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KingN

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

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Hello! @KingN I just wanted to thank you for creating this awesome huuuge dynamic mission. I've spent approx. 200 hours playing this and enjoyed [almost] every minute of it!

 

TFF2 stands out not only because it's dynamic, but because it also keeps the realism in check while providing you with very dynamic scenarios and situations! That's an amazing combo to have and a very hard one to crack!

 

So, congrats on cracking the ultimate combo of a dynamic mission! @KingN Looking forward to more updates or a new release in the series (if you have plans; no pressure, though).

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Tiny hotfix

Version 1.07.02
- FIXED: AI teammates dying without falling unconscious with ACE medical loaded

 

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I have been playing the Forgotten Few since the Arma 2 version. Just came back to Arma after 3 years and it's obvious to me that your mission is the best piece of playable content ever made for the Arma series, by a landslide. I still keep finding little things, the replay-ability is unmatched and the mission is robust. I think I had like two or three cases of a mission not finishing, in all these years. 

 

Salut KingN you're a legend in my book.

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Small update

Version 1.07.03
- ADDED: VN mission versions: Incorporated some Prairie Fire v1.3 vehicles, weapons and music
- FIXED: Map placed LZs sometimes not cleared of terrain objects properly
- FIXED: Enemy vehicle and ammo box custom cargo items related error
- CHANGED: Heli flyby script has max heli count tied to each heli type independently
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Hi,

 

I have problems with CamLaoNam version of the TFF 2.
I have been playing with 3 mods: CBA, SOG AI and BC Two Primary Weapons.I have been playing with these mods for some time, and I had problems very rarely. I completed whole campaign (5000pts), with maybe 3 restarts, when game do not load. So I think mods are not the problem.

 

The main persistent problem is that game doesn't load next mission.
I verified game files - not effective
Created new campaign - not effective
Created new game profile - not effective

I looked in RPT file and it ends with these two lines:


21:55:00 "MissionFinished - Finished"
21:55:01 "NewMission - Init"

 

I can send you RPT file if you want

 

Also I have a little suggestion to add 9mm HP magazines to vehicles's cargo, since you can equip suppressed M1 carabine.

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Hey, just tried Cam Lao Nam version in SP with just Prairie Fire loaded to see if it progresses to the next mission and it went fine, although I just used "abort mission". It's always best to try without any unrequired mods first to rule that possibility out, there could have been some mod update etc, so I recommend that first. This is SP right, not MP? The last log on your rpt is weird because there's no error message and there's nothing too special going on before the next logs that should happen.

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Any plans for a Spearhead 1944 or other official DLC version of TFF2?

Cheers

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On 2/7/2024 at 9:57 AM, Ill77 said:

Any plans for a Spearhead 1944 or other official DLC version of TFF2?

Cheers

This would be absolutely sick. I hope to blessed to see some more updates to this labour of love @KingN

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I know I am going off on a tangent but it's a related tangent.  Does anyone know where I can find TheForgottenFew_054.7z, the original ArmA II mission.  This one is so great I'd like to see what the original was like.

 

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5 hours ago, lawndartleo said:

I know I am going off on a tangent but it's a related tangent.  Does anyone know where I can find TheForgottenFew_054.7z, the original ArmA II mission.  This one is so great I'd like to see what the original was like.

 

PM sent. 🙂

 

On 2/7/2024 at 4:57 PM, Ill77 said:

Any plans for a Spearhead 1944 or other official DLC version of TFF2?

Cheers

Maybe, maybe not, don't know. Don't own the DLC yet anyway and I'm having a break from Arma atm.

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Hello KingN, thank you so much for this mod!  It has been the most enjoyable dynamic campaign mod I have played on Arma 3!  I am sure this has been asked before but I would like to change the default loadouts but am not sure how to do that.  I play mostly Takistan with the Marines and would just like to have more variety options for my character accessories (such as helmets and backpacks).  How do I go about changing this?

 

Thanks again!

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On 7/1/2024 at 12:34 AM, Labbe_10 said:

Hello KingN, thank you so much for this mod!  It has been the most enjoyable dynamic campaign mod I have played on Arma 3!  I am sure this has been asked before but I would like to change the default loadouts but am not sure how to do that.  I play mostly Takistan with the Marines and would just like to have more variety options for my character accessories (such as helmets and backpacks).  How do I go about changing this?

 

Thanks again!

Glad you like it! Any customization for personal use requires de-pboing and editing the mission. All the factions are handmade, the loadouts and everything else can be found under "Libraries" folder.

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hi @KingN; is there any documentation about what the platoon member attributes do?

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On 7/8/2024 at 7:24 PM, drhay53 said:

hi @KingN; is there any documentation about what the platoon member attributes do?

Leadership - affects the "commanding" AI skill.

Marksmanship - affects "aimingaccuracy", "aimingShake" and "aimingSpeed".

Awereness - "spotDistance" and "spotTime".

Endurance - A bit different as "endurance" skill has no effect in Arma 3, affects setAnimSpeedCoef instead, which basically manipulates walking and running speeds.

Fatigue lowers all skills and veterancy increases skill levels.

Medics have limited weapon choices but they have the healing ability and carries medikits/medical equipment in their backpack

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yesterday I started the NT/MD campaign with default settings, with ACE3 installed, and all of the damage that I was taking seemed to be "vanilla" damage. I also had RHS/CUP installed if that matters. Is there anything special that I need to do in configuration to get FF2 and ACE3 medical working together?

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On 7/12/2024 at 5:38 PM, drhay53 said:

yesterday I started the NT/MD campaign with default settings, with ACE3 installed, and all of the damage that I was taking seemed to be "vanilla" damage. I also had RHS/CUP installed if that matters. Is there anything special that I need to do in configuration to get FF2 and ACE3 medical working together?

Seemed to work fine for me. Although I tried just with ACE and CBA.

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Only just found these excellent missions/campaigns! Have only played a bit of NATO on Altis/Tanoa so far, but have a question:

 

I'm not sure what I should use the 2 unarmed 'air support' MH-9s for - are they just for spotting?

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9 hours ago, uk100 said:

Only just found these excellent missions/campaigns! Have only played a bit of NATO on Altis/Tanoa so far, but have a question:

 

I'm not sure what I should use the 2 unarmed 'air support' MH-9s for - are they just for spotting?

Hi, thanks! They're for insertion and extraction. They can be called to patrol an area like any other available helicopter type but there won't be much point in that, except maybe being in stand-by in the vicinity before you call them for extraction for instance.

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Thank you. I guess I wasn't paying attention as I didn't realise the 'air support' helicopters were the same ones used for transport... but that makes sense 👍

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Hi. Please tell me in which file you can change the Russian voice acting to English

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17 hours ago, igoril said:

Hi. Please tell me in which file you can change the Russian voice acting to English

Not sure where you need this exactly but the US versions have the english voices, you need to check out how it's done there, can't remember all of the dependencies. At least you need to replace the voice files themselves, the stringtable.csv and change some paths to use the US versions of RadioChatter and RadioChatterArrays files.

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Hello KingN. I need your help. Please tell me. In the Libraries folder, the UnitsLibraryS_RU.sqf file

In this place

S_Helicopter = [                                                                                                                                                                                            // CAS capable
            ["RHS_Mi24V_vvsc",                    5,        10,        1,        0,        [],                                                                    [],                                        [],                true],
            ["rhs_mi28n_vvsc",                    1,        12,        1,        0,        [],                                                                    [],                                        [],                true],
            ["RHS_Ka52_vvsc",                    2,        12,        1,        0,        [],                                                                    [],                                        [],                true],
            ["RHS_Mi8AMT_vvsc",                    4,        8,        1,        0,        [],                                                                    [],                                        [],                false],
            ["RHS_Mi8AMTSh_vvsc",                1,        8,        1,        0,        [],                                                                    [],                                        [],                true]

 

Explain how these values - "true" and "false" - affect the game. "False" means that the unit never appears in the game??

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The text is not well aligned in your post but that "CAS capable" means that true/false column, true if it's armed and can be called in for CAS

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Kieng, I don't understand the meaning of "false". "true" - can be called by CAS.
What is the "false" unit for? Where can I see it in the game?

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They do spawn and do occasional patrols at safe positions

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