kronzky 5 Posted July 14, 2007 Exact repro.... Start the mission clean. Walk to the motorcycle near the helipad. Get on cycle from left side. Ride the cycle to the 1st runway. turn right on 1st runway. Ride down runway until the end of the hangers on the right. After said hangers, immediately turn the cycle due SE and drive straight SE over the grass, over road, over grass and into trees. Weave around a few trees and objective complete appears. If I knew how to take a screenshot and PM it to you I would've.As far as installed AddOns, you gotta give me a while to come up with that. I have so many that I have absolutely no clue how to begin compiling said list. Since the US version came out I've been adding almost every unit, vehicle, island, mod, weapon, etc. thats on Armaholic.com. If it happens when you just leave the airport and approach the first city (the trigger to spawn the Paraiso units starts near the first side street that runs parallel to the airport runway), then it MUST be an addon issue. Otherwise this would happen to everyone playing this mission. Have you ever tried playing it without any custom addons? In case you lost track, here's a list of the default files. As far as screenshots are concerned, there's a paragraph about how to take one in the article about overview.html. Share this post Link to post Share on other sites
manzilla 1 Posted July 14, 2007 Exact repro.... Start the mission clean. Walk to the motorcycle near the helipad. Get on cycle from left side. Ride the cycle to the 1st runway. turn right on 1st runway. Ride down runway until the end of the hangers on the right. After said hangers, immediately turn the cycle due SE and drive straight SE over the grass, over road, over grass and into trees. Weave around a few trees and objective complete appears. If I knew how to take a screenshot and PM it to you I would've.As far as installed AddOns, you gotta give me a while to come up with that. I have so many that I have absolutely no clue how to begin compiling said list. Since the US version came out I've been adding almost every unit, vehicle, island, mod, weapon, etc. thats on Armaholic.com. If it happens when you just leave the airport and approach the first city (the trigger to spawn the Paraiso units starts near the first side street that runs parallel to the airport runway), then it MUST be an addon issue. Otherwise this would happen to everyone playing this mission. Have you ever tried playing it without any custom addons? In case you lost track, here's a list of the default files. As far as screenshots are concerned, there's a paragraph about how to take one in the article about overview.html. Nope haven't tried it and to be honest not going to anymore. It's a great mission and you've done great work converting it but being antagonized by a moderator due to my lack of knowledge of the terms you used has turned me off to playing. Share this post Link to post Share on other sites
xxbbcc 6 Posted July 14, 2007 I only have the ModWarSound addon installed and I got the error with every mission version so far. I don't know how addons work in ArmA, but I think it's safe to say that this one doesn't save anything in the save game (because I can reload the same save game without the addon), so it's hard to see, how this one would break the mission. I'll give it a try tonight, though and let you know. Share this post Link to post Share on other sites
kronzky 5 Posted July 14, 2007 I only have the ModWarSound addon installed and I got the error with every mission version so far. I don't know how addons work in ArmA, but I think it's safe to say that this one doesn't save anything in the save game (because I can reload the same save game without the addon), so it's hard to see, how this one would break the mission. I'll give it a try tonight, though and let you know. Well... What could happen is are overlapping global variables or that a mod removes some event handlers that are needed by the mission. Unfortunately, I don't actually have ArmA running myself right now, so I can't try it out (I had to install a new main drive, since my old one was dying, and now ArmA won't start because of stupid SecuROM errors...). But once I'm back in business I'll definitely give ModWars a try. Share this post Link to post Share on other sites
CharlieBox 0 Posted July 14, 2007 While playing version 0.14.3, I completed the first 2 cities. Came back to my base to rearm and gather my troops for the next assault and there was an enemy AAA sitting next to all my fuel trucks/Ammo trucks/repair trucks at the main base. I don't understand how that got there. I couldn't kill it without loosing a massive amount of points because it was so close to those vehicles. Everytime i tried destroying it...I would be demoted 2 ranks. This was irritating. Sometimes the prisoners would not move. (Might be Arma code in general). Sometimes my AI would be moving to some orders and just stop and not respond again. (Might be Arma code in general). Vista 32bit Intel Core2 Duo 6400 4gig ram Nvidia 8600GT No other mods Share this post Link to post Share on other sites
xxbbcc 6 Posted July 14, 2007 2007,21:22]Well... What could happen is are overlapping global variables or that a mod removes some event handlers that are needed by the mission. Unfortunately, I don't actually have ArmA running myself right now, so I can't try it out (I had to install a new main drive, since my old one was dying, and now ArmA won't start because of stupid SecuROM errors...). But once I'm back in business I'll definitely give ModWars a try. I'll try it tonight without the addon and see if it's better. The thing is, it almost always worked for clearing two cities in a row. Then I had the problem but I don't have any more details, because when I ht the problem, I always restarted with city codes, so over several releases I was able to clear South Sahrani. But in one run (from starting the mission, entering codes (for all cities I cleared in previous runs) and playing until I got the error) I was never able to clear more than 2 cities. Share this post Link to post Share on other sites
ThudBlunderQ8 0 Posted July 15, 2007 Having a great time with this; cleared the final city and am now ready to start on the side missions (although I wish I'd started with some of the simple ones when I was just a Cpl). CharlieBox, FWIW when I had a similar problem with AI stopping/not moving I found that by changing their awareness state a couple of times it seemed to drop them the hint. I was getting seriously frustrated with M1s in need of repair all over NE Sahrani at the time; fortunately I now have a fleet of servicing-trucks on the move thanks to my re-motivated troops! Manzanilla, stick with it - I'm a computer-numpty but by carefully reading Kronzky's hints that he's posted here (especially the bit about clearing out your addon folder - put the extras into a separate folder while you're playing SP Evolution) you'll be up-and-running like new. It's worth it, honest! I don't think he's giving you a hard time; if he spelled it out in even more basic terms he'd be accused of patronising us Share this post Link to post Share on other sites
SlipperyJim 0 Posted July 15, 2007 I finally tried out the single player version (was waiting for the bugs to be worked out) and I have questions/comments. 1) Would love respawns in addition to save games to make it more like the multiplayer experience. I like the idea of being "punished" for getting yourself killed. Allowing us the ability to choose reload or respawn after dying would suit everyone's play style. 2) The "ReadMe" file states it is version 0.7 but your website says you are up to version 0.14. Did I get right version? 3) The only way that I know of to see my score is bringing up the mini-map. Would love for you to include a method to display the score & rank right directly on the screen instead of having to pop-up the mini-map. For instance would love for it to say "Rank: Private - 1000 points. Promotion in 4000 points". I am curious how many people actually use the mini-map. If you could use the mini-map while driving I would find it useful but since the mini-map freezes everything I always end up using the full map anyways. The only time I personally use the mini-map is to see my score. 4) In Paraiso when I disabled the T72s and BRDMs (ie. tank/wheel damage) the vehicles were out of ammo when I climbed in them (commander's spot had mg ammo but no main gun ammo at all). Is this a scripting issue? Would have been nice to be able to use the enemies guns on them. Thanks so much for all your effort...and of course to Kiljoy too! Share this post Link to post Share on other sites
CharlieBox 0 Posted July 15, 2007 I finally tried out the single player version (was waiting for the bugs to be worked out) and I have questions/comments.1) Would love respawns in addition to save games to make it more like the multiplayer experience. Â I like the idea of being "punished" for getting yourself killed. Â Allowing us the ability to choose reload or respawn after dying would suit everyone's play style. 2) The "ReadMe" file states it is version 0.7 but your website says you are up to version 0.14. Â Did I get right version? 3) The only way that I know of to see my score is bringing up the mini-map. Â Would love for you to include a method to display the score & rank right directly on the screen instead of having to pop-up the mini-map. Â For instance would love for it to say "Rank: Private - 1000 points. Â Promotion in 4000 points". I am curious how many people actually use the mini-map. Â If you could use the mini-map while driving I would find it useful but since the mini-map freezes everything I always end up using the full map anyways. Â The only time I personally use the mini-map is to see my score. 4) In Paraiso when I disabled the T72s and BRDMs (ie. tank/wheel damage) the vehicles were out of ammo when I climbed in them (commander's spot had mg ammo but no main gun ammo at all). Â Is this a scripting issue? Â Would have been nice to be able to use the enemies guns on them. Thanks so much for all your effort...and of course to Kiljoy too! I can confirm the Enemy Armor issue of having now ammo. As for the mini map...isn't there already a GPS functionality? Maybe i am thinking of another game. I thought that if you press shift m or something you get a gps popup. The frozen mini-map is useless unless it can be on the screen with the ability to keep playing and resize it to move it out of the way. The scores/mission results/rank should be a simple text popup on the upper left or right that just shows you if you wish to display it. I hope this helps. Share this post Link to post Share on other sites
Kenbow 0 Posted July 15, 2007 Kronz, In addition to the Helo shuttle (that is an excellent idea on your part, btw) that returns you to base, would it also be possible to have a second helo shuttle that brings you OUT to the battle. Either set the waypoint via map, or enter a map grid for landing, or have preset waypoints near each city and you pick the drop-off point from a list? It this at all possible? Share this post Link to post Share on other sites
kronzky 5 Posted July 15, 2007 In Paraiso when I disabled the T72s and BRDMs (ie. tank/wheel damage) the vehicles were out of ammo when I climbed in them (commander's spot had mg ammo but no main gun ammo at all). Is this a scripting issue? Would have been nice to be able to use the enemies guns on them. This is on purpose. If the gunner of a vehicle decides to leave it, he will destroy any ammunition that is left (so that the enemy cannot take advantage of the weapons). If he is killed though, the weapon and ammunition stay fully functional. Share this post Link to post Share on other sites
Correction 0 Posted July 15, 2007 In Paraiso when I disabled the T72s and BRDMs (ie. tank/wheel damage) the vehicles were out of ammo when I climbed in them (commander's spot had mg ammo but no main gun ammo at all). Is this a scripting issue? Would have been nice to be able to use the enemies guns on them. This is on purpose. If the gunner of a vehicle decides to leave it, he will destroy any ammunition that is left (so that the enemy cannot take advantage of the weapons). If he is killed though, the weapon and ammunition stay fully functional. What, did you somehow decide that life as an individual soldier on an island populated entirely by people trying to kill you wasn't already hard enough? Share this post Link to post Share on other sites
SlipperyJim 0 Posted July 15, 2007 This is on purpose.If the gunner of a vehicle decides to leave it, he will destroy any ammunition that is left (so that the enemy cannot take advantage of the weapons). If he is killed though, the weapon and ammunition stay fully functional. The problem is that the vehicle can never be re-armed even when you take it back to your base. It is always "empty". Yes, I know realism is your goal but what crew that is under fire and ejects from a damaged tank will take the time to destroy the ammo? I killed the crew as soon as they ejected and they certainly didn't have enough time to do anything but bleed I can assure you. The only way to kill the gunner of a tank so you can retain the ammo is to blow up the tank...which is a catch-22 since the tank is useless now anyways. Flawed logic? I don't want to sound critical at all. Your hard work is very appreciated. Would be great if you could figure out a way for the vehicle to empty of ammo but still allow it to be fully re-armed with an ammo truck or by bringing it back to base. Share this post Link to post Share on other sites
kronzky 5 Posted July 16, 2007 The way enemy vehicles are handled right now is a compromise. What you got is the capability to take over fully armed enemy UAZs early on in the game, independent of your rank (even though you are not able to do that in MP). What you lost is the ability to reuse armed vehicles later in the game (even though you might be qualified by that time). I'm considering though, to add an Eastern ammo truck to the harbor area at Corazol. That way you can use abandoned enemy armor later on in the mission by rearming them this way. Share this post Link to post Share on other sites
xxbbcc 6 Posted July 17, 2007 I'd say put in 3 of those eastern supply trucks, so that the player doesn't have to drive through the whole island for ammo. Would the airport base repair eastern vehicles as well? (I haven't tried it yet.) Share this post Link to post Share on other sites
WhoCares 0 Posted July 17, 2007 Could it be that the Ammo trucks have only a limited capacity to reload vehicles? And that they do not refill, even if I return it to the airport? I lately had an instance where I took an AI medic+Ammo truck along to clear Somato and Cayo, me myself and I driving a Hummer+TOW. After wasting a lot of ammo and regularly reloading at the truck I reached a point where my Hummer did not reload any TOWs anymore from that truck. Even after returning to the airport and even with a different vehicle (Bradley+TOW) that particular truck did not reload any more TOWs. Share this post Link to post Share on other sites
SlipperyJim 0 Posted July 18, 2007 Would the airport base repair eastern vehicles as well? (I haven't tried it yet.) Yes, the base repaired and refueled enemy vehicles fine. It just won't reload their ammo. What you got is the capability to take over fully armed enemy UAZs early on in the game, independent of your rank (even though you are not able to do that in MP). What you lost is the ability to reuse armed vehicles later in the game (even though you might be qualified by that time). Interesting feature. The crew destroying the ammo when they eject still seems frustrating to me. I wish instead when the crew ejects that you can't re-arm the vehicle but you could use all the ammo that was left behind when the crew ejected. Share this post Link to post Share on other sites
kanoni 0 Posted July 18, 2007 I do not know, if it is yust my luck, but yesterday my savegame went AWOL. When i was yust 5000 oints away from colonel. Thank god for codes! I also have one proposal for the next version. I like pick up chopper very much. But would be possible to have a dilivery chopper? Once i was in an evolution multiplayer game, and a host had a chooper in the middle of the airstrip, you went close to it picked a spot in the map and then it parachutet you there. I wuold come very handy, expecialy if you, like me like hit and run tactics. If it is possible, thank you in advance. Share this post Link to post Share on other sites
Kamikaze666 0 Posted July 20, 2007 can some one send me a code for lieutenant? my savegame got corrupt thanks! Share this post Link to post Share on other sites
Mr_Tea 0 Posted July 20, 2007 can some one send me a code for lieutenant? my savegame got corrupt thanks! Send an pm to Kronzky, the codes are generated in relation to the playername. In the future you should backup the savegame, to avoid that problem. Use Alt+Tab to switch out of ArmA, than open the dir where the saves are stored, and rename the save. Now you can save again, and have the other save as an backup. Share this post Link to post Share on other sites
Kamikaze666 0 Posted July 20, 2007 can some one send me a code for lieutenant? my savegame got corrupt thanks! Send an pm to Kronzky, the codes are generated in relation to the playername. In the future you should backup the savegame, to avoid that problem. Use Alt+Tab to switch out of ArmA, than open the dir where the saves are stored, and rename the save. Now you can save again, and have the other save as an backup. I did sent an pm to kronzsky but he said he lost the codes... so... any one? Share this post Link to post Share on other sites
Correction 0 Posted July 20, 2007 can some one send me a code for lieutenant? my savegame got corrupt thanks! Send an pm to Kronzky, the codes are generated in relation to the playername. In the future you should backup the savegame, to avoid that problem. Use Alt+Tab to switch out of ArmA, than open the dir where the saves are stored, and rename the save. Now you can save again, and have the other save as an backup. I did sent an pm to kronzsky but he said he lost the codes... so... any one? suuuuuure he did Share this post Link to post Share on other sites
Mr_Tea 0 Posted July 20, 2007 can some one send me a code for lieutenant? my savegame got corrupt thanks! Send an pm to Kronzky, the codes are generated in relation to the playername. In the future you should backup the savegame, to avoid that problem. Use Alt+Tab to switch out of ArmA, than open the dir where the saves are stored, and rename the save. Now you can save again, and have the other save as an backup. I did sent an pm to kronzsky but he said he lost the codes... so... any one? No code from another player will work for you, write down the codes when you get promoted, or when you have freed an town, to a piece of paper. Don`t loose that piece of paper. Share this post Link to post Share on other sites
kronzky 5 Posted July 20, 2007 I didn't say I lost the codes, I said I lost my harddrive, and had to re-install everything. That's why, at some point, I didn't have the capability to generate any codes. But independently of that, I only offered to generate the codes for some of the early beta testers who went through a lot of repetitive cycles, and who didn't have the code feature at that point. Once I implemented the codes I gave them the ones for the cities they had already completed a bunch of times. But now, where anybody should have their own codes if they completed either a rank or a city, it is your responsibility to save those codes. Don't PM me if you have forgotten, or lost, or never achieved them in the first place. That is just way too time-consuming for me, and if I did that I would never get anything else done. On another subject - since I haven't gotten any reproduction steps for the empty cities, and since I, despite trying everything I could to reproduce it, wasn't able to provoke it, I assume that that issue is finally solved. I have also made any global variables unique (via a EVO_ prefix), so that there won't be any potential conflicts with addons. In view of that I will release V1.0 this weekend (which will have the prefixed variables, and the capability to re-arm enemy vehicles). Don't know if anybody who might have been interested in this mission would actually wait until the official release, and not just jump on the Beta version. But nevertheless, I will finally put out the official release within the next few days, and it will also include a manual. Share this post Link to post Share on other sites
kronzky 5 Posted July 21, 2007 Quick Update: Version 1.0 is finally out!!! The last changes regarding global variables didn't seem to have introduced any new bugs, so it's time for it to now finally go out of Beta. I have included a detailed manual, so that even people who aren't familiar with the MP version will be able to figure out what it's all about. Details either on the updated first page of this thread, or at my site. Share this post Link to post Share on other sites