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

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15 hours ago, ataribaby said:

First bug or lets say quirk. First I tried Altis version. Mission was liberate and all fine, intense firefight, enemy backups arrived, spark was wiped and mission objective reached. Extraction heli down, ground extraction destroyed so nice long walk to nearest friendly sector. Ambient battle was amazing. Encountered some patrols and BMP in valley. Finaly made extraction. Second misson was weapons chache at night. Planned ground insertion and about 8 km from insertion point driver shouted that we are ambushed. it was some soldriers and abandoned BMP without crew. Our transport meanwhile we dealt with enemy turned back and returned to base so I hijacked that empty BMP and went towards original insertion point. After while BMP was despawned under our asses and we was on foot. Some clean-up or caching problem? Apart from this all worked as charm.

Haha, I already know why that is as I didn't take it into account that one may hijack an ambient enemy vehicle. The despawn radius is from a fixed spawn point instead of the vehicle itself, so when you go too far from the fixed point it will despawn the vehicle. I will fix it, good find thanks.

 

15 hours ago, ataribaby said:

Tried good old chernarus version and I must say that one I like most. First mission was Raid on Lopatino and all went well and heli extraction worked. Just question, chedaki enemies are that eastern boys option? If not any chance to et chedaki selectable? I am not sure if I saw chedaky red starts on vehihles or not. I like that sector war. On Altis version, possible to add FIA guerrilla faction as enemy? it will fit Altis setting best.

More factions may be released at some point. More factions and maps are planned among many others, but they are currently not the highest priorities. 

 

15 hours ago, ataribaby said:

Any posibility to add Save and Quit option to planner UI? as now I am forced to plan next mission and start it and then I am able to save and quit.

Just double tap esc, first esc closes the dialog for a second and the next will open the main menu. The delay before reopening the dialog is just for this purpose.

 

1 hour ago, mad_cheese said:

 

Hey, I'm the dude who made C2. Any idea what could be causing the radio to get messed up? C2 also seems to mess with the transportation system, when it's loaded vehicles end up being locked and all sorts of stuff where in vanilla it's smooth as butter. My best guess is that it has something to do with the player's group. It seems that C2 has some issues if a mission switches players between groups.

 

I'd love to get C2 working for this mission, the Arma2 version was one of my Top2 favorites of all A2SP community missions. I remember I unpacked it once but the structure went a bit over my head, but I'll unpack the new version and see what I can find :)

 

This new mission is absolutely fantastic by the way! Both my arms and thumbs are all the way up!

Hello. Unfortunately I'm not familiar with C2 or how it works, but yes player is switched from a group to another between missions and before the planning phase and after. If you need to find anything specific in the mission structure let me know.

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Hehe, second mission in chernarus done :) Rgr about double tap ESC.

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Mission updated:

Version 1.00.01
- CHANGED: Enemy base aiming accuracy value increased a bit
- FIXED: Secondary vehicle in insertion escort had incorrect turret crewing parameter sometimes leading in vehicle without commander 
- FIXED: Missing argument for armed enemy officer loadout in StrongPointUrban mission type
- FIXED: Ambient enemy vehicles got despawned if the vehicle got too far from spawn point even if players are close
- FIXED: Sometimes emergency stop player speech in ground insertion was silent
- REMOVED: Auto emergency stop when in contact with enemies diabled for ground insertion as it caused more problems than benefits (AI mod compatibility)

Now the mission should work better with ASR AI, ground insertion escort won't keep stopping for enemy contacts kilometers away. Only the manual radio command makes the escort emergency stop.

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17 hours ago, KingN said:

Now the mission should work better with ASR AI, ground insertion escort won't keep stopping for enemy contacts kilometers away. Only the manual radio command makes the escort emergency stop.

That's great!!! We will test it tonight, hopefully. 

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Gave the Chernarus version a test run last night on a dedicated Windows server, with ACE and ASR AI, with 9 players.
Wonderful work man. Beautiful!
We picked the dynamic campaign but played only one mission.
The biggest issue was that we had a moonless night, but no night vision equipment or illumination flares. We found a few nvg equipment in the insertion vehicles but most of the team were left completely blind.
We spawned a crate with flares to light up the night but that too proved to be problematic since there seems to be a filter that dims down the light of the flares so they don't do much good...
The mission was to protect an ambushed convoy, the insertion, fighting and extraction worked flawlessly.

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3 hours ago, Variable said:

Gave the Chernarus version a test run last night on a dedicated Windows server, with ACE and ASR AI, with 9 players.
Wonderful work man. Beautiful!
We picked the dynamic campaign but played only one mission.
The biggest issue was that we had a moonless night, but no night vision equipment or illumination flares. We found a few nvg equipment in the insertion vehicles but most of the team were left completely blind.
We spawned a crate with flares to light up the night but that too proved to be problematic since there seems to be a filter that dims down the light of the flares so they don't do much good...
The mission was to protect an ambushed convoy, the insertion, fighting and extraction worked flawlessly.

OK, nice! I haven't experienced this kind of problem before, maybe there's a flaw in the game getting the exact correct sunrise and sunset times in Chernarus and that's why the NVGs where left out. However this can be fixed by just increasing the amount of NGVs in the insertion vehicle to 12, one for each. But I'll try to find the cause for this. Good find.

 

I'll probably update the mission tomorrow with this fix and one new feature at least. Gotta love how easy updating the mission is via steam workshop. :)

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I forgot to mention the most important thing. While loading the second mission the server crashed...

Regarding Steam Workshop sharing, I'll recommend hosting it in an additional source. First of all, this will get the mission on Armaholic. Secondly, it will be easier to update for users who are not familiar with locating the shared workshop mission on their local drive and update it, it's not too friendly. I am familiar with it, but others who run servers might not.

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2 hours ago, Variable said:

I forgot to mention the most important thing. While loading the second mission the server crashed...

Regarding Steam Workshop sharing, I'll recommend hosting it in an additional source. First of all, this will get the mission on Armaholic. Secondly, it will be easier to update for users who are not familiar with locating the shared workshop mission on their local drive and update it, it's not too friendly. I am familiar with it, but others who run servers might not.

Server crashing might have been something to do more with the game than the mission as I haven't experienced that myself using dedicated, that's my guess. Let me know if you experience it again. Were you using 32bit or 64bit server?

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Playing first mission on Cherno map.
Loving it!

 

Great GUI! Easy to use. Can see lots of hard work went into.
First mission:
Cleared objective, called for extract.
Was waiting for extract. Was attacked while waiting, but that was my fault.
Should have stayed aware.

Great job, KingN!!

 

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16 hours ago, KingN said:

Server crashing might have been something to do more with the game than the mission as I haven't experienced that myself using dedicated, that's my guess. Let me know if you experience it again. Were you using 32bit or 64bit server?

64bit.

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Mission updated:

Version 1.01.00
- ADDED: Markers on map following active friendly air support, ground insertion and ground extraction vehicles
- ADDED: Extraction task description tells where the vehicle is coming from
- ADDED: More codename components for mission names
- CHANGED: Bravo position marker type changed to white diamond in the same way as other friendly position markers
- CHANGED: Increased the amount of NVGs in insertion vehicle to 12
- FIXED: Fire support window displayed wrong names for some helicopters

 

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Any ideas why playable slots don't appear on dedicated, but in SP they do?

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I have same problem with dedicated. 

Looks like main arma files are not loaded, i fixed this by creating "A3" folder (in main dedicated dir) and symlink or copy "addons" folder (from main dedicated dir) to new created "A3".

You do not need add "A3' to commend line, because it is by default but missing it in file system. :face_palm:

 

After that part of your .RPT should look like this:

                                       name |               modDir |    default |               origin |                                     hash | hashShort | fullPath
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
          Task Force Arrowhead Radio 0.9.12 |    @task_force_radio |      false |             GAME DIR | 3028ba91015d709af11bfe12a4c851569d259050 |  ebed631c | C:\Games\steamapps\common\Arma 3 Server\@task_force_radio
                          CUP Weapons 1.9.0 |         @CUP_Weapons |      false |             GAME DIR | d82dcb71ba8044e947e593169d688b130a4865fb |  f262116d | C:\Games\steamapps\common\Arma 3 Server\@CUP_Weapons
                         CUP Vehicles 1.9.0 |        @CUP_Vehicles |      false |             GAME DIR | 920936b77aefc61033a487cdcca585b82e3df4e5 |  af226fd3 | C:\Games\steamapps\common\Arma 3 Server\@CUP_Vehicles
                            CUP Units 1.9.0 |           @CUP_Units |      false |             GAME DIR | cd6e256ca6faa5fe7e29c178ecb9a92a8e2e45d7 |  e0e25167 | C:\Games\steamapps\common\Arma 3 Server\@CUP_Units
                  CUP Terrains - Maps 1.3.0 |            @CUP_Maps |      false |             GAME DIR | 86e1917c44863c25b6c5209aa489989bb47f3bcf |  917b8b3a | C:\Games\steamapps\common\Arma 3 Server\@CUP_Maps
                  CUP Terrains - Core 1.3.0 |            @CUP_Core |      false |             GAME DIR | ca3d60bae5866bda3a7a96855e78e75596958ec2 |  b16873f1 | C:\Games\steamapps\common\Arma 3 Server\@CUP_Core
                  RHS: United States Forces |             @RHSUSAF |      false |             GAME DIR | 2fc66563f5d7f728642fecf08d9451eed982302b |  2abe3915 | C:\Games\steamapps\common\Arma 3 Server\@RHSUSAF
                  RHS: Serbian Armed Forces |              @RHSSAF |      false |             GAME DIR | 55263857f65e1452cb7a5a0bda29ead00c853d8f |  85c9c7ad | C:\Games\steamapps\common\Arma 3 Server\@RHSSAF
                                  RHS: GREF |             @RHSGREF |      false |             GAME DIR | 8a145658514462d6e1dda66d839a797b55b696e2 |  bfee8e57 | C:\Games\steamapps\common\Arma 3 Server\@RHSGREF
RHS: Armed Forces of the Russian Federation |             @RHSAFRF |      false |             GAME DIR | 3e851f2aa892990272b63d90c8940892e74254ff |  c701955c | C:\Games\steamapps\common\Arma 3 Server\@RHSAFRF
               Community Base Addons v3.3.1 |              @CBA_A3 |      false |             GAME DIR | 0d127250c3a12006ef0133ef4779ab3700fc0a0c |  a303a975 | C:\Games\steamapps\common\Arma 3 Server\@CBA_A3
                                     Arma 3 |                   A3 |       true |             GAME DIR | 37a215ba245b07f68b4bafd4be752af5433b33e5 |  4859dc00 | C:\Games\steamapps\common\Arma 3 Server\A3
                          Arma 3 DLC Bundle |            dlcbundle |       true |            NOT FOUND |                                          |           | 
                                Arma 3 Apex |            expansion |       true |             GAME DIR | e1c58f993d62af8691739346cd89ce69464b39fc |  dc5b425e | C:\Games\steamapps\common\Arma 3 Server\expansion
                            Arma 3 Marksmen |                 mark |       true |             GAME DIR | 1b0e628cb214625d7f7c436b885e836df38e7c91 |  b8904aa8 | C:\Games\steamapps\common\Arma 3 Server\mark
                         Arma 3 Helicopters |                 heli |       true |             GAME DIR | 9defb3915197dc000df9a2c41ecb3a3ec123c1bf |  62d2da5b | C:\Games\steamapps\common\Arma 3 Server\heli
                               Arma 3 Karts |                 kart |       true |             GAME DIR | 9f5d51e41de16d7a714c27fbf8bb427351d980c5 |  4dc2efb7 | C:\Games\steamapps\common\Arma 3 Server\kart
                                Arma 3 Zeus |              curator |       true |             GAME DIR | 8e19f04e85060f996bd2aec4a34aa119ba1b04e5 |  3980fe4b | C:\Games\steamapps\common\Arma 3 Server\curator
===================================================================================================================================================================================================

 

 

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On 5/19/2017 at 9:25 PM, icebreakr said:

Any ideas why playable slots don't appear on dedicated, but in SP they do?

This is generally due to the server not having all the required addons loaded according to my experience. Make sure you have them all and try what rafal007111 suggested. You could also make sure all the mods are up to date. Just tested myself with dedicated and it's working.

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After long abstinence from Arma only buy it again to play this Campaign again still a Artwork thx King...

Complete my First Run trough the Campaign, still got some Question left and things that I noticed...

First when current Time in the Operation Planning Menu is night the Mission play afterwards in Daylight you get equipped with Night Sight on the RPG, possible to get second set of RPG for Night and Day?

Some of the Missions are playing deep behind enemy Lines, the approach with Heli and Ground vehicles sometime really troublesome..

Possible to get another Option personally found really nice the insertion with a Boat after we still on a Isle? 

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6 hours ago, kanotson said:

This is my new favorite best mission ever.

Thanks, glad you like it!

 

1 hour ago, mad_mm said:

After long abstinence from Arma only buy it again to play this Campaign again still a Artwork thx King...

Complete my First Run trough the Campaign, still got some Question left and things that I noticed...

First when current Time in the Operation Planning Menu is night the Mission play afterwards in Daylight you get equipped with Night Sight on the RPG, possible to get second set of RPG for Night and Day?

Some of the Missions are playing deep behind enemy Lines, the approach with Heli and Ground vehicles sometime really troublesome..

Possible to get another Option personally found really nice the insertion with a Boat after we still on a Isle? 

Thanks!

 

The sights should be selected for you depending on the mission time, not the planning time, the mission starting time may have been dusk, so night scope could have been selected for that reason. Secondly, you DO have a daylight sight in your backpack if you have night sights on the RPG. Same thing for sniper rifles, you have a daylight scope in the backpack if a night scope is issued, etc.

 

The missions deep in enemy territory are compensated with less enemies at the target area if that's any comfort to you. And in case you don't like certain mission types, three missions are always offered for you to choose from, unless all of them are "remote patrol" missions, tough luck in that case. :D

 

I have thought of boat insertions as Altis is surrounded by water, that might be implemented at some point.

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Random question - Do you plan on adding a Insurgent faction to fight against?

 

IMO it would suit Altis really well.

 

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15 hours ago, ofpsince06 said:

Random question - Do you plan on adding a Insurgent faction to fight against?

 

IMO it would suit Altis really well.

 

Yes, that will be the next enemy faction when the time is for adding more enemy factions. When I port the mission to some desert map at the latest but Altis suits too at the moment so it could be earlier.

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Mission updated:

Version 1.02.00
- ADDED: Multiplayer save state system and dialog windows. Saving and loading works both in local host and dedicated server sessions
- ADDED: GP-25 grenade launcher with flares as speciality option for both VDV and GRU
- ADDED: AS-VAL with PSO-1M2-1 for VDV faction
- CHANGED: Mission plan screen title text switched to operation name
- CHANGED: Campaign/Mission date varies according to selected player faction rather than selected terrain
- CHANGED: Other minor tweaks
- FIXED: Enemy force values passed over to spawn script incorrectly for Strongpoint and StrongpointUrban mission types
- FIXED: Weather report was recorded twice in mission notes for HideoutCamp mission type
- FIXED: SVD scope changed from PSO-1M2-1 to more proper PSO-1M2 for VDV faction
- FIXED: Other minor fixes
- REMOVED: Autosave game before mission debriefing in SP as it was redundant

 

The update features a save state feature for MP. Anyone can save the mission during the mission planning phase and load it by starting the mission is the Platoon Commander player slot. The save state will be tied to the player profile so it's local for everyone. The mission will be uploaded the the host/dedicated server and loaded from there. So now you can just save and finish it at a later time to finish it with your friends, no need for a marathon night anymore to play a campaign through. :)

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Mission updated:
- ADDED: Multiplayer save state system and dialog windows. Saving and loading works both in local host and dedicated server sessions

Damn King, you are a magician!

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9 hours ago, Variable said:


Damn King, you are a magician!
 

Hehe, the magic is saving a huge array of variables with setVariable command and profileNamespace. Loading is launching the campaign with these variables as parameters. Luckily the mission structure suited well for this kind of feature so it wasn't that huge task.

 

Anyway I'm happy to introduce this feature. I don't have to worry about the length of the campaign anymore considering the future features. Please let me know if you encounter any bugs or issues and I'll fix them before moving on. Like I have mentioned I have tons of ideas and I'll proceed with priorities in mind. My next intention is getting the American version together. I've already received voice sets from my voice actors I already want to thank them for the awesome job. I think I'll release the American version with only one player faction and expand from there. Stay tuned.

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Hi,

 

By "single-player" do you mean "real" single-player, where we start the game from the Mission menu and with the normal stock BIS save-anywhere system (like Pilgrimage for instance), or that "online single-player" thingy where we have to start a local server and with respawns instead of saves?

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5 minutes ago, neofit said:

Hi,

 

By "single-player" do you mean "real" single-player, where we start the game from the Mission menu and with the normal stock BIS save-anywhere system (like Pilgrimage for instance), or that "online single-player" thingy where we have to start a local server and with respawns instead of saves?

The confusion is mutual, I don't know what "single-player" you are referring to exactly. :D This mission works both in SP and MP. By SP I mean offline single-player, from the scenarions menu. If you've subscribed to the workshop missions, you can find it both from the SP scenarios list and in the multiplayer missions list.

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