Jump to content
KingN

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

Recommended Posts

27 minutes ago, NyteMyre said:

Question, what are the black circles on the map?

The darker the circle the more it has sustained damage to the infrastructure. Since 1.06.00 the cities have a chance of sustaining damage each time it changes ownership. And if the city has sustained damage recently you have a chance of seeing some pillars of smoke emanating from the ruins. Just an effect for immersion at the moment.

Share this post


Link to post
Share on other sites

Ah, it was mentioned in the changelog. I was looking for "circles" though, not "auras" 😛


Awesome feature btw

Share this post


Link to post
Share on other sites

Are the Nato faction artillery units having issues or am I just doing something wrong? The M4 Scorcher batteries in particular just announce they're unable to fire 100% of the time, and then become unavailable for the rest of the mission. MLRS shots also sometimes fail to show up, but I don't have a consistent way to reproduce the issue.

Share this post


Link to post
Share on other sites
On 9/30/2022 at 4:39 AM, ljas said:

Are the Nato faction artillery units having issues or am I just doing something wrong? The M4 Scorcher batteries in particular just announce they're unable to fire 100% of the time, and then become unavailable for the rest of the mission. MLRS shots also sometimes fail to show up, but I don't have a consistent way to reproduce the issue.

 

Yes, having the same exact issue here.  Sometimes it works, and most of the time unfortunately the option to use artillery says "Unable to fire" then the artillery option disappears completely as if the artillery is destroyed right after the call.  Not using any heavy AI mods, only LAMBS Danger and CF_BAI.  Thanks for any help.

 

Just wanted to add, this is easily my favorite scenario KingN, keep up the outstanding work Sir.

Share this post


Link to post
Share on other sites
On 9/30/2022 at 2:39 PM, ljas said:

Are the Nato faction artillery units having issues or am I just doing something wrong? The M4 Scorcher batteries in particular just announce they're unable to fire 100% of the time, and then become unavailable for the rest of the mission. MLRS shots also sometimes fail to show up, but I don't have a consistent way to reproduce the issue.

The AI controlled artillery has sometimes problems firing at the target using the CommandArtilleryFire command even though the artillery piece is intact, manned, within range and it has ammo. The reason is beyond my understanding and it's very random so it's hard to track what exactly leads to the problem. The problem apparently lies in the AI code and/or the unit class configs of the artillery piece so not much I can do about it. The artillery unit being removed from the available artillery is a feature to prevent reassigning fire missions again to the same unit that failed to fire previously. If it was the only/last artillery piece then the artillery type becomes unavailable.

Share this post


Link to post
Share on other sites

I just took the time to take a better look at the artillery problems reported. It seems there IS an issue with artillery types that weren't using the standard ammunition. For some reason the AI wasn't able to select it even though it had some. I made some changes and now it works. It's wierd, the special rounds worked earlier but I guess at some point I went and fiddled with it. Be aware that this doesn't fix the random rarer issues I stated above though, which is another story.

 

Missions updated:

Version 1.06.04
- FIXED: Artillery types using special ammunition not firing
  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
30 minutes ago, KingN said:

I just took the time to take a better look at the artillery problems reported. It seems there IS an issue with artillery types that weren't using the standard ammunition. For some reason the AI wasn't able to select it even though it had some. I made some changes and now it works. It's wierd, the special rounds worked earlier but I guess at some point I went and fiddled with it. Be aware that this doesn't fix the random rarer issues I stated above though, which is another story.

 

Missions updated:


Version 1.06.04
- FIXED: Artillery types using special ammunition not firing

Going to send you a donation for this scenario, I literally set aside time everyday to get into it.  Just let me know where to send, and thanks again.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

Yeah, hadn't played this since A2 at least just fired it up today and its fantastic. Many thanks for the work! (If you got bored and wanted to add some brits to the playable faction list that would be cool 😛). 

  • Like 2

Share this post


Link to post
Share on other sites
On 10/5/2022 at 3:08 AM, KingN said:

I just took the time to take a better look at the artillery problems reported. It seems there IS an issue with artillery types that weren't using the standard ammunition. For some reason the AI wasn't able to select it even though it had some. I made some changes and now it works. It's wierd, the special rounds worked earlier but I guess at some point I went and fiddled with it. Be aware that this doesn't fix the random rarer issues I stated above though, which is another story.

 

Missions updated:


Version 1.06.04
- FIXED: Artillery types using special ammunition not firing

 

I am still having the issue of Artillery not firing when playing the Malden mission.

 

But I also wanted to state that this is one of the best MP missions in Arma 3 period. Up there with BI's own Old Man, Western Sahara CDLC's Extraction Mode, SOG's Mike Force and Vindicta/Antistasi.

 

Thank you and your whole team for making such a masterpiece. Everything from the UI to the way missions are set as a campaign speaks to the wonderful work, attention to detail and just the talent of the makers.

Share this post


Link to post
Share on other sites
4 hours ago, LSValmont said:

 

I am still having the issue of Artillery not firing when playing the Malden mission.

 

But I also wanted to state that this is one of the best MP missions in Arma 3 period. Up there with BI's own Old Man, Western Sahara CDLC's Extraction Mode, SOG's Mike Force and Vindicta/Antistasi.

 

Thank you and your whole team for making such a masterpiece. Everything from the UI to the way missions are set as a campaign speaks to the wonderful work, attention to detail and just the talent of the makers.

Thanks for the humbling words!

 

Are you sure you're running 1.06.04? For the NATO versions, SP Artillery was the one that was fixed and I just tested and it fired without a problem. And like I stated above, there is an occasional and very random problem with single artillery pieces that won't fire but unfortunately I haven't yet found why that is nor a solution to fix that.

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

I have some trouble with the fast travel point when using ground vehicule and mission are inside ennemy lines.

 

Often the point is very far from the objective and then transport is 1/ very long 2/ cross enemy that kill me

 

Is it by design to choose better approach or some kind of improvment possibility ?  (like option that could allow a  "maximum" of 2km between the fast travel point and the destination point)

Share this post


Link to post
Share on other sites
14 hours ago, tAz-07 said:

I have some trouble with the fast travel point when using ground vehicule and mission are inside ennemy lines.

 

Often the point is very far from the objective and then transport is 1/ very long 2/ cross enemy that kill me

 

Is it by design to choose better approach or some kind of improvment possibility ?  (like option that could allow a  "maximum" of 2km between the fast travel point and the destination point)

The fast travel point is always in safe area with some distance to enemy territory. The point is never inside enemy territory, otherwise it would be cheating. There are some missions that are deliberately spawned deeper inside enemy territory when the task is for example escorting some VIP. They are meant to be travelled on foot and maybe do some "side mission" by doint things like raiding enemy positions that might be holding enemy intel or destroying enemy supplies (both yield additional progress points), or just try to avoid contact. However, there are some improvements I've made for the next update as I've noticed there are sometimes instances where the mission is unintentionally spawned too far away with only ground vehicles as valid transportation.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

Hi, first of all great mission!

 

I'd like to know if it is HC compatible with let's say Werthles' Headless Module?

 

Thanks!

Share this post


Link to post
Share on other sites
15 hours ago, Atlas01Actual said:

Hi, first of all great mission!

 

I'd like to know if it is HC compatible with let's say Werthles' Headless Module?

 

Thanks!

There's no headless client implementation but I have limited the AI amount by a spawn radius for each enemy and civilian type. Are you having problems with the AI load on your server?

Share this post


Link to post
Share on other sites

Hi, I saw that you have a bright night script in your mission. However, I was playing the cam lao nam version and all the nights I encountered so far were pitch black.

This is probably not how it's supposed to be?

 

 

Share this post


Link to post
Share on other sites

Late answer 🙂

 

"However, there are some improvements I've made for the next update as I've noticed there are sometimes instances where the mission is unintentionally spawned too far away with only ground vehicles as valid transportation."

yes that was my main point

 

Also if we could set difficulty less on start (ie < 50%) that would be perfect for solo playing with AI teamates and more spec op style with few ennemies.

 

So great immersion mod but sometimes very difficult for noob like me and no save during the mission  🙂

Share this post


Link to post
Share on other sites
6 hours ago, Atlas01Actual said:

Hi, I saw that you have a bright night script in your mission. However, I was playing the cam lao nam version and all the nights I encountered so far were pitch black.

This is probably not how it's supposed to be?

 

 

Yeah, Prairie Fire version has all the night missions during a full moon phase to compensate for the lack of NVGs. During development I noticed that the moon light didn't work before I made some fix for it. The problem was that there was a full moon but it didn't emit any light. Is this the same problem that you're having? I don't remember what the exact trick was but sounds like I need to look at it one more time.

 

2 hours ago, tAz-07 said:

Also if we could set difficulty less on start (ie < 50%) that would be perfect for solo playing with AI teamates and more spec op style with few ennemies.

 

So great immersion mod but sometimes very difficult for noob like me and no save during the mission  🙂

Actually, I've already made changes to the enemy saturation, both for mission and ambient enemies for the next update. The resulting enemy quantities now represent the user set values better and there are more options for lowering the amount further.

  • Like 1

Share this post


Link to post
Share on other sites
17 hours ago, KingN said:

The problem was that there was a full moon but it didn't emit any light. Is this the same problem that you're having?

Yes that seems to be the case. It was really pitch black.

 

I really love the mission and I would like to suggest some things I think would improve it over all.

1. I play with a friend and it would be cool for him to have control over jackal squad and their loadout, be able to switch team members from the backup units only for his squad. This would have him be more implicated in mission planning.

2. Give bonus points for complete extraction back to base as you are taking extra risks to do it.

3. Have a simple skill script for players if that interests you. IE:

That's what I thought of so far.

Cheers!

Share this post


Link to post
Share on other sites
On 1/11/2023 at 5:53 PM, Atlas01Actual said:

Yes that seems to be the case. It was really pitch black.

 

I really love the mission and I would like to suggest some things I think would improve it over all.

1. I play with a friend and it would be cool for him to have control over jackal squad and their loadout, be able to switch team members from the backup units only for his squad. This would have him be more implicated in mission planning.

2. Give bonus points for complete extraction back to base as you are taking extra risks to do it.

3. Have a simple skill script for players if that interests you. IE:

That's what I thought of so far.

Cheers!

Thanks for your feedback.

1. I have thought of one improvement regarding this subject for a while. The idea is to give the Platoon Commander an option to enable the loadout selection for the subordinate players for one or both squads in situations where exact loadouts doesn't matter. Shouldn't be a big task for me to implement I think.

2. The extraction conditions could be changed so that only green sectors are valid extraction sectors (currently green or yellow), or rather have an advanced parameter for it and let the player decide (an advanced parameters window is an idea for the future). Green sectors are connected to base.

3. Veterancies for players is of course an idea but I don't feel like the mission needs such a feature. Works better for the AI as it adds to the platoon management element.

Share this post


Link to post
Share on other sites

@KingN Thanks for this great mission! Tell me how to add a virtual arsenal? It's just that a lot of things that the faction (RU) could actually have available are not available in standard loadouts (weapons, scopes and etc.). I'll edit the mission myself, but I don't khow how. I see the best option to add one button to the mission planing menu.

Share this post


Link to post
Share on other sites

Now I just added an arsenal box to the map near the base. But when insertion from the sea, I cannot use this method.

Share this post


Link to post
Share on other sites
19 hours ago, CAM0M1lE said:

@KingN Thanks for this great mission! Tell me how to add a virtual arsenal? It's just that a lot of things that the faction (RU) could actually have available are not available in standard loadouts (weapons, scopes and etc.). I'll edit the mission myself, but I don't khow how. I see the best option to add one button to the mission planing menu.

I have no plans to do much about the gear selection and methods. Having primary and speciality gear selections is balanced by design and it's easy to quickly select gear for both squads, especially with the presets drop-down menu. Virtual arsenal is a completely different system and it doesn't let you choose gear for the AI as far as I know, only for yourself. You can try to find a mod for your needs or try to edit this mission to enable Virtual arsenal.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×