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IndeedPete

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

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Must have got lost when I changed the readme texts for the Beta update. Enjoy! ;)

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I have an issue with the mission "protection money"

as soon as I get out of the helicopter the mission is failed because the HVI was killed :(

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An issue I noticed with Protection Money is the car with the HVT (what's HVI by the way, I've not seen it before) got completely stuck at the military base between a cargo post and some hesco barriers. For some reason I couldn't select it with MCC so had to use debug code and a cheeky little teleport to right outside the base to free it.

*This isn't the latest version so this might be fixed

Aside from that it's all going great, liking the expanded conversation system (interesting to know something about Drazen) and the duels are always fun.

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@Johny-O-Rama: Any mods active?

@Jona33: There was one scenario when palying the mission in daytimes close to 24:00 where the High Value Target or High Value Individual couldn't move because his script was daytime-based. I've fixed it some time ago but I'll go on another investigation nontheless. Great, somebody is actually doing the duels.^^

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@Johny-O-Rama: Any mods active?

@Jona33: There was one scenario when palying the mission in daytimes close to 24:00 where the High Value Target or High Value Individual couldn't move because his script was daytime-based. I've fixed it some time ago but I'll go on another investigation nontheless. Great, somebody is actually doing the duels.^^

I don't think it was that as the car was definitely moving, just back and forth back and forth because it couldn't steer tightly enough to get out.

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Ah, I see, so my good friend the driving AI again. It's working when you create it first, then BIS changes something or a random guard is standing slightly different than in the first 23 tries and boom, AI is unable to get the vehicle out of the base. :/ I'm still checking up on that again. Successfully tested this mission a few weeks ago with 1.26 I think.

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oh yes how we need the smart alecs in this world...

anyway I got "refinded vehicles" active that might be the problem then or TPW or so I don't know

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TPW is definitely causing troubles as I use parts of the scripted version as well, they might interfere. I don't know what "refined vehicles" is but it sounds like it could affect the car. Also, the car has a handle damage eventhandler on it to simulate integrated armour. Maybe that in combination with this mod is doing funny stuff.

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Time for another character sheet! This time with Nikos, the crooky smuggler and human trafficker:

nikosxbu3u.jpg

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Great news! I was able to implement Toadie's SmallArms and Animations for Arma3 into the M.E.R.C.S. systems. Now, his content will be available for purchase in the shop and mercs and raiders will carry them (next to vanilla weapons). All that does only work when the mod is actually active and running, otherwise the player will just see the vanilla content. Which also means that the mod use stays completely optional! Expect them to be in the next update.

2014-10-09_00002ltx64.jpg

Future packs to include because of community feedback are:

  • RH M4/M16 pack
  • (SMA) Specialist Military Arms

Feel free to add more to the list and I'll see what I can do. Oh, and it would be nice if the authors posted classnames and stuff easy to find; I really don't want to search my way through their configs to find the names for whitelisting them.

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GREAT! Modded content as optional is a great way to please greeks and trojan..or may I say CSAT and Altians? lol

RH Pistols? RH PDW (quite PMC-ish if I may say so)? Iansky scopes and FHQ acessories and DatMonkey12´s LDS scopes are some of my suggestions =)

And of course, Peral´s A-10C on the Flying Dutchman mission =D

cheers!

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Thanks for the names, I'll see what I can do! Implementing weapons is rather easy, just whitelisting the classnames in my own shop config system. Replacements or additional units are not that easy I'm afraid so they're not on the menu right now. Might be an option later but I'd need to manually implement these checks every time a certain vehicle shows up in the campaign. We'll see. ;)

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Hi IndeedPete,

You may have heard about this issue already, and if so I apologize for reiterating. I haven't seen any kind of headgear/eyewear persistence between missions; I'll set up a helmet and glasses, head out on a contract, and be wearing something completely different. This was especially frustrating after I dropped the 10,000 on tactical glasses and had them disappear before I could do anything with them. Any idea what might be causing this problem for me?

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Hm, haven't had that issue lately. I know it is most likely BI's stupid randomisation scripts which hit post-init - and my own customisation also strikes post-init. I really don't know why they introduced this **** with one of the last few patches, it's only annoying people. I'll take a look and will disable it even if it's not causing any trouble for me. For now, to get your glasses back the debug console is your friend:

player addGoggles "G_Tactical_Black";

Thanks for your feedback!

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Yeah, this bug (or "feature"?) really is annoying. Everything is alright in the next mission's briefing, except for headgear and goggle. I could solve with aeroson's GET/SET loadout. Don't you use that too, IP?

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Yes, but if you use that right on init the randomisation scripts sometimes overwrite the given gear. I actually do something completely stupid: I add that stuff with set loadout on init so the player can see his gear showing up in the briefing screen and then I add the same stuff again right after the init to counter the randomisation and the no-pants-bug. When you assign a new uniform to the player or a unit in his squad on init it will work in the editor, but in the campaign or single scenario they will show up without any clothes - same goes for custom textures. If applied on players I do it post-init / right on mission start.

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Hm, haven't had that issue lately. I know it is most likely BI's stupid randomisation scripts which hit post-init - and my own customisation also strikes post-init. I really don't know why they introduced this **** with one of the last few patches, it's only annoying people. I'll take a look and will disable it even if it's not causing any trouble for me. For now, to get your glasses back the debug console is your friend:

player addGoggles "G_Tactical_Black";

Thanks for your feedback!

Does

this setVariable ["Bis_enableRandomisation",false];

not work?

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this setVariable ["Bis_enableRandomi[b][color="#FF0000"]z[/color][/b]ation", false];

BI uses American English as far as I know. ;) It does work, however, I didn't set it in missions published before the patch that introduced this stuff. But it will be updated with the next version. What grinds my gears is that BI introduced this somewhen post release - it wasn't there from the beginning. And I'd rather see it implemented as opt-in, now I have to clean up the leftovers. Same goes for changing the addUniform commands a few months back. It's just some extra work and not really much of a hassle. However, it sometimes behaves somewhat unpredictable and it doesn't really provide a gain for the player, that's a bit annoying.

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Small report: I've been able to implement Toadie's SmallArms and Animations for Arma3, RH M4/M16 pack, RH PDW pack and (SMA) Specialist Military Arms into the shop. More to come in the next few days - it will all be implemented with the next update.

Apart from that TPW MODS: enhanced realism/immersion for Arma 3 SP should not interfere with parts of the scripted version the campaign uses anymore. However, I still strongly recommend against at least some TPW functions like skirmish an stuff - it will break things. Also, I've noticed that TPW seems to influence ambient animations.

Furthermore, I've enriched the first hub on Stratis by adding a persistent optional task to it to free the island from rogue merc bands. It's basically just a Kill-And-Capture sidemission without any story or dialogues. Could even become quite monotonous after a time but it's just made for quick infantry skirmish, weapon testing or looting between missions. Plus you get cash for every cleared location and a bonus if you've cleared all (37 at the moment) places. Nothing special but similiar to BI's patrol missions.

Lastly, it's time for another character sheet. This time, German DSE agent Alexander Engel:

engelpaj6z.jpg

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So, I think it's time for another character sheet! Last but not least: <username>

username2boq9.jpg

Oh, and the 0.92 update should be staged tomorrow, introducing mod support for a few third party weapon packages and a few fixes / additions.

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Heads up, lads! Beta update 0.92 released! ;)

Changelog

0.92 Beta 13.10.2014

  • FIXED: Home Sweet Home, there was still a full supply box open for exploit.
  • FIXED: BI's randomisation scripts still affected Raif in rare cases.
  • FIXED: Case Of Defence, one enemy squad was spawned at [0, 0, 0].
  • FIXED:Return On Investment, civil Raif still had NV-Goggles in some cases.
  • CHANGED: Minor fixes and additions.
  • CHANGED: Case Of Defence, due to AI waypoint issues (they get stuck...) the win ratio has been set up from 20% to 25% of the last wave.
  • ADDED: Toadie's SmallArms and Animations for Arma3, mod contents are now available in the shop when the mod is activated.
  • ADDED: TPW MODS: enhanced realism/immersion for Arma 3 SP, mod use should not interfere with scripted ambient life any more. Still breaking parts of the campaign.
  • ADDED: RH M4/M16 pack, weapons and magazines are now available in the shop when the mod is activated. No attachements due to poor documentation.
  • ADDED: RH PDW pack, mod contents are now available in the shop when the mod is activated.
  • ADDED: (SMA) Specialist Military Arms, mod contents are now available in the shop when the mod is activated.
  • ADDED: EricJ Weapons Pack, mod contents are now available in the shop when the mod is activated. Seems like this mod is buggy, description texts are sometimes wrong and it causes missing image errors.
  • ADDED: Home Sweet Home, persistent sidemission to clear the island of rogues.
  • ADDED: Rest And Recuperation, Buddy now tells the player to go on alone.

Supported Mods (All Mods Are Completely OPTIONAL)

The following mods are supported, use is completely optional. DO NOT start the campaign with mods, save and then continue later without using the exact same mods for obvious savegame issues. Any mod use at your own risk.

  • Toadie's SmallArms and Animations for Arma3
  • RH M4/M16 pack
  • RH PDW pack
  • (SMA) Specialist Military Arms
  • EricJ Weapons Pack (Seems like this mod is buggy, description texts are sometimes wrong and it causes missing image errors.)

Download

Addon Version

Dropbox v0.92 BETA

Steam Workshop v0.92 BETA

Campaign PBO Version

Dropbox v0.92 BETA

MANW Contest Page

Vote & Support

Edited by IndeedPete

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Hell's bells! That's a big one, isn't it? For scale: It took me around 2,5 hours for EricJ's to implement. Finding classnames, googling real life guns to get background data like origin, age and caliber (to make up prices and stuff), copypaste it into the shop configs, adjust the mercenaries' weapon pools and finally test that thing for compatibility. I can't promise that one to be in soon but it sure looks nice. Nice LMGs! I'm actually looking for more marksman rifles / LMGs because I feel I ahve enough assault guns at disposal. Though I'd love to see a good G36 pack implemented; if anyone knows a good one please give me a shout.

I'll see what I can do! ;)

BTW: If you have all supported packs activated the shop's bursting.^^ Shop config files alone are around 7000 lines... xX

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Ah, brilliant! Thanks, I'll add them to my list!

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