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lato1982

[SP Campaign] Hunter Six: Special Operations Unit

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So glad I stumbled upon this excellent mission! I do however have some questions and suggestions.

  1. Is it possible to fly helicopters ourselves to for example sling load equipment to the front? Also, I just love flying choppers. :cool:
  2. In addition to using the current ammo box system, could it be possible to use the virtual arsenal with appropriate restrictions on gear? I find the virtual arsenal to be very intuitive.
  3. When can we expect the next version of this unique high quality mission?!

Keep up the amazing work good sir. You have my vote!

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Any chance to get this ported to panthera ?

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Thanks for the kind words!

1. Maybe I can add some empty choppers in a next Hunter Six mission ;)

2. I tested virtual arsenal but i had few serious issues with it i couldn't work around (weapon limits, AI equip etc.), so I decided to use my own solution.

3. Dunno yet, I need some break after Hunter Six, but I'm definitely willing to start a next project (maybe Hunter Six episode 2), but I don't want it to be just copy/paste on different map. I have plenty of new ideas, how to use the old Hunter Six formula, with some new elements.

4.Panthera sounds good, maybe for the next scenario ;)

Thanks for the feedback!

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Hey, I know, I'm talking about mods again...But is it possible to maybe have support for modded weapons and uniforms in the rearm box. I mean, I improvised by putting every single load-out in a vehicle and then forcing my AI teammates to open the gear of the vic (oh god that was a painful process) but it took way too long...And I ended up having 4 present MARSOC units and a 2035 era EOD specialist who didn't want to open the vehicle gear...

Regards,

Deny.

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Very nice missionand I enjoyed it but not yet succeeded!!! Just a problem I could not resolve: how do you secure the houses, I'm killing all the hostiles but the house is'nt secured. Is there a trick???

Last question what is the last update and can we find it on Armaholic?

Thanks a lot for this very good job.

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Hey, I know, I'm talking about mods again...But is it possible to maybe have support for modded weapons and uniforms in the rearm box. I mean, I improvised by putting every single load-out in a vehicle and then forcing my AI teammates to open the gear of the vic (oh god that was a painful process) but it took way too long...And I ended up having 4 present MARSOC units and a 2035 era EOD specialist who didn't want to open the vehicle gear...

Regards,

Deny.

Hey mate try this:

http://www.armaholic.com/page.php?id=25910

This loadout mod when active will let you access from any ammo box or ammo vehicle. It is really sweet as it allows you to load your saved loadouts from arsenal and then assign them with a double click to your team mates. I use this in this mission to quickly assign my team the loadouts I want, it takes about 30 seconds if that. Do the work in arsenal then hey presto in game. Good thing is you need an ammo box to access so you cant cheat when in the field. Come back to base and a double click has your ai dudes all rearmed. It is truly a great loadout mod.

Cheers.

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Hey mate try this:

http://www.armaholic.com/page.php?id=25910

This loadout mod when active will let you access from any ammo box or ammo vehicle. It is really sweet as it allows you to load your saved loadouts from arsenal and then assign them with a double click to your team mates. I use this in this mission to quickly assign my team the loadouts I want, it takes about 30 seconds if that. Do the work in arsenal then hey presto in game. Good thing is you need an ammo box to access so you cant cheat when in the field. Come back to base and a double click has your ai dudes all rearmed. It is truly a great loadout mod.

Cheers.

Thanks mate, really helped me out there

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Great mission! Thanks for you work, Lato

3. After a while it seems that there is a bug with the virtual crate that is accessed when you click rearm on the squad selection menu. It was working fine but I find myself unable to move any items, when using a real world crate it is fine. This is mostly a problem as it means all the magazines, FAKs etc. aren't selectable. I can work around that with the debug console and adding magazines to the other crate but that feels a bit weird.

I'am also have this bug.

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Thanks for the feedback guys!

I know the gear issue happens, but it's almost impossible to reproduce. I checked the stuff like 10 times, but I couldn't find any reason. It's possible it's a pure ArmA III bug as well.

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Thanks for the feedback guys!

I know the gear issue happens, but it's almost impossible to reproduce. I checked the stuff like 10 times, but I couldn't find any reason. It's possible it's a pure ArmA III bug as well.

I suspect it is pure ARMA III, often playing ridiculously long missions causes stuff to bug out. (Lots of saving and loading can cause that kind of thing as well).

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Really fun mission. Just found it the other day and have been enjoying it very much. Thanks for putting it together!

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Thanks for the feedback guys!

I know the gear issue happens, but it's almost impossible to reproduce. I checked the stuff like 10 times, but I couldn't find any reason. It's possible it's a pure ArmA III bug as well.

Hi,

had a lot of fun so far with your mission.

But I had the same problem (rearming does not work) in all the four bases.

Indication is that the markers (rest, jail, rearming etc) disappeared. I can see the items from the weapon pool, but cannot drag them into the inventory slots of my teammates or myself.

I restarted the mission, problem occurs after a few "fictional days".

Unfortunately I am unable to equip my squad for further missions, so I am unable to get AT Launchers and so far.

Seems the whole rearming systems breaks after a while, it is functional at the beginning, but then crahed.

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I played this mission 3 times and each time for about 4 hours, and I should say it's not perfect for this game and finishing is about impossible not because of mission bugs, that because of game bugs. this mission is a very long mission and as current arma 3 is full of bugs so playing a long time mission will finally glitch in one of these bugs and prevent you from continue or just gets too boring.

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I've just finished the mission, and I've had so much fun playing it that I created an account just to thank you for your superb mission.

You give the player just the right amount of story and guidance, letting him decide how he wants to accomplish his tasks, it's perfect for me.

Only one regret tough, the rebels were not really tough opponents, I would have appreciated to encounter some armoured vehicles.

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Thanks for all the feedback guys! It's really motivating :)

DELTA6 DeltaMonkey found a cool workaround for the bugged REARM function!

"found a workaround. Drag the gear in the crate to the ground and pick it up manually from there. I gave all of my AI backpacks so I can put their ammo in there"

Hope that helps!

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Hey Lato, awesome mission. Replayed it a few times and tried various strategies.

Here is some feedback (also posted on the workshop)

- Heli seems to be bugged alot of times. One time the Little bird landed on base, but then refused to go anywhere. CAS chopper sometimes just flies overhead without engaging anyone and doesn't always listen to RTB command. Also, if the CAS finally does go RTB, he just hovers over the base. You have to say RTB again for him to land and get repairs/rearm.

- The president death doesn't really seem to do much. I did both VIP meetings and the president got killed on the way back, but nobody really seemed to care. Some reputation penalty but that's about it. I would say that killing the president would cause some major uproar

- If you order a teammate to REST, he just stands there where you left him. Would be nice if he returns to the spot he was standing at the beginning of the mission.

- At one point in the game, i was traveling with 2 Hunters (the vehicles) and the AI wrecked his wheels. I noticed i forgot to bring Frost with me. So i had to call a chopper to pick me up, RTB, take Frost in my team, return to the Hunters, repair the vehicle, send 1 teammate back to base with the chopper. It would be nice if i could order teammates to be "delivered" to my current location or something

- Another thing I learned from the last point. I had to send a teammate back to base because i only had 8 seats available and i was with 9 teammembers now. But i can't order a teammate to rest from the field. Meaning i had 1 teammate in base who was still listening to orders i gave my squad. So tell your teammembers to REST from any distance.

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I have noticed a few bugs. I am unable to access my configuration button in the escape menu. Pertaining to mods, I couldn't access MCC after the first day or two, and the "Get Tactical" BlackRain project makes people like civilians, enemy patrols, and helicopter pilots become invisible. Other than this, it is an AMAZING mission keep up the good work! :D

Also forgot to mention that the "2X Ctrl" to lower weapon doesn't work.

Edited by Zycorge

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Lato, awesome mission! I'm loving it so far, but i've found two issues:

First, when i find the priest i see him giving a speech to a group of followers at night by a campfire. As i was going to shoot him, a rebel patrol came out of nowhere and we had to kill them, but the priest and his partners had escaped. That was on day 1, and as far as day 4 i haven't found the priest again. Does he only appear at night? My other issue is with the VIP escort mission. When i get to the VIP marker, a guy in a pink shirt joins my group. I take it that he's the president, even if his name isn't Orestes, but some greek gibberish. I tell him to get into one of my Hunters and take him to the first VIP meeting, but when we get there he does nothing at all, just keeps following me. More yet, i shoot him dead and the mission is still active and i get no penalty (even though i get one skill point as reward, that's odd xD). Am i missing something? FYI, i'm using the following mods: ASR AI, VTS Weapon Resting, VCOM AI Driving, ShackTac FireTeam HUD and, of course, CBA. Maybe the problem is one of my AI mods?

Anyway, great job dude, i've already supported you in MANW and i find you make more missions like this one.

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Hey thanks for the feedback!

If the priest was alerted he's probably hiding somewhere near the place you found him.

As for the President (the guy in Pink Shirt). When you killed him, you probably had a big reputation drop. You need to make sure to bring him in order to the first meeting first. As soon as he's near (5m) the 1st meeting marker, the meeting will start automatically.

Hope that helps :)

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Ok, i can confirm that the meeting does indeed happen, but i had to manually tell the president to move to the crowd. After a few seconds, the meeting started normally. One thing that bothers me with the VIP mission, though, is it's lack of immersion. I mean, the president is guarded in his house by a small army, IFV included, but instead of relying on them to escort him to a regular meeting, he trusts only a foreign black ops unit driving a light vehicle. IMHO you should change the meeting thing for some sort of secret reunion with some defective rebels, that would make much more sense, and would be a perfect setting for some well set rebel ambushes.

As for the priest, i still can't find him. Just one question, have you set up a hiding place for him in case he gets scared, or did he run in a random direction, a la ArmA? If he has a predefined hiding spot don't tell me where it is, i want to hunt him down ;).

PS: I'm really enjoying the mission!

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Great mission, i yesterday made the mission in 8 hours straight! Due to the saved games problem.

Feedback:

- Good location for the hostages and the "black" Messiah

Hostages: Kavala and Nidasos

Messiah: South of Topolia in the rocky terrain

- In the final days before the main missions all days were foggy it was scripted or only normal weather?

- Never saw the priest

- Made my patrols in the night with NVG, the rebels didn't took a chance, some KIA (4 - one was stupid it was running over by other AI in the same squad), lost the ghosthawk in the fight with the Messiah (after they land us) and the CAS in the mountains

- The choices we make in the final don't mean nothing or the chief answers based on our choices?

Conclusion: This is the future for Arma with RPG elements, not linear stories. Best operative? O´Connor...

You deserve the title, you prove its possible to have RPG and free roam. They announced that Arma 3 with was like this and maybe they should kept that way...

Edited by Five_Seven5-7

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Thanks for the feedback :)

The location of hostages and the rebel leader is randomized and always different.

The fog is not scripted, I didn't mess with the weather at all, so it's the random Arma 3 weather.

Once you get the NVG you gain the advantage, but things still can go very wrong if playing non carefully ;)

The choices at the end, do not influence the ending, however the questions are based on what happened during your assignment.

Really glad you had some good time with the scenario,

Thanks Again!

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Lato, I just dropped by to thank you for the awesome mission. The immersion is immense and it is big fun to adjust the team to its best. I.e. I had never guessed that former ghetto kid and now medic Jax would turn out to be the most effective guy on my team concerning kills. Also, there are moments where I exactly know why you referenced to Mark Owen and Marcus Luttrell in the mod description - amazing immersion, like I said. If you like their books give this a try if you haven't by now, one of the best books on the topic I've read so far.

Best regards,

Painter

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