corporal_lib[br] 396 Posted December 20, 2015 Hi, Kydoimos, I´ve read there was a gamebreaking bug on Options None (the AAF tank attack repel task wouldn´t complete) and so I´ve replaced the Resist.pbo with the newest on steamworkshop, it fixed that but I´ve noticed the in the end, last CSAT tank that should storm Selako wouldn´t move and thus the mission couldn´t complete (I had to wipe it using MCC so the mission could go on), just a headsup cus other players wouldn´t finish without (MCC) necessary cheat... I hope to see Resist´s sequel someday, Coleridge´s saga needs a closure lol Keep it up! Cheers! 1 Share this post Link to post Share on other sites
tyret 11 Posted December 20, 2015 If you complete the mission 4 with M14 EBR. Mission 5 impassable. http://i.imgur.com/biFALUE.jpg http://i.imgur.com/lqmk0Fn.jpg http://i.imgur.com/oAButtV.jpg http://i.imgur.com/bXg6htU.jpg Resist\Missions\M_05.Altis\Mission.sqm class Item16 { position[]={29999.891,-0.043949831,29999.787}; a=1; b=1; interruptable=1; age="UNKNOWN"; expCond="""srifle_EBR_F"" == primaryWeapon Player OR ""srifle_DMR_06_olive_F"" == primaryWeapon Player"; expActiv="nul = [] execVM ""Scripts\Coleridge_Remark_B.sqf"";"; class Effects { ""srifle_EBR_F"" == primaryWeapon Player Who has not bought Marksmen? 1 Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 @Inlesco - hiya matey! Glad you liked it! Yes please on the constructive feedback! There's bound to be a few things I can edit / change / improve upon. If it involves adding additional text, or voice acting, it might be a bit problematic (further localization and re-hiring voice actors is something I want to try and avoid - if only because I want to save some funds for the next project!). Weird about the wildlife! :P I'm unaware of any way to remove wildlife without removing the sounds of the environment as well - enableEnvironment is a bit severe! Maybe I could introduce a script that searches for animal classnames and removes them? Might be an option :D I'll look into it! Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 @corporal_lib[br] - hey there, mate! Glad you liked the campaign! I'm going to look into the CSAT tank issue - it's very strange - can't for the life of me work out why they'd just sit around not moving! Thanks for the report! :D Just out of interest - did the last CSAT tank stop just outside of Selakano - by the MERCs sign? 1 Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 @Tyret - well done, matey! Thanks for spotting that! I've rolled out a fix today - it's something I overlooked when linking all the missions together with gear saving - thank you! ""srifle_EBR_F"" == primaryWeapon Player Who has not bought Marksmen? Who indeed! :D Share this post Link to post Share on other sites
froggyluv 2136 Posted December 21, 2015 Hi Kydoimos just recently retried your Resist campaign but one thing has put me off if correct that being... ...in the very first scene in which your buddies get airstruck and you gotta make your way north I swerved maybe 300m toward the shoreline to avoid the enemy patrol and roadblock but was quickly dispatched by some unseen force like a zeus thunderbolt from the sky. Are there magic mines or bombs attached to player if they deviate from path like in the official campaign? Would be a shame cause it looks to be very nicely polished but personally cant stand that type of punishment. Was also running a killed by who EH mod and nothing came up as killer. 1 Share this post Link to post Share on other sites
lexx 1363 Posted December 21, 2015 Another thing I've noticed- just a tiny detail: In the beginning of mission 3 at the briefing. If you look back over your shoulder, you see the helicopter gunner with the custom helmet (which is a great detail, by the way). IMO it would be better for him to sit there without helmet and the helmet sitting on the free seat right next to him, placed in a way you subtly see the decal on it (so you know who this is). I mean, would anyone really sit in a mission briefing with that huge ass helmet on? Not even mentioning it would be rude as hell (in my opinion). Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 ...in the very first scene in which your buddies get airstruck and you gotta make your way north I swerved maybe 300m toward the shoreline to avoid the enemy patrol and roadblock but was quickly dispatched by some unseen force like a zeus thunderbolt from the sky. Are there magic mines or bombs attached to player if they deviate from path like in the official campaign? Would be a shame cause it looks to be very nicely polished but personally cant stand that type of punishment. Was also running a killed by who EH mod and nothing came up as killer. @froggyluv - oh, mate! Check your map and you'll see the problem :D Guess you might have missed the signs I put up - along the coast, there's a minefield - just like the one Kerry stumbles across in Survive! If you pick that route, watch your step! It can also be great fun to lead the AAF specops that way towards the end of the mission - though I'd be surprised if you make it back to Romeo in time! Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 Another thing I've noticed- just a tiny detail: In the beginning of mission 3 at the briefing. If you look back over your shoulder, you see the helicopter gunner with the custom helmet (which is a great detail, by the way). IMO it would be better for him to sit there without helmet and the helmet sitting on the free seat right next to him, placed in a way you subtly see the decal on it (so you know who this is). I mean, would anyone really sit in a mission briefing with that huge ass helmet on? Not even mentioning it would be rude as hell (in my opinion). @Lexx - great suggestion :D Love it! Yeah, I'll do that on an update, methinks! Thanks! Share this post Link to post Share on other sites
froggyluv 2136 Posted December 21, 2015 HA! Oh well that does make a difference :D So they are physically placed mines which can be avoided and navigated? In the Official campaign it felt like they were literally attached to player. Really wish BI would add ammoType parameter to killedEH so bombs, satchels and mines could be accounted for. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted December 21, 2015 @corporal_lib[br] - hey there, mate! Glad you liked the campaign! I'm going to look into the CSAT tank issue - it's very strange - can't for the life of me work out why they'd just sit around not moving! Thanks for the report! :D Just out of interest - did the last CSAT tank stop just outside of Selakano - by the MERCs sign? Nope, that´s the problem: it sits on the spawn point, waaaaay outside Selakano (500 meters way?) and outside the "mission limits" so if I walk near it to blow it out, the mission fails before I can get into missile/visual range =P Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 Nope, that´s the problem: it sits on the spawn point, waaaaay outside Selakano (500 meters way?) and outside the "mission limits" so if I walk near it to blow it out, the mission fails before I can get into missile/visual range =P Oh! That's a massive problem! Right, I'll check it out now :P Thanks! Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 So they are physically placed mines which can be avoided and navigated? In the Official campaign it felt like they were literally attached to player. Indeed they are! :D Yeah, an EH on mines would be good - otherwise it's a little bit, 'what the... huh?'. Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 @corporal_lib[br] - during the mission, did you get the dialogue, regarding CSAT's counter attack? I only ask, because the CSAT tanks aren't spawned, they're both hidden, with their simulation disabled. Then, in the script with the dialogue, I've got: Varsuk_A enableSimulation true; Varsuk_A hideObject false; Varsuk_B enableSimulation true; Varsuk_B hideObject false; They also have their waypoints assigned in the standard fashion in the editor. I can only guess the script isn't firing at all? Strangely, only one or two have reported the issue - I'm going to try and throw in a failsafe somewhere, and see if that will fix things. Have you played the scenario more than once, matey? I'm wondering if it's consistent or randomly occurring. I'll work it out though! :D I don't like to be defeated! Thanks for the report too! Always appreciated! Share this post Link to post Share on other sites
IndeedPete 1038 Posted December 21, 2015 @corporal_lib[br] - during the mission, did you get the dialogue, regarding CSAT's counter attack? I only ask, because the CSAT tanks aren't spawned, they're both hidden, with their simulation disabled. Then, in the script with the dialogue, I've got: They also have their waypoints assigned in the standard fashion in the editor. I can only guess the script isn't firing at all? Strangely, only one or two have reported the issue - I'm going to try and throw in a failsafe somewhere, and see if that will fix things. Have you played the scenario more than once, matey? I'm wondering if it's consistent or randomly occurring. I'll work it out though! :D I don't like to be defeated! Thanks for the report too! Always appreciated! They might just spotted an enemy from the distance and refuse to follow their orders. Did you set them to careless until they reach the village? Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 They might just spotted an enemy from the distance and refuse to follow their orders. Did you set them to careless until they reach the village? Good thinking! I just checked though, and they're on 'Careless' mode until they enter the town. Curse you, tank AI! :P Share this post Link to post Share on other sites
IndeedPete 1038 Posted December 21, 2015 Additionally, try setCombatMode "BLUE" on them if you haven't already. That works for me most of the time. Share this post Link to post Share on other sites
tyret 11 Posted December 21, 2015 In the sewers do not work scopes (RMB, NumPad 0) Share this post Link to post Share on other sites
Kydoimos 916 Posted December 21, 2015 @IndeedPete - thanks, man! That's another thing I can try :D @Tyret - yup, no scopes in the sewer - yet :P I've got plans for the sewer scene. At present, it's a little gimmicky, but I have plans to fix that. In fact, it's my next project for 2016! Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted December 21, 2015 @corporal_lib[br] - during the mission, did you get the dialogue, regarding CSAT's counter attack? I only ask, because the CSAT tanks aren't spawned, they're both hidden, with their simulation disabled. Then, in the script with the dialogue, I've got: They also have their waypoints assigned in the standard fashion in the editor. I can only guess the script isn't firing at all? Strangely, only one or two have reported the issue - I'm going to try and throw in a failsafe somewhere, and see if that will fix things. Have you played the scenario more than once, matey? I'm wondering if it's consistent or randomly occurring. I'll work it out though! :D I don't like to be defeated! Thanks for the report too! Always appreciated! I have the dialog, I receive the radio message asking me to go to the church uphill to take the TITAn launcher and repel the CSAT spec ops + tank attack... That´s the problem: one CSAT tank enters the town, with 3 specops accompaining it, I blow this tanks, kill the 3 specops, and then there´s 3 others 300 meters away on a vila, they don´t leave their positions, and the 2nd csat tank stays right where he spawns... without moving... So there must be a problem with the second csat attack group (the first invades the city, and I can kill them with ease...) cheers! Share this post Link to post Share on other sites
Kydoimos 916 Posted December 22, 2015 @corporal_lib[br] - thanks matey, for the update! Ah boy, this one will be a tough nut to crack! I'm going to try IndeedPete's solution and turn the combat mode to 'blue'. Also, does it tend to do it every time you try the mission? (don't worry if you've only done it once). I was just wondering, if in the Arma 2D editor, the bug would persist and I could get a look at the tank via the splendid camera, to see if the simulation is enabled or not. I've tried a few things that might fix the issue in a hotfix, but in all honesty, I haven't got a clue why it's not working for you (I had one other report from someone, too). Rest assured mate, somehow, I will fix it! :P 1 Share this post Link to post Share on other sites
IndeedPete 1038 Posted December 22, 2015 As a last resort, you could always add a timeout that either setPos'es or destoys the tank. That's what I tend to do in classic seek & destroy scenarios when the cowardly AI refuses to move and engage. I also saw BI doing this in the Death Valley mission with the Greenback defenders in Girna. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted December 23, 2015 I´ll retry the mission from the start and see if the tank get stuck everytime, thou Indeedpete is right, sometimes the AI gets coward and frozen upon spawn lol [Edit] Yeah, the tanks wimps out... I´ve retried and the second tank doesn´t move =P Share this post Link to post Share on other sites
lexx 1363 Posted December 23, 2015 Just out of curiosity, but is "x allowFleeing 0" not working? Share this post Link to post Share on other sites
Kydoimos 916 Posted December 23, 2015 Just out of curiosity, but is "x allowFleeing 0" not working? Added that now, thanks, Lexx - you know, I thought I'd already done that, but it was missing - so this could help! As IndeedPete suggested, I've set the CSAT tanks to combat mode 'blue'. As a last resort, you could always add a timeout that either setPos'es or destoys the tank. That's what I tend to do in classic seek & destroy scenarios when the cowardly AI refuses to move and engage. I also saw BI doing this in the Death Valley mission with the Greenback defenders in Girna. If all else fails, (if I have 'Options None', should I say? :P), then I'll go with that! Thanks for the advice chaps! It'll get there! Share this post Link to post Share on other sites