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KingN

[SP/CO12] Dynamic Campaign/Mission - The Forgotten Few 2

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7 hours ago, KingN said:

Glad you like the new stuff. I remember I was sometimes getting worse FPS in the old Chernarus as well for some reason. I think it's for the map optimization, can't think of anything that would cause the lag in the mission itself.

 

The old Chernarus map runs fine. It's only slower on the new one (Chernarus 2020). I suspect the map, not your mission, to be the cause of it.

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Hi, again thank you providing us such a good stuff ! French inside, excuse my mistakes. Some feedback here :

TFF-2    NT/AL

When i'm only with IA, if I click on the map it give ordre to move. Not sure it's happening with mix AI and Human.

During a mission I don't know why yet, the Coyote icon disappear and no 0-0-5 command anymore (the windows didn't show up).

With TFAR : We did not set a pattern but some players didn't spawn close enough to speak with eachother but only by the radio.

We did encouter a bug when both team Coyote and Jackal have to make a boat insertion, and the mission never begin cause "InsertionBoat - B JACKAL:6 not in B JACKAL:1 - Reboard" spaming in my RPT

 

Addon used : CBA - TFAR - AIO Command (Menu Deluxe)

 

hope it will be helpfull

 

 

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Thanks for the feedback!

 

When i'm only with IA, if I click on the map it give ordre to move. Not sure it's happening with mix AI and Human.

I'm not sure what this means. Order to move for whom? The platoon leader can order move commands for Bravo squad via the 0-0-5 menu by clicking on the map.

 

During a mission I don't know why yet, the Coyote icon disappear and no 0-0-5 command anymore (the windows didn't show up).

Sounds like for some reason Coyote leader became "null" or not alive. Is this in multiplayer or single player? Could the AIO Command interfere with the group leader status?

 

We did encouter a bug when both team Coyote and Jackal have to make a boat insertion, and the mission never begin cause "InsertionBoat - B JACKAL:6 not in B JACKAL:1 - Reboard" spaming in my RPT

For some reason some units can't board the insertion boats. Could you paste the whole RPT somewhere so I could see what is going on? Haven't had this myself before.

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9 hours ago, KingN said:

When i'm only with IA, if I click on the map it give ordre to move. Not sure it's happening with mix AI and Human.

I'm not sure what this means. Order to move for whom? The platoon leader can order move commands for Bravo squad via the 0-0-5 menu by clicking on the map.

Sorry for my bad english, I'm doing my best., I will try to formulate better.

When I am group leader in an AI group in boats and I click on the map it gives the order to the group to move where clicked. I read another topics talking about that and for me, it's really anoying cause player like me using AIOcd or C2. 

 

 

9 hours ago, KingN said:

During a mission I don't know why yet, the Coyote icon disappear and no 0-0-5 command anymore (the windows didn't show up).

Sounds like for some reason Coyote leader became "null" or not alive. Is this in multiplayer or single player? Could the AIO Command interfere with the group leader status?

It's happen to me right now again ... i'll send you my RPT

 

Is there a command for "wining" the mission and pass it in this case ?
 

Quote

 

We did encouter a bug when both team Coyote and Jackal have to make a boat insertion, and the mission never begin cause "InsertionBoat - B JACKAL:6 not in B JACKAL:1 - Reboard" spaming in my RPT

For some reason some units can't board the insertion boats. Could you paste the whole RPT somewhere so I could see what is going on? Haven't had this myself before.

 

I'll send you this one too.

 

// We played 1hour ago and 2 strange things happened :

1- We did choice the ground insertion and the convoy did not teleport to the AO, instead he started to drive all the way.

2- one of our player have been kick out a vehicule during insertion, so we had to stop it via the PMC and do the travel on foot.

 

May I suggest you to change something ? (Inspire by the ALiVE Support Module) When Helicopter extraction : instead of returning to the platoon menu, I suggest the pilote loitering around the designated place of extration waiting for a smoke (day) or a IR grenade/Glowstick (night) and ask for confirmation/or not in this case reask for new signal (via the PCM) and so the helicopter could land near the object. More than the immersive side, we should like this be able to manage the landing zone more precisely and above all that between the time the helicopter was called and when it arrives the situation on the spot may have changed and the area may no longer be precisely the same. Others are perfect.

 

It is SUCH a good mission, a perfect one for my little group and I really am into it. I hope later be able to modify faction myself with french mods soon released.  So if I can help however I will.

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51 minutes ago, Totem974 said:

Sorry for my bad english, I'm doing my best., I will try to formulate better.

When I am group leader in an AI group in boats and I click on the map it gives the order to the group to move where clicked. I read another topics talking about that and for me, it's really anoying cause player like me using AIOcd or C2. 

Hmm ok, this is something more specific request, i'll see if I'll do something about this

 

52 minutes ago, Totem974 said:

t's happen to me right now again ... i'll send you my RPT

 

Is there a command for "wining" the mission and pass it in this case ?

I don't understand, at which point does this occur? What happens prior to this and what are the conditions? I can't find this in the rpt, don't know what to look for.

 

53 minutes ago, Totem974 said:

I'll send you this one too.

Thank you, I found this and I see that your group needed only one boat because there was only tree of you and due to a mistyped variable only one boat was spawned also for Jackal and the sixth group member didn't fit, that's why the mission was stuck. It is fixed now and to avoid this have only max 5 people for Jackal if you have max 5 in your group. Thanks for the report.

 

56 minutes ago, Totem974 said:

1- We did choice the ground insertion and the convoy did not teleport to the AO, instead he started to drive all the way.

When the insertion point is close enough to the starting point / base no teleportation is done and no skip point is defined. You can see from the map if the skip point is marked.

 

58 minutes ago, Totem974 said:

2- one of our player have been kick out a vehicule during insertion, so we had to stop it via the PMC and do the travel on foot.

When did this happen exactly, when boarding or randomly during the transportation or how? Sound weird indeed.

 

1 hour ago, Totem974 said:

May I suggest you to change something ? (Inspire by the ALiVE Support Module) When Helicopter extraction : instead of returning to the platoon menu, I suggest the pilote loitering around the designated place of extration waiting for a smoke (day) or a IR grenade/Glowstick (night) and ask for confirmation/or not in this case reask for new signal (via the PCM) and so the helicopter could land near the object. More than the immersive side, we should like this be able to manage the landing zone more precisely and above all that between the time the helicopter was called and when it arrives the situation on the spot may have changed and the area may no longer be precisely the same. Others are perfect.

Throwing a smoke for marking the spot was originally something I thought would be nice but this takes more things into consideration like it requires smokes to bee carried and what if the smoke accidentally lands too close to an obstacle or if you throw it in a too dense forest where it is impossible to land. The current method ensures that a valid landing spot is found. In the current version the helicopter does loiter around the landing zone until you give the word.

 

1 hour ago, Totem974 said:

It is SUCH a good mission, a perfect one for my little group and I really am into it. I hope later be able to modify faction myself with french mods soon released.  So if I can help however I will.

Glad you enjoy it the way I ideally thought it would work best, playing with few close friends! Originally in Arma 2 it was SP only but added the MP functionality afterwards for this very reason. 🙂

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On 3/12/2020 at 12:50 PM, KingN said:

During a mission I don't know why yet, the Coyote icon disappear and no 0-0-5 command anymore (the windows didn't show up).

Hi KingN.
Yeah this one appears to be my fault. I'll fix it.

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On 3/14/2020 at 1:48 PM, Gunter Severloh said:

Wondering if a version with IFA3 is possible?

No plans to use new mods myself, maybe some other Islands later.

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Ok, i haven't looked at your mission in the editor yet, but if a mission is interesting enough to me i will check it out to see how things were done to learn how to better my own,

regardless what would it take to "port" a mission for a mod, do you have to edit and add any classnames to scripts for assets to spawn?

    And in terms of maps in general is there something specific to maps that requires placements of modules, triggers, or anything else that needs to be done,

i mean if its simple enough to do i will look at it and create a version for IFA3 with your permission of course.

 

Btw your screenshots on the OP are all broke.

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22 minutes ago, Gunter Severloh said:

Ok, i haven't looked at your mission in the editor yet, but if a mission is interesting enough to me i will check it out to see how things were done to learn how to better my own,

regardless what would it take to "port" a mission for a mod, do you have to edit and add any classnames to scripts for assets to spawn?

    And in terms of maps in general is there something specific to maps that requires placements of modules, triggers, or anything else that needs to be done,

i mean if its simple enough to do i will look at it and create a version for IFA3 with your permission of course.

 

Btw your screenshots on the OP are all broke.

 

There's a folder called "library" in the mission, that contains all the used classnames. To port the mission into a new terrain some objects may need to be placed and the terrain specific parameters are specified in WolrdLibrary.sqf.

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Unfortunately since the last update the mission is crashing arma quite frequently for me. I was unable to finish any campaign mission.

 

Here's archive with crashes. Maybe @Dedmen could be at help to analyse them. 😁

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10 hours ago, veteran29 said:

Unfortunately since the last update the mission is crashing arma quite frequently for me. I was unable to finish any campaign mission.

 

Here's archive with crashes. Maybe @Dedmen could be at help to analyse them. 😁

I checked the rpt and there was nothing I could find other than you're running other additional mods that are not required. First try running only the required and see if it stops crashing. You could also try the mod free version without any mods loaded. There have been no crashes in my end so far. You could also try checking Arma file integrity and updating drivers and that sort of stuff as well.

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Hi simple question : with all dynamic mission generator framework out there, is there a way adding more mission template ? Am I able to do it by myself ?

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A small update fixing few bugs found so far.

Version 1.05.01
- FIXED: Mission starting loading screen stuck if boat insertion selected and Alpha group had max five squad members and Bravo had six
- FIXED: AAF Faction - unmanned technicals in base
- FIXED: City variables defined based on position instead of name to prevent posible localization issues
- FIXED: NT/AL version: missing misplanchair error when platoon commander changes during mission plan phase
- FIXED: missing "\A3\ui_f\data\sound\new1.wss" spam in .rpt
- FIXED: missing NATOHead_01 error in .rpt
- FIXED: Urban Building Raid mission type: Task updated referred to enemy officer instead of target person
- FIXED: AtEase script related getvariable error
- FIXED: Added few debug logs

 

7 hours ago, Totem974 said:

Hi simple question : with all dynamic mission generator framework out there, is there a way adding more mission template ? Am I able to do it by myself ?

What kind of mission concept are you thinking of? Adding new mission types mean quite a lot of work and then it needs testing and optimization and knowledge of how the missions are generated. This is not as easy as adding more loadouts, adding vehicles etc.

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Feedback : (NT/AL) When on dedicated server : Coyote = 1 players  + 5 AI & JACKAL = 2 players + 1 AI > Ground insertion = only one vehicule Marshal with only 8 places (RPT client/server send by MP)

 

I'm a French Foreign Legion "Young" Veteran, 5 years duty, and now PMC since 2015, so I've got a lot of scenario in my mind (on that squad level)

 

Missions concepts :

- URBAN ACTION : Intel reveal that in that town there is "target/intel/HVT/Depot"high value to "take down/rescue" (give more opportunity to do CQC combats, it didn't propose me many, near none)

- URBAN QRF : Same thing as the convoy mission already in (need to contact) & protect but as above, in town. Time is crucial for help friends.

- COMBINED ARMS : Coyote (& Jackal) is deploy to support friendly action, cover a road or a direction, due to lack of soldier HQ decide to send Coyote (&Jackal) help conventionnal troups in their mission "take a city/protect"

- CONVOY AMBUSH : On the other side ! Coyote (& Jackal) is deploy to make an ambush on an enemi convoy to "destroy it/recover precious intel on it/kill hvt/free prisonier, spy or whatever". Time and timing is crucial

- FALLEN ANGEL : Rescue pilote of "Jet/Heli" fall behind/near enemy lines, enemies are coming and timing is crucial.

... more if needed

 

I can't even imagine the workload, so if that is possible it would be great, or explain the procedure to me so that I try to do them on my side and return them to you once finalized.

 

Ideas :

- Add option for fastrop insertion (script ? ace ? Advanced Rappeling?) for Blackhawk etc...

- Option to place the armored protecter of convoy after deployment (like the stand by CAS placement)

- Make the armored protecter BACK with the vehicule for extraction (they did come together but after that just the transport came take us)

- Limited arsenal icon next to list of weapon selection (like in DRO) for a better understanding of what is what etc.

 

With Corona I've got a lot of time to kill so tell me if I'm bothering you, that is not my goal.

I also propose to be able to do the French translation of the mod if you are interested.

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Another update with some fixes:

Version 1.05.02
- CHANGED: The general skill of the enemy units tuned down slightly, aiming skill remains the same
- FIXED: Boat insertion with Separate insertion points with Bravo squad. Bugged animations and driver slots empty, leaving AI squad immobile
- FIXED: Support vessel position not updated when both Alpha and Bravo insertion points not yet defined, and both has boat insertion selected
- FIXED: Support vessel position not updated if changed from Joint insertion to separate and vice versa
- FIXED: In rare occasions Insertion boats start from too close to each other or on top of each other
- FIXED: Assumed fix for ground insertion starting with too few cargo slots in vehicles in multiplayer
- FIXED: Bravo squad reroute point was left visible if switched to joint insertion
- FIXED: Max active operatives was incorrectly stated 6 if bravo squad was manually left out, leading to no bonus progress points
- FIXED: Sometimes available artillery shell amounts were fraction numbers
- FIXED: Applying skills to NULL-object for client players (rpt log)
- FIXED: Added few more debug logs

 

On 3/21/2020 at 11:04 PM, Totem974 said:

Feedback : (NT/AL) When on dedicated server : Coyote = 1 players  + 5 AI & JACKAL = 2 players + 1 AI > Ground insertion = only one vehicule Marshal with only 8 places (RPT client/server send by MP)

I have a guess why this happens and I think it could be fixed now in this patch. Let me know if it still happens.

On 3/21/2020 at 11:04 PM, Totem974 said:

URBAN ACTION : Intel reveal that in that town there is "target/intel/HVT/Depot"high value to "take down/rescue" (give more opportunity to do CQC combats, it didn't propose me many, near none)

There are already two main mission types in urban areas which partly covers this. I'm not sure how this is different other than the rescue mission, which there are in other mission types.

On 3/21/2020 at 11:04 PM, Totem974 said:

URBAN QRF : Same thing as the convoy mission already in (need to contact) & protect but as above, in town. Time is crucial for help friends.

This I have thought of, like a mix of urban assault and ambush. This mission is lacking a proper defend  mission type and this is something I have thought of.

On 3/21/2020 at 11:04 PM, Totem974 said:

COMBINED ARMS : Coyote (& Jackal) is deploy to support friendly action, cover a road or a direction, due to lack of soldier HQ decide to send Coyote (&Jackal) help conventionnal troups in their mission "take a city/protect"

This involves more scripting which relies on AI and AI doing what it is scripted to do and I'm reluctant on adding anything involving that. Otherwise it could be a nice addition, another mission featuring friendly forces.

On 3/21/2020 at 11:04 PM, Totem974 said:

CONVOY AMBUSH : On the other side ! Coyote (& Jackal) is deploy to make an ambush on an enemi convoy to "destroy it/recover precious intel on it/kill hvt/free prisonier, spy or whatever". Time and timing is crucial

This is a mission type I have thought of but I have scrapped it as it - again - relies on AI, especially heavily on AI vehicle pathfinding which is pretty bad in Arma. And since the mission is dynamic the road paths (starting point/destination) is randomly chosen the probability of AI convoy getting stuck somewhere far away would be way too high. Otherwise definitely a fun mission type and something that I would have probably already implemented.

On 3/21/2020 at 11:04 PM, Totem974 said:

FALLEN ANGEL : Rescue pilote of "Jet/Heli" fall behind/near enemy lines, enemies are coming and timing is crucial.

There is already a downed pilot rescue mission type but in that mission the pilot is already taken hostage. But a dedicated rescue/escort a person of interest (downed pilot/VIP etc.) hiding somewhere in a forest, building etc. would be nice.

On 3/21/2020 at 11:04 PM, Totem974 said:

Ideas :

- Add option for fastrop insertion (script ? ace ? Advanced Rappeling?) for Blackhawk etc...

- Option to place the armored protecter of convoy after deployment (like the stand by CAS placement)

- Make the armored protecter BACK with the vehicule for extraction (they did come together but after that just the transport came take us)

- Limited arsenal icon next to list of weapon selection (like in DRO) for a better understanding of what is what etc.

Thanks for the ideas, although I already have a huge list of ideas waiting for implementing, definitely more than I will ever implement. At the moment I'm probably taking another break from the mission, at least a break from anything as big as 1.05.00. Porting the mission to new terrains would be something I could do in the neat future if I have the time and motivation.

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Thank you very much for your attention and your listening as always. I'll keep feedback bugs for you.

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Great dynamic campaign, enjoy all the versions I have played so far. Probably the best single player experience, I am a huge fan of the pre-made factions and "loadouts", much better for immersion than just throwing an arsenal loadout with no restrictions at the player. It also makes tactics and planning more important, and I especially enjoy the exchanging of benefits, if you want to be anti-armor and silenced you have to carry an MP7 etc. very cool. I am having an issue with US/CH where selecting Raven as secondary it doesn't appear. Leaving player and AI characters with an empty bag. 

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On 11/28/2020 at 10:37 PM, warriner said:

Great dynamic campaign, enjoy all the versions I have played so far. Probably the best single player experience, I am a huge fan of the pre-made factions and "loadouts", much better for immersion than just throwing an arsenal loadout with no restrictions at the player. It also makes tactics and planning more important, and I especially enjoy the exchanging of benefits, if you want to be anti-armor and silenced you have to carry an MP7 etc. very cool. I am having an issue with US/CH where selecting Raven as secondary it doesn't appear. Leaving player and AI characters with an empty bag. 

Glad you like it! About the raven issue, could be that the mission is outdated. Maybe a classname has been changed or something, could add something new from the updated mods if there is something of use as well. A small update wouldn't hurt. I could have a look at it in the near future.

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This is the best mission set I have seen for A3. I usually only play DUWS or DRO but the mission set up and load outs etc are very good. It would be nice to see it expand to more maps and possibly a WW2 version? 

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This is the best mission set I have seen for A3. I usually only play DUWS or DRO but the mission set up and load outs etc are very good. It would be nice to see it expand to more maps and possibly a WW2 version? It shows What can be done with a little common sense and  imagination. The 80s Soviet missions are particularly funky. Good work 

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I've seen that ACE3 was discussed a couple of years ago, but I didn't see any concrete discussion of The Forgotten Few 2 and the ACE medical system. I quickly launched the mission in SP and MP, and from what I can tell a problem with running this with ACE3 would be that we simply wouldn't have the necessary medical equipment, i.e. bandages, blood and the like. Do I understand this correctly, and if so, are there any solutions? Or is there a way of getting this kind of equipment in the mission?

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Playing multiplayer still seems broken (or at least the NATO/ALTIS version). If all players are dead, the mission doesn't seem to fail and everyone is stuck in the spectator mode.

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OK, finally got back to take a look at the mission after a year to see how it currently works. I'm going through some reports I've got and add some small updates and then release a new version, not going to be a big update, more like a maintenance one.

 

On 3/17/2021 at 8:10 PM, NyteMyre said:

Playing multiplayer still seems broken (or at least the NATO/ALTIS version). If all players are dead, the mission doesn't seem to fail and everyone is stuck in the spectator mode.

This is now fixed. Looks like I broke this after merging two separate scripts to have both functions in one.

 

On 11/28/2020 at 10:37 PM, warriner said:

Great dynamic campaign, enjoy all the versions I have played so far. Probably the best single player experience, I am a huge fan of the pre-made factions and "loadouts", much better for immersion than just throwing an arsenal loadout with no restrictions at the player. It also makes tactics and planning more important, and I especially enjoy the exchanging of benefits, if you want to be anti-armor and silenced you have to carry an MP7 etc. very cool. I am having an issue with US/CH where selecting Raven as secondary it doesn't appear. Leaving player and AI characters with an empty bag. 

I checked this now and looks like you were using it wrong, you need to drop the bag on the ground after which you can assemble the Raven.

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