xbladecz 48 Posted December 27, 2022 Some of you have already noticed, we have released public beta of the long awaited Resistance campaign. This thread will be dedicated to discuss bugs, new feature requests and to keep you informed about the updates. You can get the Resistance here. It is 1982, after the collapse of the coalition government and the betrayal of some party members, the Soviet army has invaded the island of Nogova. The majority of the inhabitants think that resistance is futile and resign themselves to their fate. A few, however, are ready to resist and bring freedom back to Nogova. They try to recruit Victor Troska, a former soldier in the British Special Forces, to lead their fight for freedom. Will they succeed and push back the Soviet occupiers. Or is the superiority too great and there is no escape? Witness how the confrontation between the Soviet Union and the partisans of Nogova develops. Welcome to Cold War Rearmed III : Resistance! As always, it took longer than expected, but we are happy to release a first public beta of this legendary campaign. But it was worth the wait, we spent a lot of time making the campaign more interesting, but without changing the original story. And without the following people it probably would have taken even longer: Lamasutra - The driving force behind the campaign, without him it would probably still be a messCnotK - We used a small part of his Resistance campaignSHJ Studio - He reworked most of the cutscenes and introsAtaribaby - Tested first half of the campaignPalermo - Tested whole campaign before release Special Thanks W0lle - For the CWR3 and great supportBohemia Interactive - ArmA, we could not fly or dance in tanks.Ondřej Škaroupka, Nillers, Jan Libich, Marek Španěl - for help and permission to use original Czech dubbing in campaigns. Improvements We have added some improvements to the campaign. Configuration Options Addon Options / CWR3 "Unlimited" view distance. You can choose between the original engine limit of 5km or allow your settings up to 12km. Experimental rank system allows you and your units to be promoted and gain better skills. Victor can be a specialist. It allows defusing mines 😉 and satchel charges. You have to bring a toolbox. Victor is engineer - It allows vehicles repair. This skill is very OP. It can be enabled in easy mode or by playing veteran skill after you have finished the campaign. It allows the repair of critically damaged vehicles. Cars, tanks, choppers. You have to bring a toolbox. You can choose your and your unit's language. English, Czech, Polish, French, German, Russian and Chinese languages are supported. For German you need at least Data Compatibility addon for Global Mobilization dlc. Enable Team Switch. This can help you if you unit is stuck, or just to have some fun. Do not left Viki too long, things can turn pretty bad shortly. (U key) Rank System Experimental system which allows units from your group to be promoted. How it works: Every unit gets points from kills (rating). If the unit gets enough points, it can be promoted. After promotion, the rating is zeroed. Here is a list of possible ranks and required rating for unit to be promoted: 500 CORPORAL 1500 SERGEANT 2500 LIEUTENANT 3500 CAPTAIN 5000 MAJOR 7500 COLONEL Every rank should have skill upgraded. PRIVATE 50% CORPORAL 65% SERGEANT 78% LIEUTENANT 86% CAPTAIN 91% MAJOR 96% COLONEL 99% Nogova heightmap hotfixes Thanks to deformer tool, we have managed to fix some issues, they improve gameplay and some cutscenes. Victor's house and shotgun We have added a preconfigured shotgun, which could be placed properly outside the weapon box. Victor's house is filled with assets. They were converted from the initial cutscene and saved as script, which is being initialized on every mission. Nerfs and boosts Boost RPG75, it is now more powerful Speed nerf of V3S and Urals. Nerf of ammo and weapon boxes. Weapon pool Yes, it is working, but the engine does not support backpack and chest rigs removal. We advise not to store those types of equipment. Tips If you want to stash weapons and items to the weapon pool, the car or crate has to be at least 150m far from your position during mission end. Some missions have a weapon pool in the V3S, you can freely take it with you. But you will shortly find out it is full and items cannot be stored inside, only take, so think about items you need carefully. Multi Dubbing Thanks to our own function library, we can use both english and czech dubbing in one campaign addon. The Czech dubbing is available only for Czech game language. We will be able to implement the same way in CWC campaign. ... and others, but we don't want to be boring 😉 Known Issues AI units can get stuck in objects / buildings, you can free them by using "force regroup" action. It's available only when no enemies are detected - area clear. Weapon pool does not handle chest rigs and backpacks very well, it can make some difficulties. Some addons can change CUP or CWR3 addons' behaviour and use their own profile for the Resistance campaign in ArmA 3 launcher. TODO Implement reward and punish cutscenes Fix some flaws in cutscenes 12 Share this post Link to post Share on other sites
xbladecz 48 Posted December 30, 2022 Beta 1.1 hotfix 1 has been released. Added: hint to m11, player is informed there will be counterattack in 10 minutes Added: hint to m14 fireworks briefing section, how to destroy bridge Added: house collision detection for tanks, then it gets destroyed Added: flip detection applied only to groups using watchAndFollowLead function, then it gets unflipped Fixed: first cutscene, some parts rewritten to better follow original, truck and car should not stuck Fixed: m03b pilots not in helicopter and helicopter too early Fixed: m11 helicopter not taking paratroopers Fixed: m11 waypoints behaviour, now more close to the original Fixed: missing aug ammo in m12 contraband Fixed: rank system should now set skills properly There has been report of exploding T55 in mission first strike, which I was unable to replicate. If anyone has encountered this and know the cause, please let me know. Share this post Link to post Share on other sites
kromka 40 Posted December 30, 2022 Thank you for this release. This is long waited completion of whole CWR3. Nice you preserved passing equipment between the missions. I remember this micro management was quiet enjoyable. I just started playing. If you don't mind I will give you here some feedback. I glad you don't mind 🙂 My AI setting is: skill 50, precission 70. "No turning back" Those RPGs in crates should be used against incoming tanks are really annoying. Of course it is possible to use them hovewer this sight is so small it is very hard to handle this weapon. Is it possible to change it to something more "playable" (standard RPG-7 or something similar)? I met a situation when one of my subordinate stucked in the tent. This fact leds me to discover in menu there is an option "force regroup". General idea - as I understand it - is good but in my opinion is too general. Reason is when some AI unit will do some stupid thing - mainly will be stucked - and I will use regroup after I will dispose all other AIs all of them will be reseted to my position. More elegant and purposeful would be turning on an option present in A3 called "team switch". This will allow move only one specific unit without touching other ones. Also this gives new gameplay possibilities without breaking any balance. "Ammo low" In the second part of the mission, after disabling the convoy, QRF come. The dialogues suggest making of some ambush using satchels or mines. Hovewer AI don't want to come. I tried this part couple of times. Always T72 and BMP wandered about 300+ meters around ambush place and never came to the place. It means stationary ambush is practically not possible. In one case I've used enemy T72 from convoy and damaged incoming tank. Rest was an RPG fight, hovewer on open space it is very hard. This is just FYI. I know in original campaign this dialogue also was present but I don't remember how tanks acted. Also I have additional question. OFP Resistance introduced also SP and MP missions. Do you have in plan add them? Or maybe @W0lle already add them to Cold War Rearmed III Missions? Share this post Link to post Share on other sites
xbladecz 48 Posted December 31, 2022 Hi @kromka, yes I agree with the RPG75. The sight is unusable now. I will try to search for some solution. It is probably some kind of memory point misalignment in the model. The campaign contains a boost for them, they can destroy bmps very easily, but they are usable only for short distances without sight for now. Some tips for you. If you are patient enough, you can commandeer 3 rpg7 and probably 12 grenades for them in mission 2 crossroads and stash them in ural. I am always waiting for incomming reinforcements and take their smgs, satchel charges, binoculars, nvgs, whatever. This are available in next mission in vehicle you drive to to reaiatance camp. The v3s should also contain one in next mission. You have a good point in the force regroup. I will research the team switch and the individual force regroup action. The last one could be in next version. I have to replay the ammo low in original version to be sure what they do. This is compromise for now as they not moved on the road before and it was much worse. Probably I will force them to move to the last known location of the ammo truck and then search and destroy will do the trick. Another tip, if you do not destroy the tanks, next mission will have alternative beginning. I don't know why, but original arma is unusable on my linux now, all units are stuck in the ground. I will have to try the mission on windows. I dont know if I will have a spare time for those SP and MP missions. This is quite time consuming hobby 😉 Btw, are you Polish ? I wonder if there was a translation back then. Share this post Link to post Share on other sites
kromka 40 Posted December 31, 2022 6 hours ago, xbladecz said: Btw, are you Polish ? I wonder if there was a translation back then. Yes I am Pole. But I don't remember such details. I play OFP/Ax in EN. Quote Another tip, if you do not destroy the tanks, next mission will have alternative beginning. Then I have additional question. Do you "translate" this campaign 1:1 or do you do some own modificiations. I understand there is hudge difference between engine of OFP and A3 and some things have to be changed to keep gameplay on proper level. But do you add some details on your own? What stuff is passed between mission? I remember in original there was a equipment. But what with vehicles? If some veh has my crewmember will it be moved to the next mission? Probably in original campaig I didn't figured this out (because I didn't expect it may be possible) then this situation is little bit suprising for me. "Scrap" 1. Enemy AI awareness. It is immense. AI involved in firefigh with me even when I choosed alone variant and shoot to tank crewmembers from 0,5+ km. I was in ghille but in plain terrain. In this situation AI patrols on the opposite slopes just detected me quickly and started firefight. My skill setting for AI is set to 50. 2. Refueling of the tanks. In this specific mission this is not a problem, I can go to the base using those remnants in fuel tanks. But on the very beginning of the "Field excercise" mission crew of one of the tanks make a call "no fuel". I didn't noticed any remark about refueling and I didn't saw any tank truck. "Field Excercise" https://www.youtube.com/watch?v=d3uIuvW8xL0 1. There were 10 men instead of 11. 2. Tanks are refueled (fuel in OFP was probably irrelevant) and rearmed. 3. Lack of fuel on the very beginning makes one of my tank useless. I don't know it is only my case or general rule. Share this post Link to post Share on other sites
xbladecz 48 Posted December 31, 2022 No, the campaign is not 1:1 but the story is. The Engine has changed a lot since OFP. There have been some fixes and improvements here and there. @W0lle sent me a work in progress version of the campaign with many bugs and I had to fix many things to finish it. During the way I have added some enhancements to make the story/play more immerse. Original campaign allowed in crossroads (2) to save status of 4 available vehicles and the status was then loaded into vehicles in mission no turning back (3b) along with their placement. So vehicle perseverance is by design/scripted not like items in weapon pool. Campaigns will preserve tanks between missions scrap (5), field exercise (6) and first strike (7) but then you don't have them for a long time just in the hills (15), chase for rabbit (16) and offensive (17). "Scrap" In this mission I have added real condition checks for rearm, repair and refuel. It was not implemented in the original mission, yet the task existed. You can refuel at the barrels. Maybe it is a good idea to switch one of the trucks to fuel one. You can take repair and ammo trucks with you and at least repair and rearm later, but not refuel. These trucks were not preserved in the original campaign. The state of vehicles is loaded in the next mission. "Field Exercise" Yes, If you don't refuel, some of the tanks can be pretty useless. As for the units count. In the mission not turning back (3b) there were 2 units left behind in the original campaign. Now I let them join the squad. You can have up to 10 units in your group including you in this mission. In the scrap you get another 4 units, which makes a total of 14 units including you. If they don't get killed, you can play with 14 units along the way. Btw. you can set your units to speak polish in addon settings for cwr3 and resistance. There is a screenshot on steam, if you don't know how to get there. I have tried the force regroup for a single unit and it is pretty usable. I have also tried the team switch and added a new addon option. It is pretty usable and will be released in the next version. Share this post Link to post Share on other sites
kromka 40 Posted December 31, 2022 In "Scrap" I've done all repairs and rearm but but I've forgot barrels can be used to refuel. Agree, cistern would be more noticeable and there is no need to move a tank one by one to barrel - you can operate with a cistern. This "out of fuel" message means reserve in fuel tanks (I've checked all of the tanks in "Fileds Excercises" personally). Practically it allows to pass "Field Excercise" and even "First strike" then it has no significant meaning, it just disctract. Is it possible to use "force regroup" for selected unit? I didn't tried this. I tought this is general option. Good to know. I also noticed the staff pool between mission is very limited. After "Scrap" I can't add anything from my personal inventory without taking something from there first. Share this post Link to post Share on other sites
xbladecz 48 Posted December 31, 2022 Force regroup for selected unit will be available in next update. Every object in mission has limited storage. Weapon pool is put to truck or ammo box for later use in some missions. Once you have plenty items in weapon pool and that pool exceeds object cargo capacity, you cannot put anything in there. There is one thing to remember. If you want to add stuff to the pool, the vehicles has to be at max 150m away from the player at the end of the mission. Something similar was in the original campaign. Share this post Link to post Share on other sites
kromka 40 Posted January 1, 2023 When I read what you write I have conclusion it would be wise to add section which describe all those details (eg. map>"Technicals" or something similar). I remember original Resistance and I know equipment pass but I never was aware of detailed rules how it works. Especially I need some truck. In my opinion everything passed what belonged to the team at the end of the mission. But you are creator than I believe you are right. Back to the stuff pool. There are too many uniforms, vests, bandanas, hats. They are completely useless and force player to scroll the list. There are no backpacks. For machine gunners and RPG they are essential. Also modern first aid kits are present. Has CUP some more suitable stuff for this period of time? Also now I am confused. Despite limit bar on the bottom looks like pool is full i can move stuff freely. Then now I don't know if there is any limitation. "Information" If I would be Victor, I wouldn't dare to sneake to the manor at this time. There is definitelly to bright. I would consider postpone mission about half an hour (no matter of original time). Technically problably it will have no impact but will get rid of impression of suicide mission. "Occupation" AI precision: 70. In my own Arma dictionary, this mission is "alone against whole army". And to be honest this is one of the worst experience in Arma. I don't know if my approach is repateable but this I met it twice on two attempts. Right after passing Mirov I encountered enemy group supported by BMP. My AI team was involved in firefight (in line formation and "danger") and in a meantime I destroyed incoming BMP. It took me about 20 sec and BMP didn't shot even once. Then I back to elimination of the infrantry. But during this short time my squad had been reduced to 3-4 men. Then twice I stormed chateau with only few men. After chateu I left by myself with support of Alpha armoured team. I found suitable position and decimated enemy garrison hovewer it wasn't pleasant experience (bare save-load). Propositions: - increase my own squad to at least 12 men, - increase my subordinates rank, - decrease enemy rank (or add them shaking hands), - add some small (5 men) reinforcement if player will arrive to chateau with less than three man. "Counter attack" I don't know if tank attack trigger is connected somehow with infrantry attack repel but for mission gameplay it shouldn't. I choosed variant "tank against tanks" and I just massacred first wave of enemy AI. Hovewer one guy slipped to the base. I detected him accidentally in tactical view when I moved my BMP. Because I waited quiet long and enemy tanks appeared right after death of this last enemy soldier I have impression there is connectivity between them. It may lead to not necessary delays in mission. Thing to considered. I also proposed this to w0lle when I tested CWR basic campaign: sometimes (always?) it is worth to add trigger "enemy in area less than 2 or even 3". Second worst experience in Arma is to look for last AI hidden in nowhere to push scenario 🙂 cutscene after "Counter attack" Shooted/dead man moves slightly his head when Victor checks his pulse. Share this post Link to post Share on other sites
W0lle 1050 Posted January 1, 2023 On 12/30/2022 at 6:27 PM, kromka said: Also I have additional question. OFP Resistance introduced also SP and MP missions. Do you have in plan add them? Or maybe @W0lle already add them to Cold War Rearmed III Missions? The Resistance missions are already in the CWR III missions package. All SP for sure, MP are two Nogova ones present. Could be that not all of them were converted (yet). I'd need to check that at some point. Share this post Link to post Share on other sites
xbladecz 48 Posted January 2, 2023 On 1/1/2023 at 2:01 AM, kromka said: Back to the stuff pool. There are too many uniforms, vests, bandanas, hats. They are completely useless and force player to scroll the list. There are no backpacks. For machine gunners and RPG they are essential. I will remove those items and add a special uniforms crate to mission 3b so anyone can grab what they think they will need. You can take various backpacks from dead bodies along the way, so it is not necessary to add them to the pool directly. Quote Also modern first aid kits are present. Has CUP some more suitable stuff for this period of time? I don't know about any period accurate addon. Quote Also now I am confused. Despite limit bar on the bottom looks like pool is full i can move stuff freely. Then now I don't know if there is any limitation. Pool is special, it is not limited, just cars, trucks, tanks, ... has own cargo limits. Quote "Information" If I would be Victor, I wouldn't dare to sneake to the manor at this time. There is definitelly to bright. I would consider postpone mission about half an hour (no matter of original time). Technically problably it will have no impact but will get rid of impression of suicide mission. It is good as it is. Current mission is 15 minutes later than the original. Yet it is perfectly doable with or without nvg. You have to avoid any contact with enemy soldiers. Probably go prone near chateau. I have just tried it on veteran and did it at first try. Quote "Occupation" AI precision: 70. In my own Arma dictionary, this mission is "alone against whole army". And to be honest this is one of the worst experience in Arma. I don't know if my approach is repateable but this I met it twice on two attempts. Right after passing Mirov I encountered enemy group supported by BMP. My AI team was involved in firefight (in line formation and "danger") and in a meantime I destroyed incoming BMP. It took me about 20 sec and BMP didn't shot even once. Then I back to elimination of the infrantry. But during this short time my squad had been reduced to 3-4 men. Then twice I stormed chateau with only few men. After chateu I left by myself with support of Alpha armoured team. I found suitable position and decimated enemy garrison hovewer it wasn't pleasant experience (bare save-load). Propositions: - increase my own squad to at least 12 men, - increase my subordinates rank, - decrease enemy rank (or add them shaking hands), - add some small (5 men) reinforcement if player will arrive to chateau with less than three man. Yes, this is quite difficult mission, but doable. You will probably have to destroy BMP yourself and let your units be hidden in Mirov for a while. I am always avoiding close combat in this mission. Next enemy base is tough, but doable as well. For me I like to search for the best strategy in this kind of missions. You can strike from north or west, wait for reinforcements to come and then allow armoured team to attack from south. - You can have 13 men already. Original had 3 we have 6. - If you have Rank System active, the skill of your units is in your hands. - It looks like soviets are already at 30% in this mission. - You cannot play like soviets "nas mnogo", choose best strategy to preserve your units. I am always attacking from distance taking out at least half of the enemies and then let my units to clean out the rest. Quote "Counter attack" I don't know if tank attack trigger is connected somehow with infrantry attack repel but for mission gameplay it shouldn't. I choosed variant "tank against tanks" and I just massacred first wave of enemy AI. Hovewer one guy slipped to the base. I detected him accidentally in tactical view when I moved my BMP. Because I waited quiet long and enemy tanks appeared right after death of this last enemy soldier I have impression there is connectivity between them. It may lead to not necessary delays in mission. Thing to considered. I also proposed this to w0lle when I tested CWR basic campaign: sometimes (always?) it is worth to add trigger "enemy in area less than 2 or even 3". Second worst experience in Arma is to look for last AI hidden in nowhere to push scenario 🙂 No, there is no trigger attached to first wave. There is just long enough time for you to prepare for tanks as in original mission (waypoints timeout 300s). If you kill all those tanks or make the crew get off, the trigger for chopers should be activated. Once the chopers arrive, you have to flee to the safezone. Quote cutscene after "Counter attack" Shooted/dead man moves slightly his head when Victor checks his pulse. I will review the cutscene. I didn't noticed that. Maybe he just died, like a movie hero 😉 Share this post Link to post Share on other sites
kromka 40 Posted January 2, 2023 4 hours ago, xbladecz said: If you have Rank System active, the skill of your units is in your hands. I tought it is not working now. Can I activate it manually somehow? Share this post Link to post Share on other sites
xbladecz 48 Posted January 2, 2023 1 hour ago, kromka said: I tought it is not working now. Can I activate it manually somehow? Campaign has to be started with this option enabled. It makes no sense otherwise because you have lost many oppunities to make progress. Share this post Link to post Share on other sites
kromka 40 Posted January 3, 2023 Yes I noticed. But why as a player I have to turn this on? Why it can't be turned on by default? I know you mentioned in readme it doesn't work properly but anyway it works somehow. What will happen if I will turn it on in the middle of the campaign? Progres will be counted from the middle of the campaign or not at all? Share this post Link to post Share on other sites
xbladecz 48 Posted January 3, 2023 It is experimental feature and it was not in original campaign. I dont want to ruin people experience by default if someting goes wrong during fixes/development of this feature once some breaking change is provided. I have released hotfix shortly which solved set skill issue. I will update the readme here. If you turn it on it will have no effect as there is a second variable in effect which helps evaluate the campaign was started with this feature enabled. However, If you have experience with debug in arma you can force it by issuing [] call CWR3Ranks_fnc_startCampaign; Progress will start now counting current rating. On success mission end, you should get dialog with promotions. Keep in mind units cannot be promoted to your rank. You have to be one rank ahead. 1 Share this post Link to post Share on other sites
xbladecz 48 Posted January 3, 2023 Beta 1.2 has been released Added: teamswitch support (U key) and new addon setting, default off Added: force regroup action to individual units, global action will be probably removed in the future Added: ability to open Viki's inventory by any unit for better onfield weapon management (If you want to pass something to another unit) Changed: m04 ammo low - waypoints for second wave, tanks should go further, it should be easier to destroy them Changed: m04 - some weapon and ammo balance in crates Changed: m04 - disabled original trigger, now allows for trucks to flee and not be destroyed Changed: m05 scrap - one repair truck is changed to slightly damaged fuel truck Removed: m03b no turning back - extra uniforms are not added by default on mission end, the crate is in one of the tents instead, player decides what he needs 3 Share this post Link to post Share on other sites
kromka 40 Posted January 3, 2023 "Fireworks" I didn't found in briefing any info about possible russian air support. This info would be very helpful because Kamov is true pain. But of course it is possible I missed it. I also would consider if info about rank of soldiers is needed at all as a separate option in the menu. This information can be found in map info also icons are present during mission next to the soldiers names. If it is possible I would consider discreet promotion during the mission instead of after the mission. Summary is also not so neccessary in my opinion. I've finished campaign. Good job. There were som minor issues but even in this form it was playable. Really addBackpackCargo/removeVest doesn't work? I saw backpacks in many init pools. In which file you form init pool? I will try to help if I can. Share this post Link to post Share on other sites
xbladecz 48 Posted January 4, 2023 (edited) 12 hours ago, kromka said: "Fireworks" I didn't found in briefing any info about possible russian air support. This info would be very helpful because Kamov is true pain. But of course it is possible I missed it. There is no info, it is not necessary. As you have passed mission 11 counterattack you have the information the enemy has such machines. In mission 12 Contraband you can get some stingers to knock them down. There is no shame restarting a mission. I do it all the time and change the strategy. This is how I enjoy the game, replaying same missions over and over and trying different approaches. Quote I also would consider if info about rank of soldiers is needed at all as a separate option in the menu. This information can be found in map info also icons are present during mission next to the soldiers names. If it is possible I would consider discreet promotion during the mission instead of after the mission. Summary is also not so neccessary in my opinion. This stats info option helped me to find out there is a bug in rank system. I can add "Enable units stats" addon option, which would enable this in action menu - default off. I can also add "Quiet promotions" which would disable the promotions dialog at the end of the mission. I will consider C&C Generals style of promotions, but it would require to watch every unit rating in loop with some sleep while they are alive using HandleScore event should do the job. It could be a standalone mod with some own settings. Quote Really addBackpackCargo/removeVest doesn't work? I saw backpacks in many init pools. In which file you form init pool? I will try to help if I can. It is really not necessary to add backpacks to the pool as there are plenty of them laying around and you can always equip units during mission (after you finished the tasks). Some info about the weapon pool. It seems to be buggy. Maybe it was not maintained in a long time. For instance the clearItemPool function does not clear backpacks and chest rigs, or if you store an empty backpack with preconfigured deault items, he will be inserted to the pool filled. I will have to check this bugs are still there, it is some time this occured during campaign development. Edited January 4, 2023 by xbladecz better solution found Share this post Link to post Share on other sites
kromka 40 Posted January 4, 2023 I can't agree with statement backpack are not important on the beginning of the mission. When I don't have backpacks I have to push bullets for machine gunners and RPG missles to the vests. Of course I can live with that, but it is quiet odd. But what if I want to put additional charges or mines for ambushes to subordinates? I can try to equip them after the start but usually it takes plenty of time and such missions have some kind of "counter". Share this post Link to post Share on other sites
Wetzer 2 Posted January 5, 2023 Hi, a few things I've noticed about Resistance so far: * German Translation: "Zapfenstreich" can be better translated as "Ausgangssperre". (occurs on the announcement during the invasion). "Ausgangssperre" is used to tell civillians that they cannot go out at a cirtain time (litterally translated to "Exit-Barrier"). "Zapfenstreich" ("military tattoo") is used as a signal for the own soldiers to signal them the end of their "time to stay outside of the quartier". * When the truck stops in front of Troska's house, in the next cut scene it is still rolling and then stops even though the soldiers have already got out. * When the mission starts where you run to the shotgun behind the house, the beginning of the mission is a direct "cut" to the previous cutscene (no significant time has passed). But it comes at the beginning of the mission "The next morning" (In german: "Am nächsten Morgen"). That would fit more with the previous cutscene (when the resistance guys arrive viktors house). 1 Share this post Link to post Share on other sites
xbladecz 48 Posted January 9, 2023 Hi, code review of cutscene and mission 2 "Crossroads", missions 3b "No turning back", 4 "Ammo Low" and 5 "Scrap" is in progress. I am also adding an easy mode which will lower skill of enemy AI to 15% and add some backpacks to the weapon pool before mission 4. There will also be a box with some backpacks available near player in every applicable mission for this mode. I will release new version once I am sure there are no bugs. It can take some time. Share this post Link to post Share on other sites
xbladecz 48 Posted January 16, 2023 Hi, I have some news. I am preparing next version with some fixes and improvements. If everything goes well, I will release new version this weekend. I have discovered weapon pool bug/feature. 1. To clear weapon pool, its content must be put somewhere first. 2. When weapon pool is transfered to some crate/vehicle and cleared, its content is restored if you exit mission and load a savegame. If you finish mission without exiting, all works fine. This behaviour leads to double items in pool on mission end bug. The fix is ready and will be provided in next version. (every mission has stash trash container for dumping its content before storing anything from regular wp container) The global force regroup action will be removed. The easy mode seems to be ready aswell. Storing backpacks, vests and uniforms to the pool seems to be working properly. There is one bug remaining. Preserving items in vehicles between missions 2 and 3b does not work correctly. If you empty backpack with predefined items, store it in vehicle, it will be full in next mission again. This is not fixed and will be probably not addressed in next version. Share this post Link to post Share on other sites
xbladecz 48 Posted January 18, 2023 I have found another bug. The taskmaster does not work correctly after exit and load. I will have to provide own solution using BIS functions for tasks. I have to postpone the update for a week. Share this post Link to post Share on other sites
xbladecz 48 Posted January 20, 2023 Hi, everything goes well, new tasks framework is implemented and pretty stable. I have almost half of the missions updated. As a bonus subtasks are now available. There will also be a new options for the easy mode available. 1. Automatic bullet time for sights and hold breath. 2. Disable fatigue. Share this post Link to post Share on other sites
xbladecz 48 Posted January 29, 2023 Hi, new version has been published Fixed: bad waypoint position in m03b Fixed: m05 crew animation when base in alert Fixed: some translation issues Fixed: loadout after mission retry Fixed: endings in campaign description.ext for m09 information Added: campaign has own settings entry, more categories and presets (classic, enhanced, easy mode), click ok to apply Added: easy mode: allows to use hold breath bullet time, disable fatigue, special gear crates in most maps, instant promotions and use engineer trait Added: arma 3 style tasks, can be enabled in addon settings Added: all original sfx triggers with env sounds (birds, crickets, dogs, wolfs, ...) to all maps as script Added: LAWs to m12 contraband Changed: soviets using RPG18 instead of RPG75 Changed: m05 repair system, now with subtasks Changed: paratroopers can be killed Changed: unit statistics is optionable Changed: weapon pool management, vest and backpacks are safe to store in weapon pool Changed: weapon balance in some missions Changed: many more tweaks in campaign I have forget about 🙂 Removed: SHK Taskmaster, added own solution instead, the old one does not work on mission load from main menu (lost task references) Note: easy mode bullet time is also available in all single player missions and campaigns, it has own addon setting section 1 1 Share this post Link to post Share on other sites