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IndeedPete

[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish

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Hi Pete!

I've downloaded your campaign and upload it in my campaigns folder, but when i start it in the game, nothing happens. I mean i pop face of the beach, and miller and stravos are here with a group of soldier but nothing happens. One of the civilians start to run everywhere and that's all.

Have I not upload correctly?

Thanks!

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Hm, sounds strange. Do you use any mods or addons? And your game version?

---------- Post added at 12:46 PM ---------- Previous post was at 12:30 PM ----------

Tested it with 1.26 and it works fine apart from the buddy having the wrong face... - but that seems to be easy to sort out.

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Good luck and feel free to report any issues once they occur!

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Hey there,

First off this is a really great campaign so far, thanks for making & sharing it with us.

I got about half way through Riot Control and decided to take a break for a few days and now when I attempt to load my game I get an incompatible versions error. (1.28 as of today)

Note I am able to revert to the start of the mission and play it again, but I'm wondering if this is something I'm going to experience every time BIS update the game version or is there a way to work around this?

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Hey Dangerous-D,

glad you like it, really enjoy(ed) doing it! I've just tested it myself (with another mission's savegame) and have the same issue. I guess there's nothing I can do about it, I'm sorry. If BI changes something savegame related during an update I'm pretty much powerless. But - as you've mentioned - reverting is still possible. And M.E.R.C.S.' missions tend to be rather short at the moment, so there's not much lost if stuff like this occurs. Could be annoying in more complex scenarios though. I think I have a mission or two where you can spend maybe an hour tops - would be annoying if you had that issue then.

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Yea I didn't think there was anything that could be done to resolve it, but it was worth asking and at least you were able to confirm that this hasn't just happened to me. I also made several rookie mistakes on Riot Control so it is probably best that I reverted to the beginning of that mission

I look forwards to progressing further in this Campaign and will be sure to post information regarding any other issues I may encounter, or just to say that I'm still enjoying it

Thanks for your response

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Rookie mistakes? Riot Control is rather easy and can be accomplished without firing a single live round.

Provided you have enough smoke grenades...

;)

Sure, feel free to drop a comment if you notice anything! And if you like it please Vote & Support!

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Hey there!

It's been a while since the last dev report but I was on the road for a few days. Anyway, I'm glad to report that I've finished another story mission (that makes eight more missions in total right now).

Ever joined an army undercover just to get close to their leader? No? Well, you can still do so in M.E.R.C.S. Follow Raif's first days on an undercover mission in a Greenback bootcamp and always remember Uncle Kostas: "I want you to join the AAF and butcher your own people!"

mmain04_load_source2npqs.jpg mmain04_overview_sour31oym.jpg

Cheers! ;)

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Hey IP, I am really enjoying your campaign. Some very impressive stuff you've done. I'm having trouble with the roadblock mission though.

The first car to approach the roadblock drove straight into it without stopping. It wrecked the car. Driver got out and ran away. Car was empty, but when I approached the car I could still do the dialogue as if the driver was still in the car.

Next car stopped short as intended. I opened the gate, and he had to drive around roadblock due to other car blocking.

4th car had a guy with an explosive charge and a pistol. I confiscated that. Then was confused. He had an explosive charge, does that make him a bad guy? Do I let him through? I shot him, which seemed to screw up the mission, so went to last save. Then I confiscated his stuff and let him through. He drove around road block and got stuck on rocks. Which held up mission again. Seems like each car has to make it away from roadblock to trigger next sequence.

Also bothered me that my partner points the 50 cal same direction all the time. Seems like he should have a watch command on each car so he swivels as they approach.

I guess I will have to revert all the way back and hope first car does not ram the gate again, as that probably jacked it all up.

Thanks again and keep up the great work.

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Hey, glad to hear you like it so far and thanks for the feedback!

Yes, I'm experiencing the same issue from time to time. It seems like the AI "forgets" how to brake and stops too late. I havent't found the origin though. Reverting usually does the trick. Of course it is not supposed to happen that the driver gets out and runs away. The convo is attached to the car at the moment, that's why you can still talk to the guy who just ran away.

If you encounter the bad guy there are basically three solutions. Take all his stuff and let him pass, leave his stuff and call in the AAF to arrest him or kill him and drive the car out of the way (which probably didn't work in your case as the other car was blocking the trigger area, so it wouldn't continue). And it's true, they have to make it through two trigger areas to be processed. If it wasn't for the bad driving AI it would work better; I might have to make the cars invincible (like the bar gate) so they don't leave their cars when they hit something. Since there are some other issues with that mission I should really consider a rework.

The buddy is actually supposed to aim at the current parked vehicle. However, seems like the stucked car messed it up for you. But even if you let him watch freely, he has a talent to point the MG in the totally wrong direction. That's a typical AI problem in my opinion. Same, if not worse, goes for tanks. I've caught myself a few times driving a tank with an AI gunner and he was constantly turning the tower away from the front (like they're doing it on purpose) while I was yelling at the screen, completely desperate. :D Problem is it takes too much time to turn the tower or MG when it finally comes to contact from the front (as expected). xX

You probably have to revert or load an earlier save game if you have, I'm sorry. But thanks for bringing that one to my attention.

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MERCS is looking very promising, but is there any way to disable the overlaying PP effect that makes everything bright and glowy?

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He posted how to do it in the MANW section.

Press Esc put the below bit in the debug console and then press execute

"colorCorrections" ppEffectEnable false;

"colorCorrections" ppEffectCommit 0;

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Oh, yes, sorry, some users don't seem to like it. Once Beta's released there will be three different effects (based on weather), so you don't have that glowing too often. Plus you will be able to turn them on/off permanently via TacPad.

@Jona33: Thanks for the quick response!

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Good evening!

I'm taking major steps towards Beta and hope to release something within the next 30 days. There's still a lot to do but I'm making excellent progress so far! In other news I've finished the next mission.

Have you ever considered to abduct a leading scientist surrounded by heavily armed guards? And how would you do that? Intercept him on his way home? Or break into his house at night? Or maybe take his sons as hostages to force him out in the open... - your choice in "Enforced Cooperation".

mmain05_overview_souriespm.jpg mmain05_load_sourceays8f.jpg

And just because I love these awesome bootcamp animations a few more shots from the scene:

2014-09-06_000064xs25.jpg 2014-09-06_00008bhs4w.jpg 2014-09-07_000039ps66.jpg 2014-09-07_00004yhs2y.jpg 2014-09-07_00006jdsnr.jpg

Stay tuned!

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My last dev report is not long ago but I just wanted to throw in two new pics from "Meet and Greet":

hub03_load_sourcef2zf5.jpg hub03_overview_sourcekdlrh.jpg

Also, I am now entering the editing process of the three staged ending sequence (depending on how you play maybe only two-staged) which should offer around six (+- 1) ways to finish the campaign (in addition to the already existing two). I hope to get this done ASAP so I can finally rollout the Beta. Other than that I've finally figured out how to configure a campaign as addon (thanks Zipper) so I should be able to upload on steam shortly. However, I think I'll postpone the steam release until Beta as the current Alpha faces some minor issues due to game changes (wrong faces and stuff).

See you!

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Good evening!

I'm just doing a bit of late night editing and had another great Arma moment while I was working on an insertion scene. I just wanted to share that moment with you. This it what I call a "precision landing". ;)

Poor guy, didn't see it coming... - oh, and don't ask how often I had to repeat this damn unit capture flight until I've managed to land on the roof. xX

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Good evening!

I'm just doing a bit of late night editing and had another great Arma moment while I was working on an insertion scene. I just wanted to share that moment with you. This it what I call a "precision landing". ;)

Poor guy, didn't see it coming... - oh, and don't ask how often I had to repeat this damn unit capture flight until I've managed to land on the roof. xX

That is awesome! :D... When will you release an update?

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I was thinking of cobbling together a small Alpha update to get rid of some minor stuff that was caused by the latest A3 patches. And to test the steam workshop addon distribution of course. (I have to make an addon from it because of MANW.) However, since there won't be any new content until Beta I'm not sure if there's enough user interest at the moment.

So, anybody interested in an update with some minor fixes on addon basis but no new content? It would be more like a testrun for me to see if the addon conversion and workshop distribution is working. Keep in mind that the Beta release (which brings new content) is planned for the beginning of Octobre!

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Okay, I might be able to upload something later. I want to make sure everything's working, especially since it would be the first steam launch and might attract new users.

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Greetings!

I've spent my afternoon fighting both the f*cking Steam Workshop as well as the buggy Publisher but I've made it: M.E.R.C.S. is now available on steam! *Awards himself a Purple Heart, a Medal of Honour and the Steam Workshop Survival Badge.*

With this news I'm going to publish a minor update adding some hints, changed texts and whatnot - but NO NEW CONTENT. Furthermore, I was forced to change the distribution from old-style Campaign.PBO to Addon. So, if you wish to apply this update please read the how to install instructions below! Apart from that, you will LOSE YOUR SAVEGAMES, I am sorry but the game doesn't recognise the old saves correctly. This update is more a testdrive for me to see how the Steam Workshop is performing and to acquire some new players from the Steam Community. As mentioned before, the Beta is scheduled to arrive somewhen in the beginning of Octobre. If you scream loud enough I might create another old-style Campaign.pbo version so you could keep your saves and would be able pick up where you left.

Enjoy! :)

Version: 0.55 ALPHA

Overview

M.E.R.C.S. is a story-driven singleplayer campaign for Arma 3, revolving around the exploits of a private military company on Altis. You assume the role of Raif Salih, a Sudanese refugee and ex-soldier, coerced into fighting alongside a mysterious, mercenary organisation. From a first person view, you will strive to escape a world of violence for private gain, where nothing but greed is sacred.

In achieving your mission objectives, you are afforded complete freedom – there are few boundaries and every decision you make entails a consequence. Through a dynamic economic system, you can purchase or sell equipment, hire new recruits, or accept contracts to gain rewards and further your own, unique narrative. On the way, you must engage and interact with an assortment of different characters, each desperate to exploit you for their own ends. Whether you embrace or betray these powers is up to you...

Raif's Story

Born in Karthoum, Sudan, Raif Salih became an orphan at the early age of two. Growing up as one of the poorest people in one of the poorest countries on this planet he basically had no other option than to join the military - the Sudanese Armed Forces (SAF).

After years of internecine conflict in East Africa, Ethiopian forces led a major offensive against their neighbours. Raif’s friends fell before the onslaught and the SAF were deadlocked in a war they could not win, despite their successful defence of Khartoum at the centre of the country.

Raif understood that even if the Ethiopians relented, there would be nothing left of what he had once called home. Taking what little he had, he deserted the SAF, slipped through enemy lines, and travelled for weeks on foot through the East Sahara desert.

Eventually, Raif reached Alexandria in Egypt and secured safe passage to Greece, where he believed he could begin again. Now, his only hope is that ‘Nikos’, the man that brokered his European dream, is as trustworthy as he appears...

Global Background Story

  • 2014 –Mounting violence in the Ukraine and violations of the nation’s sovereignty trigger what historians later called the ‘Second Cold War’ between Russia and the West.
  • 2014-2018 - Ongoing anti-Euro protests escalate and cause the collapse of the European Union.
  • 2015-2017 – First Altian War of Independence. Ended by the Greek military, which quickly suppressed separatists.
  • 2017 - The Islamic Republic of Iran, the People's Republic of China and other countries form the Canton-Protocol Strategic Alliance Treaty (CSAT) in Canton, China.
  • 2019-2026 – Second Altian War of Independence. Ended by EUROFORCE (est. 2023). Altis is now independent from Greece but remains part of the European Federation.
  • 2023 - Reunion of European states as European Federation (EF) in Munich, Germany. Establishment of a combined European military force (EUROFORCE).
  • 2024-2028 – Civil war in the Balkans, ended by EUROFORCE intervention. CSAT supported the Islamic movement with weapons, supplies and training.
  • 2031: CSAT forces initiate a devastating surprise-attack against the United States, already weakened by the economic crisis. Six atomic warheads followed by more than 500,000 troops bypass the defence shield and hit the American west coast. Los Angeles, San Francisco, Portland and Seattle are inhabitable for years. European allies deny direct military help for fear of retaliatory nuclear strikes.
  • 2031-Present: Despite CSAT forces rapidly occupying the U.S., they were unable to hold the captured ground. Large parts of the American military, as well as ordinary citizens, went underground and formed a resistance. The EF manages to cut a deal with CSAT and brings in observers and financial and medical aid. Along with supply packages, weapons and ammunition for the resistance are smuggled into the country.
  • 2034: The European Federation recovers from its past and is on the verge of becoming a new superpower, alongside CSAT member states and the sealed-off Russian Federation. CSAT forces sweep throughout the whole of the Middle East, stopping short of seizing the Republic of Turkey. Both the European Federation and CSAT offer financial packages and membership, but also threaten Turkey with sanctions and embargoes.
  • 2035: The Republic of Turkey votes for CSAT membership. The European Federation declares trading embargoes and sanctions. CSAT forces launch joint, large-scale manoeuvres with Turkish forces in the Aegean Sea. Tensions grow daily until the non-aggression pact crumbles. EUROFORCE AA-Defences accidentally shoot down a CSAT reconnaissance jet above the island of Altis, Greece. CSAT General Reza, commander in chief of CSAT forces in the Aegean Sea, issues what was subsequently dubbed ‘an invasion on Altis’. EUROFORCE troops manage to push back the attacker but suffer heavy casualties. CSAT retreats stating that General Reza went rogue and issued the attack without official orders. They maintain that the non-aggression pact is still in force.
  • 2036: Third Altian War of Independence. Weakened by CSAT’s attack, EUROFORCE troops are not able to control the rioting population on Altis. Ultra-nationalists use the anger and poverty of the population to trigger an all out war between the Altis Armed Forces and EUROFORCE. European troops however, are ill-equipped and hastily retreat from the now independent Republic of Altis.
  • 2037: Ties between Altis and the EF slowly begin to stabilise but the country remains in a state of distress, as poverty, unemployment and corruption continue under the new Altian government. Failing to guarantee stability and safety, the AAF invite Private Military Contractors to deploy throughout the country.
    A new flashpoint is on the rise…

Features

  • Story-Driven Single-Player Campaign
  • First / Third Person Cutscenes
  • Infantry / Light Vehicle / Aircraft Gameplay
  • Large Variety of Mission Types
  • Decisions have Vast Impact on Story / Current Mission
  • Small Side Stories within a Mission(-set)
  • Custom Conversation System
  • Custom Shop System
  • Custom Textures
  • Custom Hud Enhancements
  • Voice Acting (Optional, in the future.)

How to Install

ATTENTION: If you've already played M.E.R.C.S before version 0.55 ALPHA you need to REMOVE the "...\steam\steamApps\common\Arma 3\Campaigns\IP_CMP_MERCS.PBO" from your harddrive first!

EITHER download the non-steam version and copy the @MERCS folder to your Arma 3 dir ("...\steam\steamApps\common\Arma 3\") and launch it as addon with a launcher of your choice or start the game with the parameter "-mod=@MERCS".

OR subscribe to the steam workshop entry and launch it as addon with the BIS launcher.

Disclaimer

This is a project in the ALPHA state. Thus it may contain errors or lack certain features. The story as well as mission design are subject of change. Feedback is greatly appreciated!

Changelog

0.55 Alpha - 14.09.2014

  • FIXED: No-pants-bug leftovers.
  • FIXED: Checkpoint Charlie, FIA Car Pathfinding Bug.
  • FIXED: Buddy had wrong face.
  • FIXED: Some custom uniform textures were messed up after Arma 3 1.28.
  • CHANGED: Raised Shop prices drastically.
  • CHANGED: Switched form Campaign.PBO to Addon format.
  • ADDED: Advanced Shop System (Selling Items).
  • ADDED: Lots of minor textures, rank emblems, details, texts...
  • ADDED: Several hints to familiarise the player with M.E.R.C.S. specific systems.
  • ADDED: More ppEffects changing based on current weather.
  • ADDED: TacPad button to turn ppEffects on/off permanently.
  • ADDED: Steam Workshop distribution!

0.54 Alpha - 18.06.2014

  • FIXED: HOTFIX, some uniforms were gone after patch 1.22 because BIS changed the addUniform command.
  • FIXED: Home Sweet Home, drove the devil out of the guy who was levitating under his car.
  • CHANGED: Rest and Recuperation, stuff stored in the car should be transfered to the hub box on mission completion.
  • ADDED: Custom promotion notifications.

0.53 Alpha - 10.06.2014

  • FIXED: Glass System, should now work properly on all interface sizes and resolutions.
  • FIXED: Glass System, Detail now ignores animals.
  • FIXED: Glass System, task marker positioning fixed.
  • FIXED: Glass System, various minor issues.
  • FIXED: Some typos.
  • FIXED: Sauerland Express, mission wouldn't end in some cases.
  • CHANGED: Glass System, approximation of life sign monitoring improved.
  • CHANGED: Mission rewards now partly rely on rank.
  • ADDED: New ranks as sub-system of the custom factions.
  • ADDED: Several custom textures / ambient stuff.
  • ADDED: M.E.R.C.S. PP-Effect prototyped in all missions.
  • ADDED: Three new contract missions. Players from versions 0.51 and 0.52 should be able to continue / revert from the last hub save.
  • ADDED: Second ending implemented.
  • ADDED: Transit mission to second stage of the campaign implemented.
  • ADDED: Use of some assets from the Arma 3 Karts DLC. Shouldn't be an issue if I got BIS' new DLC policy right.

0.52 Alpha - 21.05.2014

  • FIXED: Spawning team did not work.
  • FIXED: Description.ext error on campaigs loading.
  • FIXED: Some typos / spelling mistakes.
  • CHANGED: Set the conv system simple sentence box a bit higher. Hopefully this fixes the problem users with certain resolutions had.
  • CHANGED: New logo!
  • CHANGED: Helo pilot's sentences are now labeled with his name instead of "driver".
  • CHANGED: TacPad is now accessible via comm menu instead of action.
  • CHANGED: Raised some shop prices.
  • CHANGED: Home Sweet Home, decreased chance of getting the 4-five .45 on first visit.
  • CHANGED: Ransom Demand, more detailed helo guidance.
  • CHANGED: Ransom Demand, maximum distance between enemy car and player raised.
  • CHANGED: Very Important Pickup, cleared weapon and magazine cargo of AAF vehicles.
  • CHANGED: Very Important Pickup, some cars have lights on at night.
  • ADDED: Three new contract missions! Players who played v0.51 should be able to continue from the last hub mission.
  • ADDED: "Glass" - Optional advanced HUD system for the Tactical Glasses and Tactical Shades.
  • ADDED: Brave New World, choice added.

0.51 Alpha - 11.05.2014

  • FIXED: Reverting to ealier missions is now possible and should not cause any errors.
  • FIXED: Very Important Pickup - Car change had no consequences.
  • FIXED: Minor spelling mistakes.
  • FIXED: Buddy had no NVGs on night missions.
  • CHANGED: Switched from Profile Namespace to Campaign Namespace for making crucial variables persistent. First mission will clean garbage from ealier version. Restart of the whole campaign required.
  • CHANGED: Licensing changed to APL-SA
  • CHANGED: Raif's Story
  • CHANGED: Cleared CfgFunctions of unused third party works.
  • CHANGED: Buddy won't run out of ammo for his primary weapon.
  • CHANGED: Minor changes to the shop and rest systems.
  • ADDED: TacPad, providing mission info and wait as well as extraction options.
  • ADDED: Very Important Pickup - Armed Patrols
  • ADDED: Most cutscenes and briefings can be skipped now by pressing Space.

0.5 Alpha - 04.05.2014

  • Initial Release

Known Issues

  • The use of DevBranch or mods may impact playability, especially AI driving skills are fundamental to make some missions work. I recommend to run this campaign in stable branch! (Tested with Arma 3 v1.18)
  • Developer console is enabled. In case you encounter a game breaker you can always execute ["Hub01", true, true] call IP_fnc_endMission; In a contract mission this is causing you to be transported back to the hub, with the problematic mission accomplished.
  • This project uses TPW civilians. Players using the addon version will face problems. Officially, this campaign does not support any mods.
  • Home Sweet Home: The ambient shooter at the range sometimes shoots the bystanders. This is caused by a messed up aiming AI which constantly drifts away from the assigned target.
  • Home Sweet Home: The gambler mentions BlackJack as possible gamble but it is not implemented yet.
  • Ransom Demand: The fleeing car might be crashing against something or the passengers disembark randomly and walk instead. I'm researching ways to rebuild this mission.
  • Checkpoint Charlie: The incoming cars sometimes crash into or stuck at the bar gate. If they can't continue they get deleted sometimes which breaks the mission flow.
  • Very Important Pickup: Performance might suffer under many ambient AI units.
  • Riot Control: Performance might suffer under many ambient AI units.
  • Panzerfaust: There's always one AI from the player's group stucking at the briefing desk. Sometimes he follows after a few regroup commands. In case he doesn't, step away from the table and type into the debug console: {_x setPos (getPos player)} forEach (units group player);
  • Panzerfaust: Other parts of the battle group go funny ways.
  • Glass System: Usage in an environment with lots of objects might affect performance. I recommend turning down the core functions first.

Development Roadmap - Scopes & Features

Alpha (RELEASED):

  • 1 Intro Mission
  • 1 Hub Mission
  • 5 Contract Missions
  • 1 Ending

Beta:

  • Campaign Completed
  • 1 Intro Mission
  • 2 Hub Missions
  • 15+ Contract Missions
  • 6+ Endings
  • Advanced Shop System (Vehicles & Camp Enhancements)

Gold:

  • Voice Acting (OPTIONAL)
  • Mod Compability
  • Generic Side Missions

Contact

You can reach me on the BI-Forums: http://forums.bistudio.com/member.php?53386-IndeedPete

Or feel free to add me on steam: http://steamcommunity.com/id/IndeedPete/

License

APL-SA.png

Content created by IndeedPete is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give me a mention in the credits.

All authors of third party content gave me permissions to use their works in the MANW Contest.

Credits & Thanks

  • Bohemia Interactive Studios for this great game!
  • aeroson for his get/set loadout and repetitive clean up scripts!
  • cobra4v320 for his HALO/parachuting scripts!
  • Kydoimos for cross-reading and improving some of the dialogues and texts!
  • mrflay for his explosion detector!
  • Shuko for his SHKPos script!
  • Surfer for his help regarding the awesome M.E.R.C.S. logo and way too many textures and images!
  • tpw for his ambient civilian script package!
  • And all the great people on the BI-Forums who helped out with answers and feedback to so many questions!

Download

Dropbox v0.55 ALPHA

Steam Workshop v0.55 ALPHA

MANW Contest Page

Vote & Support

Edited by IndeedPete

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