brat 0 Posted April 7, 2005 I cant find the rebels i flyed over all island no one a live i played 1.1version Share this post Link to post Share on other sites
honchoblack 2 Posted April 7, 2005 brat - go to the CO, check the map for the location, let yourself assign a mission, the CO is the guy in the pictures above but you should really go for version 1.2b, the readme is included, available in the first post Share this post Link to post Share on other sites
ag_smith 0 Posted April 7, 2005 Could you give me a headsup and maybe arrange to send the island to me ahead of time so i can update Convoy Security? Yes, of course. I think the pre-release version will be ready in 2-3 days. Share this post Link to post Share on other sites
Nemesis6 0 Posted April 8, 2005 This is what I have noticed in 1.2b - "_x doMove [_x,_y] (error message" "KA-50 down!" 75 % of the time I asked for Close Air Support. I think the Hokum's speed isn't very fit for the Afghan terrain. Share this post Link to post Share on other sites
honchoblack 2 Posted April 8, 2005 Nemesis6 - thank you for reporting, it has been my problemchild, but i got it well overhauled, expect more effective CAS support for the next update Share this post Link to post Share on other sites
chaztheducky 0 Posted April 11, 2005 thank you! ive called for cas before and the chopper just went on top of the bad guys and sat there for 5 mins then left! it didnt even fire a shot! Share this post Link to post Share on other sites
honchoblack 2 Posted April 12, 2005 chaztheducky - you are welcome, been bugging me also some impressions from the coming update, using updated prereleased GMER 1.2 from jjr-whereismyrabbit?-munk and just released CAT's Afghanistan Revisited 1.2 Share this post Link to post Share on other sites
GAZ NZ 0 Posted April 12, 2005 This is a great mission however the air support is lacking need the SU's to do bombing runs etc need a good aircraft bombing support option also hinds should have a simlar setup to blast at areas weapon selection at the start should be easier - all items in the crates should be chooseable at the start lack of pistol ammo is annoying lol hey thats russo logistics for ya Share this post Link to post Share on other sites
chaztheducky 0 Posted April 12, 2005 looking good ; but when is the template going to be ready? Share this post Link to post Share on other sites
honchoblack 2 Posted April 13, 2005 GAZ NZ - the air support in the uptodate version does indeed lack any power, i got the problem fixed, but thinking of replacing the KA-50 with the Hind again, it seems to get along better with the high mountain ranges, than the Hokum you are the first to report lacking pistol ammo, i never realized, since i never used them, the ammo crates are reworked for the next update, taking care of the annoying ammocrate bug also, as for logical divided ammocrates also the vdv will be equiped with a pistol in their default loadout, and they will keep their weapon once assigned, as long as you keep them alive (the main weapon that is, with the default loadout for the weapon) i assigned different loadouts to different main weapons, the loudout is linked to the nature of the main weapon, e.g. sniperrifle - sniperrifle, suppressed pistol, nvg, binocular, handgranates making the weapon loadout complete available at start wont be possible, since the loadout gets updated at start, so as described above, the loadout is linked to the nature of the weapon chaztheducky - release is after the release of the updated Generic Middle East Rebels 1.2 Share this post Link to post Share on other sites
ag_smith 0 Posted April 13, 2005 also the vdv will be equiped with a pistol in their default loadout No, please don't do that. Give the pistol only to player, but not to AI. They're too stupid to use them. Very often when they're next to some buildings, they (AI) switch to pistols and then they become slaughtered in CQB by enemy wielding AK47 or other rifles. Share this post Link to post Share on other sites
Drongo69 117 Posted April 13, 2005 I would also suggest that the AI are not given binoculars. In Coin they would often stop to have a look around instead of shooting up the enemy. Share this post Link to post Share on other sites
honchoblack 2 Posted April 13, 2005 ag_smith - i kind of liked the variety, and in close quarter battles i made good experience till now but if you say that they are too stupid to use them in close quarter, i will take a closer look at them again, how they behave in that kind of combat Tacrod - i only wanted to give the sniper a binocular, since he helps spot enemy units, and the team tends to better engage distand targets Share this post Link to post Share on other sites
Acecombat 0 Posted April 13, 2005 Can you plz post a updated version in which we dont get the default weapons over again whenever after coming froma rest? Its pissing me off supremely , i have to go and rearm my squad manually after every damn missions , thats very time and energy sapping . Share this post Link to post Share on other sites
king homer 1 Posted April 13, 2005 Sorry if this has been asked before but I don't wanna read the whole thread. Is there any MP version planned? Share this post Link to post Share on other sites
Drongo69 117 Posted April 13, 2005 @ King Homer: Check this thread for info on a coop version. Scroll down a bit for the current status. It is being developed with SEB Nampack 2, but will be easily ported to any island or addon. Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted April 13, 2005 i'm with them on that one.AI with pistols and binoculars are completely dimm.. enemy with binocular is just as bad as u can shoot them and they think "shit i'm getting shot" then stand there with their binoculars out looking round to see where from. @ homer i believe they are working on a coop templete, which will be great @acecombat whine Share this post Link to post Share on other sites
honchoblack 2 Posted April 13, 2005 Acecombat - i solved the problem with the next update, it will be ready soon, and released after the release of the GMER 1.2, since i implemented them allready its no use to post my work version now, since noone will be able to play it, left alone Munk and Whereismyrabbit? King Homer - Tacrod is working on the Multiplayer Coop version of the System, his version will be the one for multiplayer ports of the system, i took out most of the old multiplayer fragments, some more are tending, the template Sanctuary is working on, (news about it, once available, in the same thread as tacrod posted) will be programmed directly for singleplayer, so no fragments of multiplayer code in that version, will be the most interesting version for single player ports wheres my rabbit ? - so another voice against binoculars and pistols, so i guess i will revert it back, luckily i implemented it for all, so its easy to change back, and only assign it to the CO player Share this post Link to post Share on other sites
cornhelium 0 Posted April 13, 2005 Superb work Honchoblack! Quote[/b] ]thinking of replacing the KA-50 with the Hind again, it seems to get along better with the high mountain ranges, than the Hokum DKM's Havoc is an awesome addon, and could complement the Hind nicely in this mission Cheers, CH Share this post Link to post Share on other sites
honchoblack 2 Posted April 13, 2005 cornhelium - thank you in a personal config mod i use, the KA-50 is replaced by the DKM's Havoc, and it does indeed do a very good job at chasing tanks, and hunting Terrorists but unfurtunatly the DKM`s Havoc does the job as good as killing innocent civilians by friendly fire everybody is free to replace the insertion, para, medevac and CAS helicopter to whatever they wish for, for personal pleasure, but since missions with too many addons unfortunatly dont get played, i guess i am at the limit of the used addons, using more will scare away players that are new to the mission Share this post Link to post Share on other sites
Acecombat 0 Posted April 13, 2005 If people are scared of missions because they might have to d/ld A ADDON , then they dont deserve to play it. Howcome there are bandwith issues when addons are released and people worldwide go crazy over it d/lding until they get every last byte of it , but when it comes to missions everyone becomes a ultra bandwith conservative freak . wheresmyrabbit & munk , you pricks better hurry up with the release or else . Share this post Link to post Share on other sites
honchoblack 2 Posted April 13, 2005 Acecombat - but its sadly the truth, and i must admit, that i think twice, once too many addons are involved in a mission, since its not only the download of the addons, most of the time you need to place them in an seperate addonfolder to play the mission, or to see the intro/outro, so you have to decide to play the mission prior to the start of OFP for that reason the most mission i have in my mission folders are sadly the ones that use no addon at all, playing these with different mods are a different experience, and i dont have to decide what mission to play prior to the start of OFP but i still look for good missions, and if one that i like uses a lot of addons i still play it, and keep it in my mission folder, and make a seperate modfolder for it (or if possible link the needed modfolders in a seperate shortcut) i guess this is the main reason why missions with alot of addons dont get played, sadly but true, for many users there is too much work involved to get them started Share this post Link to post Share on other sites
cornhelium 0 Posted April 13, 2005 Hi Honchoblack, Quote[/b] ]i guess i am at the limit of the used addons Fair comment mate. Also, I guess working with a minimal set off addons has helped you to achieve the great focus on developing the mission itself. Great work, cheers, CH Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted April 13, 2005 i hardly ever download SP missions cos i only play MP most of time and if i got no one to MP with then i'll usually just mess about in mission editor and go back thru the 20 ton of "addons i downloaded and looked at once". munk put me onto this mission and luckily i had all except the pick up truck.the orcs stuff i dl and looked at once so i dl this mission mainly so i could play with them or i might have just put this mission aside to dl the stuff later and forgot about it. good job i didn't cos after 5 mins i was blown away by the scale of this mission and reallly impressed by how much playabliity it had with the random locations Share this post Link to post Share on other sites
GAZ NZ 0 Posted April 13, 2005 I also had that first bug happen to me jake rod I got dropped off, they poped up 10 Metres up in the air and hovered. They stayed there till i extracted and it all fixed itself. too much voka i think. Also a new enhanced Afganastan 1.2 SE has been released with sandstorms etc Are u planning to redo the mission to use these options and new areas etc Honcho? ALso is it possible to add in a setup at the start where u give weapons out like normal setups for games via the gear selection tab as its quicker and then you can do the crate stuff later when required for the odd member? ALso you are missing flare guns, smoke grenades, ground marker grenades etc, snachel charges etc as options for guys to carry. Throw them in if you can. I tried going through and altered the crate config - i gave out mostly modern Aks especially the scoped versions etc and make it a modern specialised and better equiped force. Considering the effort put into this by Moscow as you say in the briefing I thought these troops could be better armed. There was too much old stuff in there. I still limited the amount of pistols to 6 or so but gave alot of ammo for them. I issued 2 camo Sniper rifles to limit sniping - 2 rifles - and 1 suppressed sniper rifle i also limited the suppressed assault rifles to 2 or so each. Share this post Link to post Share on other sites