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KingN

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

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

 

Legend!

Thanks for still working on this awesome mission!

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Missions updated:

1.05.03
- ADDED: Eastern European faction - KrAZ-255B1
- ADDED: Caucasian faction - KrAZ-255B1
- ADDED: Chernarus 2020 - new cities added to city pool
- CHANGED: When returning to mission plan dialog after pressing esc or exiting full screen map, the active center window is reopened
- CHANGED: Map automatically opening after pressing esc when selecting insertion point is disabled after first auto-open
- CHANGED: The transition from mission plan dialogs to large map and back to dialog when selecting insertion points
- FIXED: Mission failed to end when all Alpha group members were all dead, leaving players stuck in spectator mode
- FIXED: Possible fix for kill sometimes not registering in operative kill statistics
- FIXED: Chernarus 2020 - showcase units spawned mid-air
- FIXED: Chernarus 2020 - Adjusted bad sector locations
- FIXED: Marine Raiders faction - M1A1 removed from ground escort vehicles due to unreliability

 

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Hey man, I really really love this scenario and I have been playing it since Arma 2, one of my favorite ways to play arma 3 now. Awesome work!

I have encountered a bug though where on the arrest missions once you arrest the target he joins your group but doesn't move or do anything really, he just stands there making it impossible to finish the mission. Any fix planned for this or any workarounds I could try?

 

Oh and one more thing, there seems to be an issue with the music at the end of missions when the score is calculated, it just plays 2 seconds of each songs and skips to the other endlessly.
Regarding this but not really, any way to add custom music to the end of missions?

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Great to hear that! About the arresting issue I think it's just because AI pathfinding, it could help to have some sort of script to reposition him in these kind of cases. One time I got him to get stuck inside a tent and I rammed the tent down an carefully pushed him until he started obeying move orders. About the music bug, are you using some mods other than required by the mission?

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16 hours ago, KingN said:

Great to hear that! About the arresting issue I think it's just because AI pathfinding, it could help to have some sort of script to reposition him in these kind of cases. One time I got him to get stuck inside a tent and I rammed the tent down an carefully pushed him until he started obeying move orders. About the music bug, are you using some mods other than required by the mission?

The only mods I have that are not required by the scenario are: Blastcore Murr Edition, JSRS Soundmod and Enhanced Movement. I'll try to see if without them it works fine.

Yeah for me the guy was just standing inside a house and would not move no matter how much I tried to push him/shoot him etc. would be nice if there was a script to recognize this and maybe make him teleport a few meters away, I agree.

Anyway, thanks for the quick reply.

 

Oh, and any idea if I could add custom music to the end of missions?

 

EDIT: I just tested it without the extra mods and the music at the end of missions is still bugged.

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2 hours ago, Hasey said:

The only mods I have that are not required by the scenario are: Blastcore Murr Edition, JSRS Soundmod and Enhanced Movement. I'll try to see if without them it works fine.

Yeah for me the guy was just standing inside a house and would not move no matter how much I tried to push him/shoot him etc. would be nice if there was a script to recognize this and maybe make him teleport a few meters away, I agree.

Anyway, thanks for the quick reply.

 

Oh, and any idea if I could add custom music to the end of missions?

 

EDIT: I just tested it without the extra mods and the music at the end of missions is still bugged.

OK I need to check the music issue, was this single-player? At the moment there is no way to have custom music.

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