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ArmA 3: Callsign Minotaur

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Accually I disabled all mods before playthrough. Maybe ASR AI left something? I will be doing groceries in a while so I will pick up files integrity check. I will try provide video if it will not work.

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I have successfully checked integerity and everything is golden.
So..
https://imgur.com/a/7sHpey6 in 1st mission they are just going in circles until https://imgur.com/a/N6ajDo9 they completly stop and I cannot complete that objective. As for 2nd mission I don't want to progress there with sacrificing secondary objectives cause they might be important(no spoilers pls! :dontgetit:)

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Weird. But you can easily ignore them, as they have no deep impact on the future campaign outside of a small dialog change. (Sorry for the spoiler)

 

I've checked it out on non-dev branch right now and you're right, they behave like retards. They started boarding the vehicle after I used the Eject action. Don't ask me why this happens, I have no clue. Didn't experienced this on dev-branch.

 

/Edit: Mission 2 crashed right at the loading screen for me now... What the hell is going on. Ugh, fixing this camaign all the time is getting so damn tedious.

 

/Edit2: New patch just went live. Tweaked some stuff that hopefully fixes some things... Also fixed (I hope) a couple new issues that I didn't experienced the last time. At this point, I'm feeling like I will patch this campaign till the day I die.

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Are these the only NPCs to be stuck?

 

/Edit: I've just pushed a new update to the workshop. Please let me know if it changes anything for you.

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Yes, these were only. I managed to enter Kamysh and moved on with mission. I'm kinnda invested in Resist campaign so it maybe some time before I will check what's ahead :)
BUT, hey! Great support man! You are an example good sir!

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Heh, you sure you aren't running any mods? Usually it is enough to park the fuel truck near the vehicle you want to refuel, then enter said vehicle and the refueling starts. This is nothing that I have scripted, it's vanilla game behavior.

 

I'll check it out again later today, but at this point I have no idea what would cause this.

 

/Edit: I can't reproduce this. https://i.imgur.com/IAk0Yye.png

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There's at least two vehicles in the mission, but both should work fine.

 

Not sure what RHS changes, but in the end, any mod can have an influence on the gameplay. Sadly I can't really help with that, because I barely use big mods (exactly because I'm primarily creating content for the vanilla A3, so it's important for me not to have anything influence vanilla gameplay, etc).

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I unloaded all mods and will place vechicles in Eden. We'll see what happens next
EDIT: I'm loading mods one by one and placing APC and HEMT fuel in Eden. It's not RHS. I forgot to mention CUP. 
USS Nimitz addon required for "Eagle Wing" campaing is breaking refueling 

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On 29/10/2018 at 6:09 PM, Michał Niemczyk said:

Just JSR Sound + RHS and couple of campaings
Maybe it's wrong truck? I'll try to find another

Always disable ALL the mods (except those required for the mission of course - but there are none in this campaign) before reporting any bug.

That's the basic thing to do.

 

1) Mods and addons can break a mission

2) The mission maker CAN NOT know what mods you're using. Hence, he may dig up trying to understand and fix things whereas it's useless.

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Hey, but I'm supporting at least one mod! If you're using BI's ADR-97, you will start with that rifle in mission 03, instead of the Mk20. :don13:

Wish I would have been able to give it some more space, but sadly it doesn't really fit in much places within this campaign.

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I just got around to playing this, excellent work, sir. Very professional.

Only problem I had was that I could never order the gunner to actually shoot at vehicles. I could get him to target just fine, but he would never shoot at vehicles with any of the weapons selected. I ended up switching to gunner position. I'm sure it's an Arma bug.

 

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