shark-attack 2 Posted August 8, 2009 hi mate will fix the error message on loading but most of the objectives are id driven ... almost fixed though Share this post Link to post Share on other sites
gnarly_rider 0 Posted August 8, 2009 Cool, good to know! Share this post Link to post Share on other sites
vengeance1 50 Posted August 11, 2009 Hey Shark, can't wait to try your updated mission. Are you waiting for NORRIN next release? Share this post Link to post Share on other sites
shark-attack 2 Posted August 11, 2009 (edited) hi mate im having a problem with mission since patching ... a bad link to static object .. have to save the mission in editor to fix ... have done that and all seemed well with me hosting ... but as soon as i upload to dedicated server the same error is returned ... managed to fix all other issues since 103 but this has me stumped ... gonna crack on and try and get it sorted edit ==== found the swine ! thanks xeno ... i must of read that bloody mission sqm a thousand times ... then i finally spotted this class Waypoints { items=2; class Item0 { position[]={6819.8081,8.9556293,3140.3455}; idStatic=340425; idObject=-1928914487; housePos=1; synchronizations[]={11}; class Effects { }; showWP="NEVER"; }; managed to trace the unit and reposition him ... thanks a million xeno ... however error is still repeating for those who havnt opened and re saved ... think ill rebuild the the mission ... its all gone tits up ! please bare with me guys ... ill get it right eventually ... Edited August 11, 2009 by shark-attack Share this post Link to post Share on other sites
vengeance1 50 Posted August 12, 2009 Shark, NORRIN has 0.02O out with a lot of fixes I saw in your mission, you may want to include it in your next release. Thanks Share this post Link to post Share on other sites
shark-attack 2 Posted August 14, 2009 updated v 4a =========== see top post for download link changelog v4a * Locked insertion aircraft * Halo insertion available for the first 5 mins of mission only allowing jips to select nearest spawn point to current objective .. *added ammo caches to RV points *re worked ai reinforcements *fine tuned enemy ai unit placement *hopefully fixed power cut for jips *added revive v02o *reworked revive options no longer require med packs all units can revive 2 x self heals after that medic/ mash tent required *respawn with kit you died with lots of other little bugs ironed out *fixed bugs introduced by patch 1.03 *tweaked AI patrol routes *tweaked vehicle behaviour with units in cargo many thanks lads for all feedback :) ... nice one Share this post Link to post Share on other sites
tophe 69 Posted August 15, 2009 How does saving work with this mission? Share this post Link to post Share on other sites
shark-attack 2 Posted August 15, 2009 hi tophe to be honest i never tried to reload with the lads in server we have always started again during testing ... any bad expierences with reloads ? something i overlooked :o . Share this post Link to post Share on other sites
Noraf 0 Posted August 15, 2009 hi again sharkattack. I like some of the new things you have done with the mission, but i do thing that you might want to change the contens of the crates you got at the rv points, or remove them alltogheter, aftherall, there are plenty of weaponds you can get elswhere. I think that if you're worried about the team(s) running out of stachels, you could add some to a couple of crates at the roadblock east of the road bridge, or the roadblock @ the road bridge. The camp at the bridge allready got plenty of crates, why not use their charges againt themself? I definently do think the javelins are a bit overkill ;) Other than that, i realy do like this mission, so keep up the good work. ( loved the ones for armed assault too ! ) Share this post Link to post Share on other sites
vengeance1 50 Posted August 17, 2009 Nice job Shark, looking forward to trying it out again! ;) Share this post Link to post Share on other sites
[ch]tbone 10 Posted August 18, 2009 Thank you Shark for this mission, me and Crazy Hussars :292: coop team are big fans of your'e work since ArmA1. Keep up the good work :) Share this post Link to post Share on other sites
cri74 10 Posted August 21, 2009 Hi there Sharkattack We playd this mission friday night (recomended by the NoN guys), everything looks great and we are looking forward to the next version if there is one. One thing though, after taking a number of objectives we got to some boats.. team leader get shot and killed in the water so he washes asore and thats where the mission ends for us even though we did not complete all objectives/tasks. We did complete the "extraction" early it seems so maybe thats why the mission ended. Playd on a designated server. Share this post Link to post Share on other sites
shark-attack 2 Posted August 22, 2009 hi mate ... mission will end if you reach the extraction point regardless of how many objectives are completed ... have a final version of mission with a few tweaks ... ill get it posted ... many thanks mate for feedback ... Share this post Link to post Share on other sites
Noraf 0 Posted August 22, 2009 mission will end if you reach the extraction point regardless of how many objectives are completed ... That is actualy a very nice thing, if you ask me. That way, if you're running low on resources ( ppl or ammo ), you can actualy extract from the area of operations, not neseserily having done all objectives. I like that idea ( though, you might want to get that into the briefing ). Share this post Link to post Share on other sites
Desiderius 0 Posted August 23, 2009 hello shark-attack, today first time we tried your mission and its really great. We like your thing with revive and the RV Points. Thats really stressless for us as non hardcore players. We hope you will give more missions like this to the community. Nice work!!! Greetings Share this post Link to post Share on other sites
gnarly_rider 0 Posted August 23, 2009 mission will end if you reach the extraction point regardless of how many objectives are completed ... . Agreed that this is actually a really good thing: you can play this mission with say just 2 people, and do say the power transformers and the east docks, and extract, and feel great; or do it with 6 people and do the silos/west docks and extract; or 15 people and do the whole lot and extract. It really supports any number of players!!!!!! This is definitely the most popular mission on the ZSU server; its gets played regularly every Friday or Saturday night! Keep it up Shark, and we look forward to your next masterpiece! Share this post Link to post Share on other sites
shark-attack 2 Posted August 24, 2009 (edited) updated to v5 Changes in this version: *updated revive to v_03b *disabled 2 revives for jip setting *added weapon / ammo box to mobile respawn ( thanks Norrin) *tweaked available supplys at RV points .. *several other little fixes download from top post ... hopefully this will be the "final" version although i will continue to update revive script and if any errors occur with future patches ill try my best to fix em .. many thanks to you all for your positive comments and your support ... really appreciate it guys ... nice one lads should have something new ive been working on ready shortly ... edit .. bollocks ... i forgot to add the new credits to mission end ... thanking you all for testing ... ill stick it in with the next revive Edited August 24, 2009 by shark-attack Share this post Link to post Share on other sites
Desiderius 0 Posted August 25, 2009 yeah!! thx shark! One Questions... is it correct that the sani of team 1 only once can place the mobile respawn ? My teammate who was the sani told me that he was not able to place again an the mobile respawn or pick up the old placed mobile respawn. Greetings Desiderius Share this post Link to post Share on other sites
shark-attack 2 Posted August 25, 2009 (edited) hi mate ... only the alpha team medic has the ability to spawn the mash tent ... he should have the option to stow the tent also ... was a little troublesome at times in earlier versions ... should be sound in v5 ... worked ok when testing ... ill check it again ... thanks mate ... edit === hi Des ... i had similar reports from people using the new beta patch updates ... param settings in description.ext causing an issue ... what version of arma2 are you running mate ? best wishes Shark Edited August 26, 2009 by shark-attack Share this post Link to post Share on other sites
Noraf 0 Posted August 27, 2009 Hi (again) Shark ;) We just had a blast at v5 tonight. Tried it in daylight, and it was a blast! Just have to thank you for a very nice mission. Just one thing though, that i noticed : We devided our force in several teams, and had one team drop down close to the anti terrorist hq. While we were attacking the hq, in a nice firefight ( inwolving 2 bluefor soldiers, and a platoon or so of enemies, + 2 bmp3's ), one team of 6 just stood there nicely, not reacting to the bullets flying around them, and a couplke of soldiers were sitting in a lorry, waiting for a bullet in the head ( witch, they ofcourse got! ). I'm not sure, but i think that might have been the anti terror team? Annyway, it might be a good idea to test, and see if that happends elsewere ? or if it's suposed to be that way? As i said, we love this mission, plz keep up the greate work! we're looking forward to your next release Share this post Link to post Share on other sites
Batstat 10 Posted August 27, 2009 (edited) Hi Shark my feedbacks (played tonight with Noraf). 1. Most players did die before landing and after they opened the parachute. All died at the same moment? 2. Our server did crash before we did finish it. Look at the rpt ending: Exception code: C0000005 ACCESS_VIOLATION at 0088501D Version 1.03.58659 Fault address: 0088501D 01:0048401D D:\ArmA2\ArmA2Server.exe file: co20_Eod_revive_v5 (__cur_mp) world: Chernarus Prev. code bytes: 45 CC 8B 75 FC 83 C0 24 8B 00 C1 E6 02 8B 3C 06 Fault code bytes: 8B 07 8B CF FF 50 08 84 C0 0F 84 C2 00 00 00 8B And this from the crash dump file: Dump Summary ------------ Dump File: D:\ArmaDownload\serverRPT\ArmA2Server.mdmp Last Write Time: 27.08.2009 23:41:44 Process Name: D:\ArmA2\ArmA2Server.exe Process Architecture: x86 Exception Code: 0xC0000005 Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access. Heap Information: Not Present This exception is explained on MSDN with: The following tables describes the exception codes that are likely to occur due to common programming errors. Go figure? ---------- Post added at 11:20 PM ---------- Previous post was at 11:11 PM ---------- Forgot to mention, after putting up mobile respawn, we was not able to reviev at least one guy and he did "jip" in after we put up the mobile respawn. Spawned at the mobile respawn. Don't know if this are helping or not. The errors could be engine related also. Edited August 27, 2009 by Batstat Share this post Link to post Share on other sites
br@cob 10 Posted August 27, 2009 Shark,NORRIN has 0.02O out with a lot of fixes I saw in your mission, you may want to include it in your next release. Thanks I love your mission! It's fun blowing stuff up. I'm not sure if my CTDs are the mission or just plain old ArmA 2 bugs, as the "factory" MP missions also CTD a lot. Share this post Link to post Share on other sites
shark-attack 2 Posted August 28, 2009 (edited) hi fellas ... theres a few issues with the mission when running it with the various beta patches ... never been a fan of beta patches ... ill wait until a proper patch is released ... and get it fixed thanks for heads up lads ... @noraf i think that the counter terror teams transport must of been destroyed .. ill add a check and if so have them advance on foot well spotted mate ... thanks Edited August 28, 2009 by shark-attack Share this post Link to post Share on other sites
shark-attack 2 Posted October 14, 2009 updated --------- changlog v6 updated revive reworked UPS removed reinforcments option added a few enemy armoured units tweaked team set up reworked briefing Share this post Link to post Share on other sites
vengeance1 50 Posted October 14, 2009 Nice job Shark, have to integrate this into my modded version. Great Work, Fun Mission! Share this post Link to post Share on other sites