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KingN

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

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Awesome updates and great work really love what you're doing King. Very much looking forward to the American version!

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Hi,

 

Started my first mission, a simple "clear the town" job, at night. We were brought there in two vehicles and did the job. I planned the exit route, put a waypoint to make sure we don't drive inside enemy controlled territory, went to the extraction point, waited there 10 RL minutes at 4x acceleration and nothing came.

 

aaa.jpg

 

The game placed the Extraction point slightly inside an enemy controlled square. I am not sure what "Insertion Support" and "Extraction Support" mean, I suppose it's the in and out transports. I am also not sure why my insertion transport dropped me and left instead of waiting. But in case they both wandered like freaking geniuses into a known enemy held city and got blown to bits, what do I do now? From what I understand the scenario expects me to embark onto these transports in order to progress. Do I have to restart the campaign?

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12 minutes ago, neofit said:

Hi,

 

Started my first mission, a simple "clear the town" job, at night. We were brought there in two vehicles and did the job. I planned the exit route, put a waypoint to make sure we don't drive inside enemy controlled territory, went to the extraction point, waited there 10 RL minutes at 4x acceleration and nothing came.

 

aaa.jpg

 

The game placed the Extraction point slightly inside an enemy controlled square. I am not sure what "Insertion Support" and "Extraction Support" mean, I suppose it's the in and out transports. I am also not sure why my insertion transport dropped me and left instead of waiting. But in case they both wandered like freaking geniuses into a known enemy held city and got blown to bits, what do I do now? From what I understand the scenario expects me to embark onto these transports in order to progress. Do I have to restart the campaign?

I know your pain, the AI path finding is terrible at times. The extraction vehicle is supposedly stuck somewhere ramming a building or something. At the moment the insertion vehicles can't be used for extraction. Another escort will be spawned for that.

 

As stated in the extraction task description you are considered extracted when the Torch squad (you) is at least 1km from the mission target and in friendly territory. So just hijack some intact vehicle or move on foot to the West inside the green sector and voila. Extraction escorts are only means of transportation for this (sometimes bad ones).

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16 minutes ago, KingN said:

As stated in the extraction task description you are considered extracted when the Torch squad (you) is at least 1km from the mission target and in friendly territory. So just hijack some intact vehicle or move on foot to the West inside the green sector and voila. Extraction escorts are only means of transportation for this (sometimes bad ones).

Oh, I understood the task description as having to be 1 km from the mission target and in a green square before I can call in the transport, then wait at the extraction point for them.

 

Edit: And how is this supposed to happen? I went to 1.5 km away from the village I had to clear, am in the middle of a green square, and about 700m from the orange extraction task waypoint where transports were supposed to come pick me up. I do not see an option to finish the scenario (the 0-0-3 disappeared after I called the transports), nor did I notice an automatic popup to finish the scenario. Do I have to run all the way back to the city of origin of the orange extraction line?

Edited by neofit

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On 6/9/2017 at 5:12 PM, neofit said:

Oh, I understood the task description as having to be 1 km from the mission target and in a green square before I can call in the transport, then wait at the extraction point for them.

 

Edit: And how is this supposed to happen? I went to 1.5 km away from the village I had to clear, am in the middle of a green square, and about 700m from the orange extraction task waypoint where transports were supposed to come pick me up. I do not see an option to finish the scenario (the 0-0-3 disappeared after I called the transports), nor did I notice an automatic popup to finish the scenario. Do I have to run all the way back to the city of origin of the orange extraction line?

Do you have your whole group with you? Of course excluding dead units.

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49 minutes ago, KingN said:

Do you have your whole group with you? Of course excluding dead units.

Yes, everyone is next to me at "Get back into formation" distance.

 

I'm just curious as to what is supposed to happen. Once I am inside a green square and 1km away from the target, the mission should end automatically?

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24 minutes ago, neofit said:

Yes, everyone is next to me at "Get back into formation" distance.

 

I'm just curious as to what is supposed to happen. Once I am inside a green square and 1km away from the target, the mission should end automatically?

The extraction task should get ticked and the mission end with a debriefing. Could you paste your .rpt from this situation somewhere for me to look, like pastebin.

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KingN thank you so much for this piece of art! Amazing work and great attention to detail. The level of immersion is just fantastic. Thxs for sharing this with us. Hope to see the US version someday as well.

 

Cheers

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Hi KingN, just wanted to ask if you were still looking for American voice actors?  I joined the steam group and sent you a request there, but just in case you check this thread more often than steam I figured I'd post here.

I speak American English natively and I am a former active duty US Marine.  I have access to a professional recording mic so I can get really clean recordings.  I can also advise on proper US military radio procedures and terminology.

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how ask  at my ai friend bot to take weapon and rearm?

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Hi.

I have a problem. At the start of the mission I can't get into any vehicles, but my unit (AI) can. It's like the vehicles are locked or something. And BTW, my RHS isn't up to date (I use version 0.4.2). Could it be the cause of the problem?

P.S: I figured it out. It was because of C2. Sorry.

BTW, can you make all units (for example CUP units, ARMA 3 vanilla and RHS USAF) usable? I don't mind if they speak russian. As long as there are subtitles to helps us understand, it's fine.

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On 6/29/2017 at 1:53 PM, teoleo said:

how ask  at my ai friend bot to take weapon and rearm?

You do that by selecting your unit (F1 through F12 buttons), then press 6 (default Action button), and select the weapon or crate or anything else you want them to rearm at. If you want them to throw away their weapons, etc. you can do that by opening the map, then selecting Team and then selecting the unit and then clicking on inventory.

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With the new RHS update the Forgotten Few is broken with error of missing Classes sadly..

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15 hours ago, mad_mm said:

With the new RHS update the Forgotten Few is broken with error of missing Classes sadly..

Great to hear about the new RHS update! But not great to hear that it has broken the mission by changing and removing classnames, again. I've had a vacation from Arma editing but I think the vacation is over. I'll fix those and I guess I might continue my project anyway and finish the American version of the mission while I'm at it. I'll do my best.

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One of the major changes to RHS was the addition of dynamic loadouts. So for that, there was no reason to have numerous variants of some classes. I'm not sure if it's only aircraft, or ground forces too. I'm investigating for my own missions, but that could be the reason for the problems here.

 

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So I played a couple missions of this after work, had fun, no issues at all. I did see a couple of minor script errors, one was weather related, but nothing RHS related or class related.

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13 hours ago, AZCoder said:

So I played a couple missions of this after work, had fun, no issues at all. I did see a couple of minor script errors, one was weather related, but nothing RHS related or class related.

Thanks, yeah I tried briefly playing and had no issues either. A bit of a relief. And I have to check the new dynamic loadout feature, good thinking.

 

If anyone is experiencing problems after the RHS update, please let me know.

 

I'm working on an update before moving on to something bigger. I have already added new RHS assets, replaced few CUP weapons with RHS ones and altered the enemy and player factions a bit. I think I will release it this week.

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After the RHS update doesn't load anymore with Class errors, but on the next Day it worked again with no problems....

So wrong alert sorry :D

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Mission updated:

Version 1.03.00
- ADDED: Balkan faction - RHS SA-58 variants
- ADDED: Eastern European faction - More AK variants
- ADDED: Western PMC - RHS Shemags
- ADDED: VDV faction - AK-74M with 1P87 primary option
- ADDED: VDV faction - Grip variations for AK-74MR
- ADDED: VDV faction - PB 6P9 Suppressed pistol speciality option
- ADDED: VDV faction - AS-VAL with 1P87 primary option
- ADDED: VDV faction - AS-VAL with Rakurs primary option
- ADDED: GRU faction - AKMN + NIT-A optics primary option
- CHANGED: Altis map replaced by Map of Chernarus for Chernarus Terrain, thanks to ataribaby
- CHANGED: Balkan faction - AMKS GL replaced by M70 GL for Balkan faction
- CHANGED: Balkan faction - SA-61 replaced by M84a
- CHANGED: Balkan faction - CUP SA-58 replaced by RHS M-21a
- CHANGED: Balkan faction - CUP FN Minimi replaced by RHS FN Minimi
- CHANGED: Eastern European faction - More appropriate Arid camo version for Altis terrain without ushankas etc, Woodland version remains for Chernarus
- CHANGED: Eastern European faction - CUP SA-61 replaced by RHS one
- CHANGED: Eastern European faction - EKP-8-02 as kobra sight
- CHANGED: Western PMC - CUP Elcan optics replaced by RHS ACOG optics
- CHANGED: VDV faction - AK-74MR GL variation when using GL with AK-74MR
- CHANGED: VDV faction - AK-74MR Eotech replaced by 1P87
- CHANGED: VDV faction - TGP-V2 as SVD suppressor
- CHANGED: VDV faction - EKP-1S-03 replace by EKP-8-18
- CHANGED: VDV faction - Perst-1IK replaced by Perst-3 for AK variants
- CHANGED: VDV faction - Loadout presets tweaked
- CHANGED: VDV faction - Suprressed AK-74M and AK-103 replaced by AK-105 and AK-104 carbines
- CHANGED: VDV and GRU faction - 75 round magazine switched to 45 round clip for RPK-74(M)
- CHANGED: Other minor tweaks
- FIXED: Civilian and Wildlife settings in SP did not have the correct effect
- FIXED: UAZ transport had back left seat was locked from player units
- FIXED: Other minor fixes

 

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Hi there, I feel a bit bad to ask this: would you consider using a stacked eventhandler for your onMapSingleClick commands? It's so easy for the reular ones to get broken and honestly speaking, my addon C2 is one of those things that mess it up. I am forced to block the default engine level mapclicks sometimes and that can break your onmapSingleClicks.  I completely understand if this is not a priority. 

 

I fixed the other bugs between the addon and mission, there's ways I can work around this one too but a stacked EH would also generally protect your mission so I thought I'd ask :)

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On 10/25/2017 at 2:58 AM, mad_cheese said:

Hi there, I feel a bit bad to ask this: would you consider using a stacked eventhandler for your onMapSingleClick commands? It's so easy for the reular ones to get broken and honestly speaking, my addon C2 is one of those things that mess it up. I am forced to block the default engine level mapclicks sometimes and that can break your onmapSingleClicks.  I completely understand if this is not a priority. 

 

I fixed the other bugs between the addon and mission, there's ways I can work around this one too but a stacked EH would also generally protect your mission so I thought I'd ask :)

Hi. No worries, just tested the eventhandler and it won't be a problem to switch to using that. It will be done for the next update.

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After a period of silence I'm happy to inform that the next major update is just around the corner. It includes the American version of the mission, a new Middle Easter Insurgents enemy faction for Altis terrain, few other additions and of course some bug fixes and minor polishing. I have even finished a trailer video featuring the new American player faction. Since the final testing of the mission may take a little longer, Christmas is coming and all that hassle, I'll link the trailer from Youtube here for you to enjoy while the update is brewing up. :) Stay tuned!

 

 

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On 12/20/2017 at 12:14 PM, KingN said:

After a period of silence I'm happy to inform that the next major update is just around the corner. It includes the American version of the mission, a new Middle Easter Insurgents enemy faction for Altis terrain, few other additions and of course some bug fixes and minor polishing. I have even finished a trailer video featuring the new American player faction. Since the final testing of the mission may take a little longer, Christmas is coming and all that hassle, I'll link the trailer from Youtube here for you to enjoy while the update is brewing up. :) Stay tuned!

 

Looks great! Keep up the good work KingN.

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