nettrucker 142 Posted July 5, 2018 17 minutes ago, deathmetalninja said: Thanks for the tips man it's a sweet mod you've made, good fun. Been awhile since i played A2 you guys have brought me back... I'll try again, guess i need to git gud lol ;) Thanks to you for playing our missions. We put a lot of work and effort into it. 19 missions are nearly a campaign in size. I love flying jets I couldn't resist putting some dogfight missions into the pack. Don't worry I still suck at flying choppers notwithstanding all these years I'm playing. Good to hear that we brought you back to ArmA 2 that's a big compliment to both of us. All the best 1 Share this post Link to post Share on other sites
nettrucker 142 Posted July 7, 2018 Hello here's a short gameplay video of mission Misty Morning. Cheers 2 Share this post Link to post Share on other sites
voiceofarma 24 Posted July 8, 2018 On 7/7/2018 at 9:35 PM, nettrucker said: Hello here's a short gameplay video of mission Misty Morning. Cheers Seems I’m falsedamage in this mission, bullets couldn’t kill me. 1 Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 8, 2018 44 minutes ago, voiceofarma said: Seems I’m falsedamage in this mission, bullets couldn’t kill me. Hi! Really a bug here. Missed this somehow, fixing right now, thank you for the feedback. Sorry for the issue. 1 Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 8, 2018 Please, attention, gentlemen. We've got an issue, my bad. Here's fix for the #12 mission: https://drive.google.com/open?id=1fTeq2YcKbR6Trg2TvGByfmIzKeLwoe6u Thanks to voiceofarma for reporting the bug. Cheers. 1 Share this post Link to post Share on other sites
voiceofarma 24 Posted July 8, 2018 Thx for update, I was playing another mission just minutes ago but I’m off now, sorry don’t remember name of mission, It was an operation against UK troops in a village called tyores I think, I failed because something was annoying on this mission, the friendly fire of tanks & BMPs, they just spray their machine guns & cannons on the village even when we are inside it, we all died one after each other not because of enemy but friendly fire. can u take a look at it? Thx 2 Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 8, 2018 I see, it's #15. Seems friendly units in the support element failed to shift cover fires when the assault element approached to the objective. Gotta adjust some stuff, that will take some time. Will upload when ready. Thanks again! BTW, this script is standard throughout the pack, did you have a similar issue in any other missions? 1 Share this post Link to post Share on other sites
voiceofarma 24 Posted July 8, 2018 Hmm, I still didn’t play all missions but most of them. No I think on other missions it was ok, but in this one, it was very problematic. by the way that’s a nice script u made, make battles intense & fun. 1 Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 8, 2018 Seems the issue is in the zone triggers then. I won't be able to complete the fixing today, sorry. Probably the next evening. Yeah, there is no other way to make an AI to provide suppression by fire than scripting, sadly. Feel free to adopt or modify the script, BTW, if you found it handy. 1 Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 9, 2018 Comrades, we've got a second hotfix: https://drive.google.com/open?id=1Pxh8awZiBdv_sMTJ332-b2XfAIz7hUjv mission #15 had a high probability of massive fratricide to supporting fires. Thanks to Voiceofarma for the bug report. 1 Share this post Link to post Share on other sites
Kalle M. 112 Posted July 20, 2018 Hi, I found out that some things were "broken" when I was playing these missions and here's a quick list of everything I remember: #1 I thought the player was supposed to carry extra rockets when playing as Anti-Tank soldier, am I correct? I took a look into '04 Tsunami' mission.sqm and checked the player's init field, I found: {this addmagazine ""cwr2_AT4Rocket""} foreach [1,2]; The code looks fine to me, I even tested it on the editor with RPG rockets and it worked fine. I also noted that I had no extra rockets either in mission '07 Invasion'. The tips told me to use different kind of rockets against different targets but I only had limited ammunition of one kind only. #2 When I played the mission '09 CWR2 Raid on Drachenfels', nothing happened when the demolition team was "probably" setting charges on the hill (radars). The group was just moving around and doing nothing. I'll play it again just to be sure. #3 I also saw an error when playing the mission which I mentioned in report #2. https://steamcommunity.com/sharedfiles/filedetails/?id=1445961805 Just thought you guys should know. Kalle. 1 Share this post Link to post Share on other sites
Kalle M. 112 Posted July 20, 2018 (edited) Unfortunately I've got a new report. My AT section did not continue to the forest to setup an ambush for the American tanks coming from Levie after landing near the "Kill zone". Other elements did move into the forest but my section however, was standing at the landing zone. UPDATE: The demolitions team destroyed the radar once I arrived at the exit rally point. I thought I was supposed to stay on overwatch until the radar was taken down with explosives. It works now as intended, I think the task was just a bit unclear and that's why I first failed to complete the mission. Edited July 20, 2018 by Kalle M. Update 1 Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 20, 2018 1 hour ago, Kalle M. said: the player was supposed to carry extra rockets 1 hour ago, Kalle M. said: The tips told me to use different kind of rockets against different targets but I only had limited ammunition of one kind only. Indeed, AT4/RPG-7 player units throughout the pack were added extra ordnance in order to substitute ammo bearers/loaders normally accompanying tank-hunters in real life. And, naturally, all those extra rockets are contained outside of the visible magazine slots of the player's gear UI. And while these extra magazines present during test runs in the editor they disappear in the pbo-ed mission due to different loading procedure of the .ext Actual for missions #04, 07, 08 Fixable via removing weapons selection option. Will be accomplished in the upcoming versions along with other fixes. Thank you, Kalle, for the bug reports. 1 Share this post Link to post Share on other sites
Kalle M. 112 Posted July 20, 2018 One more thing which might appear to be a small mistake. I finnished the 7th mission and completed all objectives except the overwatch tasks which didn't affect the outcome. However, for some odd reason, the mission is not appearing to be completed "officially". I'm talking about 'doneKeys'. You might want to check it out too. 1 Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 20, 2018 On the error message in the #09 - this is an outdated script and frankly speaking I have no idea why I haven't deleted the reference to it. Naturally will be fixed. Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 20, 2018 2 hours ago, Kalle M. said: the task was just a bit unclear The intended sequence of events for the #09's raid regarding demolitions: - demo team (two sappers with charges) is sent out only after the entire target site is cleared and the security perimeter is set. There should be a radio command "Demo team in". - upon this command demo people stack their demos (crouch animations visible) into three firing holes under the radars then join their parent squad (or squads, since the demo script picks the sappers dynamically depending on the particular squad's losses) - after the intel team (two guys searching enemy bodies) is done, and "obtained" the cipher machine the commander orders sappers to pull and fire the time fuze (one of the "sappers" moves out to the demolitions net and makes some animations). - The raid force withdraws. The two blasts go off after about 3 minutes from the sapper's report "I've got smoke" The sniper (player unit) is supposed to overwatch the sappers and the raid force's withdrawal. Since you found the sniper's task is stated unclearly at this phase, we will alter the briefing's task description. Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 20, 2018 2 hours ago, Kalle M. said: AT section did not continue to the forest to setup an ambush Pretty sure this is the famous A2's struck group leaders. This happens from time to time in the waypoints-heavy missions. Just replayer this phase both from the editor and from the SP menu and had all the Raid Force's elements departing the convoy site. But since this particular phase works unreliably, we gotta recheck. Could you give some details, please: what stance did the player's group leader have when all other squads departed? And did you have "...interdict any enemy escape or approach as planned" radio command? Thanks ) Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 20, 2018 1 hour ago, Kalle M. said: the mission is not appearing to be completed "officially". I'm talking about 'doneKeys'. Yeah, strange stuff. Did you have the debriefing text and the outro cutscene? Or the mission just left you on the battlefield and nothing was happening? Share this post Link to post Share on other sites
Kalle M. 112 Posted July 20, 2018 21 minutes ago, Batteriefuhrer 1-288 said: Pretty sure this is the famous A2's struck group leaders. This happens from time to time in the waypoints-heavy missions. Just replayer this phase both from the editor and from the SP menu and had all the Raid Force's elements departing the convoy site. But since this particular phase works unreliably, we gotta recheck. Could you give some details, please: what stance did the player's group leader have when all other squads departed? And did you have "...interdict any enemy escape or approach as planned" radio command? Thanks ) Yes, my squad was ordered to interdict and all group members were just standing in formation (Wedge I think or something similar) with their guns pointed down. All other squads proceeded to the forest as ordered. This is weird as I haven't encountered it at this phase. 1 Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 20, 2018 Yeah, strange. On the group leader, please: did he stand like the others or had been crawling? Share this post Link to post Share on other sites
Kalle M. 112 Posted July 20, 2018 6 minutes ago, Batteriefuhrer 1-288 said: Yeah, strange stuff. Did you have the debriefing text and the outro cutscene? Or the mission just left you on the battlefield and nothing was happening? Yes, the debriefing showed the description and the title as supposed. Maybe you forgot to put the key before the ending script? I found two outro files and I didn't see the key being used. Share this post Link to post Share on other sites
Kalle M. 112 Posted July 20, 2018 Just now, Batteriefuhrer 1-288 said: Yeah, strange. On the group leader, please: did he stand like the others or had been crawling? He was standing just like the others. My group seemed like they were waiting for the waypoint to get executed or something. Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 20, 2018 I see, sorry, thank you, Kalle ) Share this post Link to post Share on other sites
Batteriefuhrer 1-288 65 Posted July 20, 2018 Just now, Kalle M. said: He was standing just like the others Hmm, can't figure this out on the fly. Needa sit over this and run until I get the same effect. Share this post Link to post Share on other sites
Kalle M. 112 Posted July 20, 2018 2 minutes ago, Batteriefuhrer 1-288 said: I see, sorry, thank you, Kalle ) Heh, no problem:) I'll check it myself in the editor just in case. Share this post Link to post Share on other sites