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shark-attack

co20 =RTY= Eve of destruction

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hi mate

will fix the error message on loading

but most of the objectives are id driven ... almost fixed though

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Hey Shark, can't wait to try your updated mission. Are you waiting for NORRIN next release?

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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 by shark-attack

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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

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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

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How does saving work with this mission?

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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 .

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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 ! )

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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 :)

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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.

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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 ...

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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 ).

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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

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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!

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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 by shark-attack

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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

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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 by shark-attack

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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

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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 by Batstat

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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.

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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 by shark-attack

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updated

---------

changlog v6

updated revive

reworked UPS

removed reinforcments option

added a few enemy armoured units

tweaked team set up

reworked briefing

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Nice job Shark, have to integrate this into my modded version. Great Work, Fun Mission!

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