issues. I'm not specifically referring to any one person or instance, and it's one thing to simply test a mission to see if it works (sometimes it does), but... If ACE, JSRS, COSLX, etc. isn't in the required addons list, and ends up proving to be incompatible, I think the proper procedure would be to kindly request a version that plays well with said add-ons, don't say something is not working unless you are only running what is required. Extra mods create issues, there's no two ways about it. Not all editors are well-versed in all addons, specifically complex and involved ones like ACE or COSLX, and converting missions to be compatible with these kinds of addons is definitely not a simple or quick task to complete. I myself am working on ACE versions for two of my newer projects, and I feel like I'm stabbing in the dark, as I only recently gave ACE a second try and don't fully know what needs to be in-place in order for it to legitimately be an ACE mission. Share this post Link to post Share on other sites
rcmw 10 Posted March 13, 2013 (edited) @RCMW is there only infantry missions? or will we have chopper mission? This campaign is just infantry since you follow one solder, but it has a variety of tasks, sniping missions, manning checkpoints and light vehicle combat in Jackels ---------- Post added at 08:38 PM ---------- Previous post was at 07:22 PM ---------- Here is version 0.2, it fixes a few bugs that have been pointed out so far, the conversion subtitles and spelling/grammar checks are going to take a little longer to do right so they will be in version 0.3. Should have time to work on them at the weekend. 0.1 first release 0.2 *Disabled core BIS Conversations (thanks Wiki) *Fixed Medical Unit Select Error in mission 11 and 7 *Fixed Mission 11 Supply Trucks *Added a few auto saves Downloads Google drive https://docs.google.com/file/d/0B2unIf52LrBVVXZTa3BDa0tEQ3c/edit?usp=sharing RapidShare https://rapidshare.com/files/1851284134/100days-0.1.pbo Be aware it looks like Rapid share downloads are maxed out for the day, and it will take armaholic some time to update but google drive should work fine. Edited March 13, 2013 by RCMW Share this post Link to post Share on other sites
Wiki 1558 Posted March 13, 2013 it's supposed to be 0.2, but file is still named 0.1.pbo. am I missing something? Share this post Link to post Share on other sites
rcmw 10 Posted March 13, 2013 The file will still say 0.1. I realised if I change this it will prevent people from moving there progress over form 0.1 to 0.2 easily. The changes are small so you can simply revert to whatever mission you were on and keep going. I should not have put 0.1 on the first file really. The version number is written inside the campaign description file if you wish to check. Share this post Link to post Share on other sites
Wiki 1558 Posted March 13, 2013 It's what I thought, just wanted to be sure ^^ Share this post Link to post Share on other sites
folgore_airborne 1 Posted March 13, 2013 two questions: -why the L85A2 ACOG GL isn't available in gear selection? -what happens precisely if one of my mates is KIA? I start the following missions with one man down, until I make the missions alone? :) also, I think it would be a good idea to add the teamswitch option, there are some parts of the campaign in which taking temporary control of the machinegunner or the sniper can save the day against dumb AI Share this post Link to post Share on other sites
rcmw 10 Posted March 13, 2013 If you get a man down (dead) you need to medevac him. Call in the helicopter and carry him over to it, if you do this you will not get any negative impact on your campaign. If you leave a man down for any reason and go finish the mission, it will have a small (but cumulative) negative impact on the outcome of the campaign. I though about having it reduce your team members but in a 16 mission long campaign its a little harsh. Some of the best bits are when you are trying to fall back but get a man down in a fire fight. Do you leave him? Risk getting more men kill trying to pull him out? Call in an air-strike as cover? Share this post Link to post Share on other sites
h34dup 148 Posted March 13, 2013 Downloading the latest version now -- yippee!! I recommend simply removing the version number from the .pbo itself, a lesson I learned with Lions of Kandahar and only recently addressed with my last update, but this is just my experience. If what folgore is saying about losing mates for the remainder of the mission is true, I'd be HIGHLY interested in knowing what technique is used to achieve this. Share this post Link to post Share on other sites
folgore_airborne 1 Posted March 13, 2013 If you get a man down (dead) you need to medevac him. Call in the helicopter and carry him over to it, if you do this you will not get any negative impact on your campaign. If you leave a man down for any reason and go finish the mission, it will have a small (but cumulative) negative impact on the outcome of the campaign.I though about having it reduce your team members but in a 16 mission long campaign its a little harsh. Some of the best bits are when you are trying to fall back but get a man down in a fire fight. Do you leave him? Risk getting more men kill trying to pull him out? Call in an air-strike as cover? Now I got it, the important thing is to do the medevac, that negative impact on the campaign is obtained by leaving him on the ground and going on with the mission. Now it's clear. Yeah it was a harsh fight at the checkpoint in Garmarud, I had two lads wounded, sent another two to take them to cover, also them got hit, me and the other guy repelled the attacks but managed to heal only 3 out of 4 lads, one died and had to medevac him. Personally I really like how you've built this feature, it adds quite a lot of real-operation feeling. Share this post Link to post Share on other sites
Wiki 1558 Posted March 13, 2013 Ah. I managed to finish this mission alone: I used M107 and swept the checkpoints from the OP on the hill, called airstrike to take the BMP out and sniped the guys in Garmarud from the OP. I made shots at distance between 350m and 1km ^^ And didn't use all my mags to finish this mission. Was pretty happy and proud of me lol Share this post Link to post Share on other sites
rcmw 10 Posted March 13, 2013 (edited) @forgore_airborne Its probably my favourite feature had some fun times testing it. Modern armies rarely just leave a Downed man and carry on with a mission so I'm surprised its not been done before. Had a fun time when I was ambushed, managed to drive clear but a stray round hit one of my men. Ended up with him in open ground and the rest of my team providing covering fire as I ran out and pulled him back. Very fun. @wiki hehe nice work, the mission are meant to be simple ish and can be completed any way you want with the resources you have, I never even though of that but will try it myself! Edited March 14, 2013 by RCMW Share this post Link to post Share on other sites
h34dup 148 Posted March 14, 2013 I'm on Day 22 now, so far, things have been really awesome! This is the BAF campaign I think we have all been waiting for. I love the detail and the wide perspective on the operation. Absolutely love the support options, I had to break out a golf pencil and start writing down fire missions. It was frantic and refreshing, especially when the rounds arrive for effect. Day 21 AAR I got through Day 21 by sneaking up and calling in 3 fire missions at once on the 3 targets. I took out the two positions with statics instantly, but the third fire mission missed the APC. I brought my men over the ridge in a line and ordered weapons-free, I picked off a few guys with the L115A3, but didn't complete the objective until the APC was destroyed-- the crew got hit while trying to bail out, but the rounds missed the APC itself. Once I corrected that, I repeated-- stealth approach, have my guys hang back over the ridge, but this time I used JDAM and then two fire missions, Garmarud was mine before Lion even got there practically. Then it was off to the UN base, of course I wanted to get eyes on that curious red "?" on the map, but we got hit by sniper fire en-route and two of my guys were wounded. I took out the sniper, got my guys healed up, and continued to the UN base, we took sporadic fire but no major engagements or enemy hardpoints found. For Missions 1 and 2, you may want to consider either disabling damage on the player (not preferable, I'd imagine) or adding some sort of medical healing support, I got into a minor wreck and wounded my guy in Mission 1. I could have restarted, but I finished training with my injury anyway. It might be cool with all the trekking around Utes to have a medical tent somewhere. Share this post Link to post Share on other sites
Kommiekat 11 Posted March 14, 2013 Mission 21 Unable to call in Air or artillery support. Targets are lased and map click. As soon as map click is made, the X is deleteds as fast as it appears, the RTB. Still have not figured out Arty. No arty is being SHOT. I use Compass for Direction and Binocs for Distance. Plug in numbers at middle portion of gui and nothing. Do I need X-ray and Yankee? Share this post Link to post Share on other sites
folgore_airborne 1 Posted March 14, 2013 (edited) Of course, the battery needs to know your position, for two reasons: -to be sure not to fire on you, -and since you are giving the obj coordinates with the polar method, the battery needs to know from where to..."start to count". Polar coordinates are given starting from a known position (in this case, yours), then considering an angle (azimut) and a distance. Therefore, if the battery doesn't have your position, it won't be able to find the target. I have been an artillery spotter for three years before entering Parachutists, I hated that job but seeing 155mm HE shots arrive on target was always a nice show! ;) As for the air support problem, I have been finding troubles too especially with LGB since nothing happens. I have always used JDAM, at least when the plane doesn't crash it fires something. RCWM, what about the L85A2 ACOG GL missing from gear selection? It's my favourite weapon and really missing it..another thing about the gear..it would be fine to have all the BAF armoury available in the gear selection instead of having an armoury in FOB York, because if I want to give one of my lads a weapon not available before I have to do all that painful procedure of selecting him, sending him near the crates, select gear option, etc...otherwise, the best thing would be to have teamswitch, so it can be done in seconds. Edited March 14, 2013 by folgore_airborne Share this post Link to post Share on other sites
Kommiekat 11 Posted March 14, 2013 Of course, the battery needs to know your position, for two reasons:-to be sure not to fire on you, -and since you are giving the obj coordinates with the polar method, the battery needs to know from where to..."start to count". Polar coordinates are given starting from a known position, then considering an angle (azimut) and a distance. Therefore, if the battery doesn't have your position, it won't be able to find the target. Great info and just what I needed. Thanks for that. So, I get X-ray (me) with the GPS? How do I get Yankee and what is it exactly. Any um.........Print screen example to show with arrows point to this and that telling how to do this and that? That would be a big help indeed, not to say you haven't already. Cheers, KK Share this post Link to post Share on other sites
folgore_airborne 1 Posted March 14, 2013 X-Ray and Yankee are your coordinates in UTM (Universal Transverse Mercator). You know, kind of based on Cartesian Coordinate System..:) The map is "covered" by a grid to give your location to others, there are tons of methods to determine it manually but thanks to the US we have the GPS...when you open the artillery GUI, you have X and Y values on the left (your position, given by your GPS), and blank spaces on the right. Just type in exactly the same numbers and you're done, the battery now has a starting position for your objective marked with the polar method. Of course, you always need the angle, the distance, and all the other stuff such as cannon selection, number of shells, etc Share this post Link to post Share on other sites
spotter001 82 Posted March 14, 2013 nice explanation,although the base system is known in mathematics as the Renne Decart's, not Cartesian's. Share this post Link to post Share on other sites
folgore_airborne 1 Posted March 14, 2013 Well, actually Renè Descartes was its creator, but the system itself is called Cartesian (not Cartesian's)..;) Anyway, I have updated my British 3 Rifle MTP replacement config (link in my signature), playing this campaign I saw that the JTAC guy and the LRR Marksman were still vanilla BAF (half Desert DPM, half MTP). Now they are fully Stalker's MTP. :) Share this post Link to post Share on other sites
rcmw 10 Posted March 14, 2013 Think the LGB as an air support is glitching a lot and I think I now know why, I'm going to remove it and just have the JADM, Air-burst and Apaches in later releases so for now id recommend just using them (I will rebalance load outs). As for the L85A2 ACOG GL I've not come across that many L85A2 with ACOG sites so didn’t put that many weapons with ACOGs in but since its your favourite weapon ill add it to the next version :). Thanks for explaining about the arty. I tried to go over it in the selection mission but its not always an easy concept to explain in a few sentences. Still its a lot more stratifying when you do get a fire mission on target after you have zeroed it in. Your current X Y location should also be given in the artillery interface, so it should simply be a case of copying it into the correct input fields. If people are using the map to get an X Y location however I'm very Impressed! Share this post Link to post Share on other sites
folgore_airborne 1 Posted March 14, 2013 (edited) As for the L85A2 ACOG GL I've not come across that many L85A2 with ACOG sites so didn’t put that many weapons with ACOGs in but since its your favourite weapon ill add it to the next version :).Thanks for explaining about the arty. I tried to go over it in the selection mission but its not always an easy concept to explain in a few sentences. Still its a lot more stratifying when you do get a fire mission on target after you have zeroed it in. Hahaha lol thanks mate! I will be very grateful! ;) Yeah I know explaining even the basis of this matter is quite complicated, myselft required a lot of lessons and extra explainations by my officers to understand it. I think you have found an excellent compromise between realism and easiness with that GUI. If you would have done it more realistic it would have become really complicated for most people, on the other hand if you would have done it too easy it would have lost much of its realistic coolness in spite of a "just-click-on-map" procedure. Been playing the campaign further, and loving it more and more...this kind of campaign, in which you don't just kill hundreds of enemies but also escort VIPs, conduct patrols, man checkpoints, find unexpected IEDs get ambushed and disengage avoiding a full contact, is absolutely amazing because it depicts what we really do in Afghanistan. Two more humble suggestions.. -when a task is completed, the following task should automatically be set as current task -the medevac option should be available in the menu only if there's a man down and not always present Edited March 14, 2013 by folgore_airborne Share this post Link to post Share on other sites