troop 0 Posted September 6, 2007 i get the helicopter to bring me back to base after mission completion, then i end the mission, then i get a new mission, then go to the medic, he tells me to get a new mission first, then i goto the pilot guy who tells me to get a new mission first i go back to the mission guy..... no luck Krasny, there is your problem. You need to 'End Mission' to 'deactivate' running things. - Do not get an new mission immediately;..just do everything else *first* (Medic, [manual]Rearm) @MrN; put this in the readme? Or slight player hint ingame after 'End Mission'? Thanks. Share this post Link to post Share on other sites
Krasny 0 Posted September 6, 2007 i did end the mission and then got a new one i solved it by getting killed and loading the auto Share this post Link to post Share on other sites
manzilla 1 Posted September 7, 2007 Has anyone had any CTD while loading problems with the new version? Preferrably I'd like to hear from people that use addons and play this mission, regardless if they CTD or not. And if they haven't had the CTD while loading, what addons are you using. I've been really busing with work since the new version so I've haven't been able to try it out. Hopefully I can get a few different people to fill me in. It seems like MrN is doing all he can to get the variables lowered and enhance this already excellent mission. I'm upset I haven't had enough time to test out the new version. I applaud and thank you bud for your continued work on this mission. It's much appreciated Share this post Link to post Share on other sites
troop 0 Posted September 7, 2007 Manzilla; I'm using these Mods.. -mod=@FDF_Sounds;@MAPFACT;@TrueMods[only TrueView] ..and all manual Savegames are CTD. Just completely unreliable. (It may be in early stages of the mission, that 2-5 manual saves *do* work;..just after some more, the manual savegames fall apart..reason unknown) Autosaves after End Mission work ok, though. If I 'End Mission', an Autosave takes place. [autosave.ArmASave] If I immediately after this take an manual save [save.ArmASave] then this file does CTD every time. I have to delete it to be able to continue with the autosave file. Odd? You bet. The content just cannot be the same, no? Shouldn't they? - Edit: ahja;..began playing from version 0.91e and since then, MrN has changed a lot already. However, right now with 0.92b, the CTDs are still happening. Share this post Link to post Share on other sites
manzilla 1 Posted September 7, 2007 From what I've been told it has to do with the variables that are added by AddOns. Something about ArmA has a limited amount of variables that it can handle. Get to many and CTD. I have no clue what any of that means but I know that for previous versions and EvoSP and a few other missions, when I play without any AddOns I don't get CTD anymore. It's good to know that the autosave can handle loads now. That's fine with me. God he's been workingon this mission for a while. It's nice to hear I can at least load autosaves. Again MrN, thanks a bunch for all the time you've put into this mission. Share this post Link to post Share on other sites
stegman 3 Posted September 7, 2007 I had a CTD once, but it was my fault, kinda. I was runing XAM (the mission works fine with XAM, by the way). Next time I restarted, i used vanila ArmA. Resumed the game fine, but when tried to load it crashed out. Not really an issue, but remember to use the same mod you started with. Share this post Link to post Share on other sites
xxbbcc 6 Posted September 8, 2007 MrN, I tried it again, "Ambush" most definitely seems to be broken. I got Ambush as the 5th job in this mission and it happened exactly the same way as before (but at a different location.) Finished the mission, got the objective done message, called extraction and the officer doesn't have the End Mission menu item. Others (the medic tent, the ammo tent) do but they say I have to finish the mission first. I uploaded the save game here: http://rapidshare.com/files/54153012/save.rar.html This is already back at the base. If you open the map, you can see that the mission markers are already gone (I marked the mission location and the enemy source position.) I'm playing in easy mode with no effects and no addons. The mission version is 0.92b (file size is 7409921 bytes.) Can you please take a look? Thanks, xxbbcc Share this post Link to post Share on other sites
mrn 0 Posted September 8, 2007 Quote[/b] ]Can you please take a look? Thanks for the upload, I'll try and sort it tomorrow. Anyone else had this? Cheers Share this post Link to post Share on other sites
Krasny 0 Posted September 8, 2007 is there any downside to using support elements, such as airstrike? i ask this because there have been several missions where i can just call in an airstrike and job done also do i have to use the helo to get to a mission? Share this post Link to post Share on other sites
mrn 0 Posted September 8, 2007 Quote[/b] ]is there any downside to using support elements, such as airstrike? Not really, apart from the kills won't get registered to you and your rating won't go up so you won't get new toys to play with. Share this post Link to post Share on other sites
xxbbcc 6 Posted September 8, 2007 Quote[/b] ]Can you please take a look? Thanks for the upload, I'll try and sort it tomorrow. Anyone else had this? Cheers MrN, Thanks a lot. For now, I just reloaded the last autosave and got a different mission. It's somewhat good, too - I made a mess in that ambush. Let me know if you need earlier savegames, too. I have one that's just before the job is done (a few enemies need to be killed.) Thank you very much! I like your mission a lot - nowadays it's the only mission I play. PS: I found the same problem with the Raid mission (kill the officer.) After I shot the officer, I got the "Officer is down" message, but at this point, I was still fairly far away from the red target marker - I used an M107 for the shot. The Raid mission in the notebook had a green checkmark. Since the enemy was still strong I decided to retreat (I didn't go closer to the red mark) and call for extraction. I noticed during the walk that the red marker was gone after a while. When I got back to the base, the officer didn't have the End Mission menu again. Note, that in both ambush missions, I was almost exactly on the mark location. Share this post Link to post Share on other sites
mrn 0 Posted September 8, 2007 @xxbbcc Quote[/b] ]I like your mission a lot - nowadays it's the only mission I play I appreciate that, thanks. However, I've tried to replicate the problem and I can't. I have no doubt you suffer what you describe, I've seen the proof but I cannot get my game to do it. I've tried Vet/Cadet/Cadet no fx and the action appears. Does anyone else have this problem? I imagine I would have heard about it if it was a common problem. I'm confused. @Manzilla Quote[/b] ]Get to many and CTD. I have no clue what any of that means FYI- A variable is a name defined by the editor. A basic example: I put a unit down in the editor and call him Bob, this is a variable. I have to do this because I want a script to run on Bob. The easiest way of doing this is by giving him the name, that means I can run [bob] exec "m16.sqs" at some point. If I want a tank to explode with certain effects I have to call it tank1, this is a variable. . That means at another point in a mission I could call [tank1] exec "mybigassexplosion.sqs". If I want to measure the distance between the player and a certain position (so I can start the Ambush mission for example), I have to put a Logic on the map, call it position1 (this is a variable) and measure the distance between the player and position1. If I want to spawn some badguys I have to give a position where to spawn them, the easiest way of doing this is by moving a Logic and getting the position of the Logic and sending that information to the spawning script. The Logics' name is a variable. You can see, when you have a longer, bigger misson the names can quickly add up. ArmA currently has a limit of around 240 before it starts crashing when loading a savegame. This is why addons that add effects to the game can cause problems when used with some missions. I have no idea how many variables some of these FX packs can add but it's obviously enough to cause issues. I hope that explanation helps. And I hope I don't come across as a patronising drunken twat. Cheers Share this post Link to post Share on other sites
MehMan 0 Posted September 8, 2007 Can I call him John rather than Bob? I only know one Bob and he's an ass. j/k Share this post Link to post Share on other sites
froggyluv 2136 Posted September 8, 2007 This problem is listed as 'Resolved' on the BTS so hopefully we won't have to worry about it after the next patch. Share this post Link to post Share on other sites
MehMan 0 Posted September 8, 2007 Just played this mission again after a while and I've got a few crits: Could you also turn off the whole camera cutscenes when getting a mission and entering a chopper in the No Fx part? I dislike this. Also, I was wondering if you could refine the whole getting on and of the helo part, I don't like the whole warping in and out. If you look around on OFPEC you should find Snypirs helo landing script, it works with a bit of modification in ArmA and the helos land realisticly. And please for the love of god remove the AGS UAZs from the patrol missions! Four AGSs are just too much. You get pinned down and slaugtered before you can say shit. Other than that, good work. Just my 0,02€. Share this post Link to post Share on other sites
xxbbcc 6 Posted September 8, 2007 I got 7 or 8 UAZs on one of the patrol missions. And the base ambush had 4 BMPs and at least 6 UAZs. My entire team got wiped out. But it was still a fun job. One suggestion: can you please add a "Force End Job" menu/radio item? I know it could be used to cheat in the mission, but even if someone does that, it's still a single player mission, so no one is hurt. It'd also help me with the jobs not finishing problem. I'm beginning to think that it's not a problem with the individual jobs, but an overall mission bug somewhere, that is, once the mission gets into a certain invalid state, no matter what mission I select, it won't finish correctly. It might even be related to save games - in the last run, I saved/loaded the game back a lot less than before andt he mission went on without errors longer. This might also be fixed when finally the 1.09 patch comes out, but having a way of terminating the job would make it easier to play the mission. Edit: MrN, here is the autosave file, just before selecting a new mission. It seems that no matter what job I get at this point, that job will not finish. Hopefully, this autosave will help you track down the problem. (This is after 4 or 5 missions - this is the first job, where there is no cutscene when the job is assigned or when boarding the chopper.) http://rapidshare.com/files/54323849/autosave.rar.html Also, some tweaking of the helo landing script would be nice - the helicopter killed several of my men on multiple occasions when it drops just after taking off. (This happens only when getting out of the chopper.) Share this post Link to post Share on other sites
stegman 3 Posted September 10, 2007 And please for the love of god remove the AGS UAZs from the patrol missions! Four AGSs are just too much. You get pinned down and slaugtered before you can say shit. I say leave them in. You might face a force like this in reality. Just becose it's hard, doesn't mean you should remove it. Thats my .50p Share this post Link to post Share on other sites
Krasny 0 Posted September 10, 2007 are the kills my squad make registed to me or just the kills i make personally? Share this post Link to post Share on other sites
malick 0 Posted September 10, 2007 About the UAZ with AGS30 : help ! It's really awful to arrive on the patrol area and face 2 squadrons of 6-8 UAZ AGS... The game freezes with the hundreds of explosion (well, with MaddMatt's Effects) when they start pounding my squad... A bit more randomness in their spwning script wouldn't hurt (number, type, probability) Malick Share this post Link to post Share on other sites
MehMan 0 Posted September 11, 2007 And please for the love of god remove the AGS UAZs from the patrol missions! Four AGSs are just too much. You get pinned down and slaugtered before you can say shit. I say leave them in. You might face a force like this in reality. Just becose it's hard, doesn't mean you should remove it. Thats my .50p Yeah, but it's not fun when you have 12 incompetent AI soldiers(god oh why don't they fire at the damn gunners FIRST! and the arty is just too slow. Plus the AI is sometimes far too accurate in firing and you can't even pullback fast enough. And then you add some 30 infantry...you get the idea. Don't remove all the UAZs, but at least bumping them down to 2 is more reasonable, perhaps instead of a UAZ with an AGS one with an MG. I'm not sure, but I think the horrible path finding around corazol prevents the AI tanks from coming to the northern part and I was wondering if you could set up a Satelitte base in North Sahrani? Just something to help you out. And I was hoping if you could add some more messages when ordering arty and airstrike, as in, a recieved message and on the way message and so on. And I was also wondering if we could choose the direction from which air support flies in. I don't think it'd be hard to implement, but I leave the decision to you. Hope I don't seem too demanding, great work otherwise! Share this post Link to post Share on other sites
stegman 3 Posted September 12, 2007 Yeah, but it's not fun when you have 12 incompetent AI soldiers(god oh why don't they fire at the damn gunners FIRST! I agree with that! Bloody AI. If only there was a way of the AI recognising if there was a gunner or not. (Prehaps you could run a script where by if there is a gunner in a car, then the target the AI shoots at is moved higher, then back to the low position to kill the car itself...) I'm not sure, but I think the horrible path finding around corazol prevents the AI tanks from coming to the northern part Yes it seems to. They can't cope with the bridge. Maybe by teleporting the units from one end of the town to the other would resolve this...? And I was hoping if you could add some more messages when ordering arty and airstrike, as in, a received message and on the way This would be good to see. If only to reassure the player that the script has executed. Share this post Link to post Share on other sites
mrn 0 Posted September 12, 2007 Thanks for the feedback people. I am reading it all, just don't really have the time to give a proper response but rest assured your points have been taken on board. @Krasny Quote[/b] ]are the kills my squad make registed to me or just the kills i make personally? Sorry for the late reply, yes they count but not for much. Cheers Share this post Link to post Share on other sites
manzilla 1 Posted September 14, 2007 MrN, I may be getting a head of myself but for the first time ever I've been able to load a mid mission save with no CTD. I've only played 3 full missions and half of the fourth but it's working up to this point. And I'm not playing just plain ArmA.(without AddOns/Mods activated) I'm doing this with XAM v1.3, TrueMods, NewView, RHS V1.0 w/william1 replacement files, and a few other addons which I can't remember at the moment. I still can't believe the improvement you've made with the version over the others. From the UAZ spawning to the ability to, so far, load with out CTD, you've truly produced one of the best missions I've played. I look forward to the next version. A million thanks is due. Share this post Link to post Share on other sites
xxbbcc 6 Posted September 14, 2007 Yes, I agree - many thanks for your work. Share this post Link to post Share on other sites
victor66 0 Posted September 15, 2007 Still loving this mission! I have searched everywhere but I cannot find how to use other addons with this -- or any other -- user mission. I just want to be able to use other units etc. I am sure it is not difficult, but for the life of me I cannot figure it out! Just point me in the right direction if this has been covered elsewhere. Thanks UPDATE and Ignore: wow -- mod folfers -- now I am getting my butt handed to me by Vilas' Guerillas! Share this post Link to post Share on other sites