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IndeedPete

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

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Hm, I've tried to reproduce the cannot load texture error but I can't do so. Both steam and Dropbox addon version are working as intended. I've tested with Very Important Pickup and made sure the textur this missing file belongs to is actually used. Are you sure you have the right version? Or which version do you have? Steam or Dropbox?

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I use the steam workshop version and apparently there is an issue regrading the author updating the mission. I am going to test with Dropbox version to see if that is the reason I still received the error after your fix.

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Hm, I've tested it both with the steam and the Dropbox version, don't know what's going on there. Maybe there's not only an author-update issue but also a user-update problem? oO

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I just finished testing with the Dropbox version and the cannot load texture error has indeed fixed in the mission "Very Important Pickup". I assume there is a problem when non-author try to download the mission through steam. Gonna test the mission "Protection Money" later.

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Ah, maybe it is just an update issue. I have the feeling that steam sometimes just downloads new versions when you actually try to play them. Hence I usually use the BIS launcher to start the steam version of M.E.R.C.S. - it also seems to trigger the update process. Thanks for every minute you spend on helping me sorting this out, greatly appreciated! :)

Edited by IndeedPete

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I can confirmed that all the bugs I reported have been fixed, so I am gonna give some suggestions/minor details for missions :yay:

Here is some

For the mission "Hostage Down"

1. Due to AI will tend to use explosive when enemies are close to each other, player's buddy sometimes uses grenade launcher when command open fire, even in stealth mode, which makes silencer a bit pointless and in rare occasion the grenade lands right next to the hostage. I suggest remove the grenade launcher.

For the mission "Protection Money"

1. Since the security details are inside the car when stopped, so the player's buddy will throw a grenade at the car and kill the HVI because of the same AI behavior. During that mission, I have to manually remove the grenade from buddy's inventory, so he won't throw it.

For the mission "Panzerfaust"

1. The AAF officer at the briefing desk seems to place in the wrong height, so he looks like trying pick up a pen he dropped under the desk the whole time. :eek:

2. If the player choose to provide covering fire, maybe adding a dialogue like "Let us go down and clear the remaining FIA" between the player and the buddy after using all the mortar shells.

Edited by Bodark0614

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Ah, glad to hear! Though next time I prepare an update some of these find & replace issues will return... :/ My next project will be solely addon-based so I won't have to do all that hassle.

1. That is more or less on purpose as the buddy is equipped to also support an offensive playstyle - like if you buy the armed car and just walk in through the front door. I tend to play it stealthy as well, and mostly just put him on hold fire on a hill further away. Once the alert is triggered and I have the hostage, I order him to open fire and cover me with said grenades.

2. Hm, never really thought about this one. I tend to keep the buddy further away since he's got a marksman rilfe. I'll see what I can do. Without grenades at all it could go bad if the player runs into a patrol or so.

3. Yes, Arma 3's positioning in combination with BIS_fnc_ambientAnim still a miracle to me. I think I've applied a fix in a similar situation later on and just forgot to use it here.

4. Might be an idea, though one could always use a marksman or sniper rilfe to take out the targets from the distance. You've got a pretty good view from up there.

Thanks for the suggestions, keep it coming! ;)

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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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It's all looking really good, man! Like the character sheets!

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And partly thanks to you that is. ;)

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I have a question with your campaign

For the mission"SCHNITZELJAGD"

How to calculate the question"Di = Ei - Ki mod 10"

Already find out the K=678145 and E=651269 But,

Still can not calculate the right point to Finish this mission,I am keep seeking this for a few days

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Hey, sorry to hear! Here's how you do the calculation:

Di = Ei - Ki mod 10

E = 651269

K = 678145

i = 0

D0 = 6 - 6 mod 10 = 0 mod 10 = 0

i = 1

D1 = 5 - 7 mod 10 = -2 mod 10 = 8

i = 2

D2 = 1 - 8 mod 10 = -7 mod 10 = 3

i = 3

D3 = 2 - 1 mod 10 = 1 mod 10 = 1

i = 4

D4 = 6 - 4 mod 10 = 2 mod 10 = 2

i = 5

D5 = 9 - 5 mod 10 = 4 mod 10 = 4

New set of grid coords: 083124 <--- This is where you have to go. ;)

Good luck! ;)

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OH!!thank you for your help

i am calculate the other way without the i,that's why i can not find the right point!!

thank you again

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No problem, the i is meant as index but most people seem to misunderstand it. It's hard to put in a proper formular with the limited text editing in Arma.^^

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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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Hey guys,

first of all great campaign it's a lot of fun. Thanks a lot.

But I have a little problem. At the mission "Protection Money" I don't find the HIV :/ Im waiting near the Molos Airfield for a long time but he is not coming.

Is there something im missing?

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Hey, glad you like it.

Maybe he's stuck somewhere. Have you tried looking around with the drone?

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Yes I've tried. Perhaps I have to restart the mission from beginning.

Does the mission fail if he arrives at the airfield?

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Yes, it does fail. A restart might help. But to check where he his you could "cheat" by executing this from the debug console:

hint(mapGridPosition(getPos IP_HVI));

It should give you a hint with his gird coords.

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Hi, i need again a little help :(

I'm at the schnitzeljad mission and I'm at the coordinates

083124 (thx for the calculation :D) but i don't find other hints there.

There are only two dead guys and a garage with two locked cars. Nothing else. What have i to do now?

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Did you engage the AAF roadblock already? (I mean, did you get the task to do so?) Has <username> already called you?

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Hmm the last place i was was at grid 065131 and there where some soldier and a laptop again. There was this hint: DI= Ei - Ki mod 10.

So I saw the post of osmenng123 and the coordinates :/

Edited by miromanu

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Well, if you didn't get any phonecalls yet you have missed one laptop. Have you been to the small junkyard at the first set of binary coordinates at 058124? He will call you once you found all laptops. Before that he's not at the garage (but still on the map somewhere observing your progress).

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