cifordayzserver 119 Posted March 7, 2013 No time to read in full now, Will try to have the smarter guys on our team look and reply as well... I'm really just a coordinator... However in regards to 3... it basically just "works" as is... but will need HEAVY tweaking in the background to really bring it up to standard... If BI gives the go ahead I would be willing to help coordinate the efforts of members here... however obviously I am new to the community so I might not be the best one for it. Here is a youtube link to someone already playing around in Caa1 in Arma3 In regards to the missions, you have read the front page with the link to missions that have been completed right? https://dev-heaven.net/boards/26/topics/show/1836 Share this post Link to post Share on other sites
Qarmatia 1 Posted March 7, 2013 Greetings, I'm really terrible with mods and I've been trying to get CAA1 running smoothly for a few days but to no avail, so maybe somebody here can spot where I'm going wrong. Basically upon downloading I moved the CAA1 files into my Arma2oa directory like I do with most mods and ran it from there. It worked to a point but it came up with a few errors, I could load the maps but most of the buildings were missing. I searched the problem on google and I found the CAA1 FAQ which listed the exact problem I was having, only I couldn't figure out exactly what it was telling me to do. Again it indicates that you must move the files into your directory and launch the game via -mod=@caa1. Do you need to change the modline if you've already been installing mods before? I tried it but it launched as OA instead of CO and without the mods I'd previously installed. Secondly, I tried installing the launcher tools as indicated on the How to StarCAA1 page but that confused me even more. I couldn't figure out how to select "all the multiple modfolders of CAA1". The Arma II launcher was more clear in that I could easily select and deselect that Mods I wanted but it caused even more errors than just launching without the tool. I couldn't even load the Sahrani maps. Apologies if I'm being really annoying, I wouldn't be asking if I wasn't really stumped. Thanks Share this post Link to post Share on other sites
foffy 58 Posted March 7, 2013 (edited) No time to read in full now, Will try to have the smarter guys on our team look and reply as well... I'm really just a coordinator... However in regards to 3... it basically just "works" as is... but will need HEAVY tweaking in the background to really bring it up to standard... If BI gives the go ahead I would be willing to help coordinate the efforts of members here... however obviously I am new to the community so I might not be the best one for it.Here is a youtube link to someone already playing around in Caa1 in Arma3 In regards to the missions, you have read the front page with the link to missions that have been completed right? https://dev-heaven.net/boards/26/topics/show/1836 That I have. In regards to the official campaigns by BIS, I've only found a few tweaked missions, and none of those in particular address the missions with more notable problems. I have seen nothing for Rahmadi Conflict and Queen's Gambit, and I haven't found a download to fix the first real mission from Armed Assault. From what I've understood regarding conversions for ArmA III, model and animation sets from ArmA II (and probably ArmA I) cause the game to either experience black screens or crashes. Only the maps have come into play, and there are still issues with those. That's why I wondered if even porting all of the content would even be feasible. You'd basically have to remake/redo all of this all over again, and in the case of ArmA I, it seems a lot of people didn't really find interest in bringing that content over... Like I said originally when I felt like tackling some of this, I'd at least like to have it in a state where everything boots and is roughly playable. From what I can grasp, one mission and two cutscenes simply fail to boot, while four missions and about two or three cutscenes have major issues. To test things out of the gate, I don't think that's too bad of a list of issues, though I'm sure some missions probably have issues a ways in. Edited March 7, 2013 by Foffy Share this post Link to post Share on other sites
Gunter Severloh 4056 Posted March 8, 2013 I have a rough idea, and while I will personally tinker with it, would it be much to get an example of an actual briefing from the game? That way I can actually get a clearer, more coherent sense of what to do. This is from the first Rahmadi Conflict mission, so maybe you can help string to me the clutter; I assume ArmA II changed this so some of the variables in briefing probably don't mean much anymore.Code: THE SABOTAGE According to plan, we have to silently get on the island and put some satchels under their armor on the main beach (with focus on Shilkas). Flashteam, the another team special forces team, will do the same with the small beach on the East. We have to kind of synchronize, because the ship attack on the Island can start only when both teams are ready. Once the attack is commenced, we press the button and take those armor to hell. THE ATTACK SUPPORT When you see the boats you can use your weapons to support the attack. SLAgs won't know where to aim first. Capturing and securing the coast is the main objective. Leon Ortega must survive. Prepare the sabotage and call the attack. Wait for Flashteam to be ready. Support the attack and seize the coast. Mission accomplished The coast is ours, gentlemen. Mission failed You've failed the mission. Mission failed Desertion is not tolerated, soldier!!! Mission failed Leon has been killed. The bold I believe are supposed to be clickable triggers in the briefing to home into where the next phase is, and I'd like to keep those in tact too. I'm not sure if ArmA automates these things for the player or not, so assume each 'pointer' goes to a particular waypoint via objectives. That's particularly what I'm confused about most regarding trying to get these up and running. Foffy, i will get back to you on this, but just a short note the triggers you refer to where in the briefing you zoom to where the objective is, can be added to the briefing by a small code, i forget atm how its setup, i did it before but i will post again as I have to look it up where I did it. Also that in the code you posted thats from a briefing.html from what i can tell, so their may be away around that instead of using that use a briefing script instead, again i will get back to you on this with an example, and you can try it out and see how it works. I searched the problem on google and I found the CAA1 FAQ which listed the exact problem I was having, only I couldn't figure out exactly what it was telling me to do. Again it indicates that you must move the files into your directory and launch the game via -mod=@caa1. Do you need to change the modline if you've already been installing mods before? Hi Qarmatia, Welcome to BIS Forums! You should create a folder name it @Caa1, and inside that folder create a folder name it addons (dont misspell it) again addons then move all files for caa1 into that addons folder, make sure it sin the target line of your shortcut and start the game. Keep in mind that all mods should have a mod folder already, but if not which i doubt then you can easily create a mod by how i described (create a folder with @title, and inside a folder with a folder titled addons) For the shortcut it should look like this after the arm2oa.exe arma2oa.exe -nosplash -mod=@Caa1 keep in mind that the name of your mod folder must be the same as in the shortcut. Qarmatia if your still having trouble then what i cna do is link you to a download of the mod that I put together with all the required files, but let us know if you got the mod going first or what your situation is. Share this post Link to post Share on other sites
foffy 58 Posted March 8, 2013 (edited) Foffy, i will get back to you on this, but just a short note the triggers you refer to where in the briefing you zoom to where the objective is, can be added to the briefing by a small code, i forget atm how its setup, i did it before but i will post again as I have to look it up where I did it.Also that in the code you posted thats from a briefing.html from what i can tell, so their may be away around that instead of using that use a briefing script instead, again i will get back to you on this with an example, and you can try it out and see how it works. Heh, the briefing is from a HMTL file! I have no idea how to transfer the information, but I'm sure if there's an easy way to port it over to ArmA II, that would save a lot of work. The text and other information is already in tact, and it only seems like it's done in a way that ArmA II doesn't really look for it, so why should it have to be redone? It seems like at best it can just easily be retrofitted to how ArmA II looks and compiles the briefings. I guess it immediately has to do with the fact that none of the ArmA I missions have a briefing.sqf file, which as you implied is something ArmA II uses for the briefings. EDIT: Finally got around to getting audio in all of the cutscenes in ArmA I, but this has led to a strange occurance. For starters, the female reporter model is now replaced with a male one, which is good...except now there is no building for the reporter, and he's out on an airfield. Second, there is a second male reporter for the game that appears in later scenes, and these scenes are very strange in that they're SUPER LOUD in terms of audio, just like with all of Queen's Gambit. If I may, I'm going to post the audio code and perhaps someone can help me deduce the issue here. class CfgSounds { sounds[] = {}; class 09v50 { name = ""; sound[] = {"\sound\09v50.ogg", db+20, 1.0}; titles[] = { 0, $STRC_09v50 }; }; class 09v51 { name = ""; sound[] = {"\sound\09v51.ogg", db+20, 1.0}; titles[] = { 0, $STRC_09v51 }; }; class 09v52 { name = ""; sound[] = {"\sound\09v52.ogg", db+20, 1.0}; titles[] = { 0, $STRC_09v52 }; }; class 09v53 { name = ""; sound[] = {"\sound\09v53.ogg", db+20, 1.0}; titles[] = { 0, $STRC_09v53 }; }; class 09v53a { name = ""; sound[] = {"\sound\09v53a.ogg", db+20, 1.0}; titles[] = {}; }; class 09v53b { name = ""; sound[] = {"\sound\09v53b.ogg", db+20, 1.0}; titles[] = {}; }; class 09v53c { name = ""; sound[] = {"\sound\09v53c.ogg", db+20, 1.0}; titles[] = {}; }; }; }; What exactly is db+20? Is this something that spikes up the volume? Because it seems on certain scenes it's just fine but on others it is near deafening. I use a Logitech G35 and it really fucking hurts my ears when the audio plays and it's spiked up like this. It looks the exact same in regards to scenes that have normal audio, and I have no idea what exactly is triggering this.. EDIT 2: So I was right! I'm learning. I'd like to start tackling the parts of the campaigns that aren't booting, so the first thing I'd like to ask was does anyone know of the tools used to convert ArmA I stuff to ArmA II? I believe only the island from Queen's Gambit was converted over, so if I can get the tool (and maybe a base set of instructions) on how to port stuff, I'll start porting over the character models. This seems like it may have to be done, as it's looking for a Prisoner model, which I know exists in the Queen's Gambit set. I don't see any file complimenting that for CAA1. Here's a link to the first mission in Armed Assault that fails to boot. Maybe someone here can decode the issue. The error message is 'Config: some input after EndOfFile', and the mission fails to start at all. It doesn't even load. Multiupload failed me, so I used Mega. Hope nobody minds. :P Edited March 8, 2013 by Foffy Share this post Link to post Share on other sites
cifordayzserver 119 Posted March 8, 2013 db are decibels, and +20 of them would totally deafen you lol, not sure why that would be like that. It might be something that got corrupted in porting? but +20db in audio equipment terms essentially means "please blow my speakers" lol... I'm looking at the mission now but I'm VERY newby... I do have a really good brain for logic and border on having synesthesia, so sometimes I literally see an answer I don't understand. *Speaking of which, it would seem to me that the error you are getting (assume this is a SQL error) is in regards to your config file that launches the mission NOT the mission itself... or some logic break between the two if you catch my drift.... (I think it's a logic break, because any input after "endoffile" should be either an external human input or an input recvd from the game engine... but I'm not 100pct sure by ANY means) I will look but I'm sure there are others MUCH better suited to do this... In regards to the project, I still have not received any word from BI regarding the go ahead or not for reopening Caa1 for A2 or for A3 (although for A2 should be 100pct fine, as .kju had auth. from BI and he's told everyone go ahead and do what you want.... only problem MIGHT be re-packaging it or making any changes that require de-compiling the source files we have access to) I'm sure BI staff have MUCH more pressing items on their agenda. so I for one am going to keep trucking forward till I'm told to stop. Share this post Link to post Share on other sites
Qarmatia 1 Posted March 8, 2013 Hi Qarmatia, Welcome to BIS Forums! You should create a folder name it @Caa1, and inside that folder create a folder name it addons (dont misspell it) again addons then move all files for caa1 into that addons folder, make sure it sin the target line of your shortcut and start the game. Keep in mind that all mods should have a mod folder already, but if not which i doubt then you can easily create a mod by how i described (create a folder with @title, and inside a folder with a folder titled addons) For the shortcut it should look like this after the arm2oa.exe arma2oa.exe -nosplash -mod=@Caa1 keep in mind that the name of your mod folder must be the same as in the shortcut. Qarmatia if your still having trouble then what i cna do is link you to a download of the mod that I put together with all the required files, but let us know if you got the mod going first or what your situation is. Thanks for the quick reply and welcoming words. I already organise my mods according to the method you described and followed an identical process in trying to work Caa1. I've read you only need to put (-mod=@title) in the target for the first mod you installed? For example, as my first mod was the Takistan Special brigade, I had (-mod=@TSB) in the target line and I just create folders with addons in the Arma directory for subsequent mods which have mostly worked fine. I tried changing the line to -nosplash -mod =@Caa1 but it created several more errors as well as opening only Operation Arrowhead with Caa1 alone as opposed to Joint operations with all the mods I had in the Arma directory. I can't figure out where I'm going wrong with this. Share this post Link to post Share on other sites
foffy 58 Posted March 8, 2013 (edited) db are decibels, and +20 of them would totally deafen you lol, not sure why that would be like that. It might be something that got corrupted in porting? but +20db in audio equipment terms essentially means "please blow my speakers" lol... I'm looking at the mission now but I'm VERY newby... I do have a really good brain for logic and border on having synesthesia, so sometimes I literally see an answer I don't understand. *Speaking of which, it would seem to me that the error you are getting (assume this is a SQL error) is in regards to your config file that launches the mission NOT the mission itself... or some logic break between the two if you catch my drift.... (I think it's a logic break, because any input after "endoffile" should be either an external human input or an input recvd from the game engine... but I'm not 100pct sure by ANY means) I will look but I'm sure there are others MUCH better suited to do this... In regards to the project, I still have not received any word from BI regarding the go ahead or not for reopening Caa1 for A2 or for A3 (although for A2 should be 100pct fine, as .kju had auth. from BI and he's told everyone go ahead and do what you want.... only problem MIGHT be re-packaging it or making any changes that require de-compiling the source files we have access to) I'm sure BI staff have MUCH more pressing items on their agenda. so I for one am going to keep trucking forward till I'm told to stop. But in that case, I don't understand. It can't be human input on my end, and I do know personally that some of the earlier missions are coded in weird ways. Perhaps the way this first mission is coded that maybe causes some strange issue in ArmA II? Fun fact: one of the missions in the original game actually has a habit that tanks can randomly tip over a hill, effectively breaking the mission. So I know these missions aren't finessed and polished all too much. Regarding .kju, I do believe he dropped the project and didn't want anyone to ask him about it, so unless he's had a change of heart, I don't think he's going to have any say on the matter. I do think BI is probably too busy with A3 to really care about this, and I personally don't see nothing alarming about this project being continued. I mean, people still use it for the islands, and it does support the porting of missions, which was something people did work on, so why not port them so more people can experience the original game? There was a lack of a community to do it which lead to .kju leaving the project, I believe. Maybe this mission will be easier to crack. This mission fails to have the AI dismount from a helicopter. This is an issue that happens in another mission as well, so I'm sure a solution here can work there. I think it's even the same helicopter, so perhaps it's the model not interacting with the game well. Could the AI be forced to dismount? EDIT: Testing some missions, it seems some have no audio, but I am unsure if this was the case in the original game. There is no path for the audio files for a few of these missions, so I believe these are supposed to be text-only missions (these are side missions) or perhaps the audio file for these are strangely not in the campaign. I figure I'd list out what I need to make sure the game is fully bootable and functional. Not ideally smooth, but close enough. - A solution to the EndofFile message for Transport (Armed Assault) - A solution to the AI dismounting from the boat in The Coast (Rahmadi Conflict) - A solution to the AI dismounting from the chopper in Chapter Three: Last Resort (Rahmadi Conflict) and Reality Show (Queen's Gambit) - A solution to the issue of cutscenes not playing normally (as in they transition to scenarios where you're in first person and the view randomly looks about, forcing you to skip them) in Spy (Queen's Gambit), Proclamation (Queen's Gambit), and Day After (Queen's Gambit) - A solution to solve the lack of a cutscene playing in Meeting (Queen's Gambit), which starts the mission and later the mission triggers - A solution to solve 'bin\config.bin/CfgFaces.prisoner' which prevents Bad News (Queen's Gambit) and Old Friend (Queen's Gambit) from playing, as well as potentially breaking mission goals in Camp (Queen's Gambit), and Genocide (Queen's Gambit) - Add briefings to all of the missions I believe if solving all of the above, I think all of the campaigns will be bootable and playable. Maybe not polished and finessed, but you can probably start and finish them despite hiccups. I think the easiest solutions would be to add briefings and the issue with the prisoner face. Maybe I'm assuming a little too much here, but seeing as the game inserts ArmA II units and models when it lacks one for the campaign, could there be a way to edit these missions to where it loads a normal civilian model as the prisoner instead? That way, if the tools to convert Queen's Gambit are gone (the prisoner face was added with Queen's Gambit, and only the game world was converted in CAA1), a workaround is applicable. If anyone here has any idea, please tell me, and if you wish I could send you the missions in question if it's easier for you to look in and solve. I'd really like to see the campaigns in a roughly fully functional state in ArmA II, and I sincerely wish I had the knowhow to do it myself, but I can only hope that someone in the community has such a passion and interest in the ArmA I world BI made like I do. I feel it's vastly underrated. EDIT 2: For the time being, I'll at least play the current setup of missions to state how they work, and if anything could use cleanup. Of course, these are the missions that do boot, so all of the ones I mentioned above will NOT be listed in my testing. I figured I'd keep at looking into this so this way, once all of them can work, there's a to-do list of cleaning things up. My earlier suggestions should be tackled first so there is a working, playable template of the whole thing. No need to fix things when all of the things can't be toyed with, no? ;) [b][u]Armed Assault campaign:[/b][/u] [b]Sniper and Convoy -[/b] Can't go up the ladder to trigger a cutscene, but if you wait long enough the game progresses anyway. Outside of that and no audio, works flawlessly. [b]Direct Hit -[/b] Works flawlessly. [b]Beaten Dog -[/b] Works just like the original, so the AI driving is bad. [b]Unsurrounding -[/b] See above. [b]Construction Convoy -[/b] Due to the pathfinding being weird for this conversion in some ways, the convoy takes FAR longer to get to the destination. As a result, this mission takes five/six times longer to do than the original. [b]Dolores -[/b] Like the original, this mission is very spotty. The first objective is to bomb the bridge when the tanks cross over, and like in ArmA I, sometimes the tanks tip over or fail to even get to the bridge. Also, it seems the bridge for some reason cannot explode, so maybe this can be reprogrammed to plant the satchels and upon detonation go to the next mission trigger, as the next trigger activates when the bridge breaks. [b]Sanitary Operation -[/b] Like the last side mission, audio is strangely absent. Works better than the original thanks to the AI improvements. This mission always had AI issues from friendlies in ArmA I. The audio here is wss, which may be a file type ArmA II doesn't even support. I believe OFP and ArmA I support this. [b]The Hotel -[/b] Works perfect. Reminds me of a Hitman mission. His model is not the same as in the picture, but he DOES look different than the other soldiers. Makes it more intense picking out the true leader. [b]Battle of Somato -[/b] Plays flawlessly. Missing audio for missile drop. [b]Ammunition Dumps -[/b] Unknown if this works right. This mission required you to wait and guard a place for a looong time, and I never finished it in the original. I think it works the same, as I assume the mission triggers are simply the progression of the time and surviving until that causes the mission to end. [b]Awakening -[/b] Same as Sanitary Operation regarding wss audio. I tried changing the file extension in Description, but all I get is the radio static. Crashed when I hit a sign. I'm sure the mission plays fine if it weren't for that. :P [b]Dawn of Hope -[/b] Works fine. [b]Chopper Assault -[/b] Works fine. [b]Convoy Attack -[/b] Works fine, though the ammo counter for the gunner is invisible. [b]Counterattack -[/b] Boots, but the AI and fellow APC units don't move when the mission starts. [b]Chopper Transport -[/b] Seems to work, but I was gunned down right before the last objective. I think it works. [b]BIG BANG -[/b] Mission seems to work strangely. You're supposed to take out a unit before they call reinforcements, but the scripting has it where when you clear out the camp and are to extract, the alarm is raised and you fail the mission. Strange. [b]BIG BANG 2 -[/b] Seems to work just fine. I believe the objective is to get to a point and clear a city. The only issue is the AI driving past a bridge, but you can manually drive them over it. I died, so I can't verify if it's 100% working. [b]Into Enemy Territory -[/b] Works fine for infantry, but the armored tanks and APC who are supposed to defend a point with you don't move. This sort of makes the missions a LOT harder than it should be. [b]Saboteur -[/b] This mission seems to work fine. [b]Armored Fist -[/b] Works just fine. [b]The Camp -[/b] No idea if this one works. This mission had a series of engineers come in to build a base, and you have to defend them. There are no engineers in this conversion. Maybe it can also just be a mission to defend a base until a certain time or until all of the enemies are dead. [b]The Great Battle -[/b] Ammo count like the last chopper mission is invisible. I believe it works just fine, but the helicopter AI has a habit of crashing into you if you're not looking for them. Be careful! [b]Final Countdown -[/b] Seems to work just fine outside of the bridge stuff with the AI at the start. [b]Final Countdown - Tsunami Wave -[/b] Seems this mission works fine. Granted, it's the final mission and there's a lot to it, so I'm sure there might be some AI snaffus, but the core unit works perfectly. As you can see, it seems only one mission killing issue has surfaced through the conversion with any other severe issue being something the original game had or something clunky and roughly tolerable. I assume the issue with Counterattack is when you get into an APC and the next waypoint cursor activates that in ArmA II this requires you to redo the move to point for the AI. I assume this can easily be solved in the mission editor, no? Also, I'd like to ask now that it dawned on me; were any character models from ArmA I remade or ported for ArmA II? Testing these missions made me realize they all use ArmA II character models, which I don't mind, but I was curious. Perhaps a new goal after everything's up and running to retrofit the models to ArmA I models. A lot of the voices in the game return to do ArmA II, so it's almost cute that the current modelset makes it look like it's the same characters playing roles between both games, but I believe this was not the intent. I've never really done editing for mission content, but couldn't it be easy to reconfigure the units in the editor to be of a different model? If someone can give me tips on that, that'd go a long way to perhaps fixing that strangeness. Also, if possible, could anyone recommend good replacement models? Checking ArmAHolic here and I'm a little overwhelmed in terms of packs and how to use them. I'll have to recheck, but I believe ArmA I had an independent army force in the campaign you didn't play as, so I have to figure out what parts of the game feature what. EDIT 3: I'll try using Marseille77's Sahrani units for BLUFOR, OPFOR, Independent, and Civilians. Now, I don't know how easy it is but can you replace a model with ease? I hope I can quite easily swap models between the base ones and the ones from these units. I hope their weapons stay in tact. Now, the mystery of getting the missions to even be noticed in an editor.. EDIT 4: Okay, I figured it out, so I'm going to begin replacing the models for the missions, but I have a question; how do you replace the characters models in a car, tank, or air vehicle? These character models don't overlap with the assets already made for CAA1, so I have to remove the models CAA1 uses in these with these other ones. Edited March 10, 2013 by Foffy Share this post Link to post Share on other sites
rubberkite 19 Posted March 19, 2013 caa1_c_cti_buildings caa1_c_enableClassicalIslandIntros caa1_c_enableSara caa1_c_locationDefinitions caa1_i_worlds caa1_m_IntroAnims caa1_p_buildings caa1_p_cti_buildings caa1_p_data3d caa1_p_misc caa1_p_plantsClassic caa1_p_roads caa1_p_rocks caa1_p_signs caa1_r_a2_clutter caa1_w_desert caa1_w_sara oac_core utg_oac_core CAA1 is not my project, if I did not answer you'd prob never get an answer, CAA1 is just a port from Arma1 obviously, its kju's work, not mine, I would suggest asking a moderator about your idea as all Im doing is helping out with files. Hi mate, I tried your solution is working but the US army unit are not displayed in the editor, and there is an error as soon as u load the scenario with a missing config weapon. I am working on a @caa1 version for my warfare-re, I will upload the result, I would like to know what this file is doing: utg_oac_core Thanks in advance! Share this post Link to post Share on other sites
foffy 58 Posted March 24, 2013 I finally got back around to tinkering with this little 'project of mine', and the first thing on the chopping block was to get Transport working. I've attempted to narrow down the issue, assuming it's something that the missions original programming led to issues in ArmA II, but the strangest thing dawned upon me; deleting the Description file got the mission to boot. The thing is I have no idea what the issue is with the file in question, so I'll post what the rpt file claimed the issue was, then the code itself for the tile, and maybe someone can help me hammer out what exactly is wrong with the Description that makes the mission crash upon loading it. The error message is "File campaigns\ca\missions\01Transport.Sara\description.ext, line 18: '/CfgSounds.sound': Missing ';' prior '}' ErrorMessage: Config : some input after EndOfFile." and now, the code onLoadMission=$STRC_01t02; minScore=1001; avgScore=1600; maxScore=2600; onLoadIntroTime = false; onLoadMissionTime = true; class CfgSounds { sounds[] = { }; class 01v60 { name = "01v60"; sound[] = {"\sound\01v60.ogg", db+0, 1.0}; titles[] = {0,$STRC_01v60}; }; class 01v61 { name = "01v61"; sound[] = {"\sound\01v61.ogg", db+0, 1.0}; titles[] = {0,$STRC_01v61}; }; class 01v62 { name = "01v62"; sound[] = {"\sound\01v62.ogg", db+0, 1.0}; titles[] = {0,$STRC_01v62}; }; class 01v63 { name = "01v63"; sound[] = {"\sound\01v63.ogg", db+0, 1.0}; titles[] = {0,$STRC_01v63}; }; }; class CfgRadio { sounds[] = {}; class 01r01 { name = "01r01"; sound[] = {"\sound\01r01.ogg", db+0, 1.0}; title = $STRC_01r01; }; class 01r02 { name = "01r02"; sound[] = {"\sound\01r02.ogg", db+0, 1.0}; title = $STRC_01r02; }; class 01r03 { name = "01r03"; sound[] = {"\sound\01r03.ogg", db+0, 1.0}; title = $STRC_01r03; }; class 01r04 { name = "01r04"; sound[] = {"\sound\01r04.ogg", db+0, 1.0}; title = $STRC_01r04; }; class 01r05 { name = "01r05"; sound[] = {"\sound\01r05.ogg", db+0, 1.0}; title = $STRC_01r05; }; class 01r06 { name = "01r06"; sound[] = {"\sound\01r06.ogg", db+0, 1.0}; title = $STRC_01r06; }; class 01r07 { name = "01r07"; sound[] = {"\sound\01r07.ogg", db+0, 1.0}; title = $STRC_01r07; }; class 01r08 { name = "01r08"; sound[] = {"\sound\01r08.ogg", db+0, 1.0}; title = $STRC_01r08; }; class 01r09 { name = "01r09"; sound[] = {"\sound\01r09.ogg", db+0, 1.0}; title = $STRC_01r09; }; class 01r10 { name = "01r10"; sound[] = {"\sound\01r10.ogg", db+0, 1.0}; title = $STRC_01r10; }; class 01r11 { name = "01r11"; sound[] = {"\sound\01r11.ogg", db+0, 1.0}; title = $STRC_01r11; }; class 01r12 { name = "01r12"; sound[] = {"\sound\01r12.ogg", db+0, 1.0}; title = $STRC_01r12; }; class 01r13 { name = "01r13"; sound[] = {"\sound\01r13.ogg", db+0, 1.0}; title = $STRC_01r13; }; class 01r14 { name = "01r14"; sound[] = {"\sound\01r14.ogg", db+0, 1.0}; title = $STRC_01r14; }; class 01v21 { name = "01v21"; sound[] = {"\sound\01v21.ogg", db+0, 1.0}; title = $STRC_01v21; }; class 01v22 { name = "01v22"; sound[] = {"\sound\01v22.ogg", db+0, 1.0}; title = $STRC_01v22; }; class 01v23 { name = "01v23"; sound[] = {"\sound\01v23.ogg", db+0, 1.0}; title = $STRC_01v23; }; class 01v24 { name = "01v24"; sound[] = {"\sound\01v24.ogg", db+0, 1.0}; title =$STRC_01v24; }; class 01v25 { name = "01v25"; sound[] = {"\sound\01v25.ogg", db+0, 1.0}; title =$STRC_01v25; }; class 01v26 { name = "01v26"; sound[] = {"\sound\01v26.ogg", db+0, 1.0}; title =$STRC_01v26; }; class 01v27 { name = "01v27"; sound[] = {"\sound\01v27.ogg", db+0, 1.0}; title =$STRC_01v27; }; class 01v28 { name = "01v28"; sound[] = {"\sound\01v28.ogg", db+0, 1.0}; title =$STRC_01v28; }; class 01v29 { name = "01v29"; sound[] = {"\sound\01v29.ogg", db+0, 1.0}; title =$STRC_01v29; }; class 01v30 { name = "01v30"; sound[] = {"\sound\01v30.ogg", db+0, 1.0}; title =$STRC_01v30}; }; class 01v31 { name = "01v31"; sound[] = {"\sound\01v31.ogg", db+0, 1.0}; title =$STRC_01v31; }; class 01v32 { name = "01v32"; sound[] = {"\sound\01v32.ogg", db+0, 1.0}; title =$STRC_01v32; }; class 01v33 { name = "01v33"; sound[] = {"\sound\01v33.ogg", db+0, 1.0}; title =$STRC_01v33; }; class 01v30 { name = "01v30"; sound[] = {"\sound\01v30.ogg", db+0, 1.0}; title = $STRC_01v30; }; class 01r70 { name = "01r70"; sound[] = {"\sound\01r70.ogg", db+0, 1.0}; title = $STRC_01r70; }; class 01r71 { name = "01r71"; sound[] = {"\sound\01r71.ogg", db+0, 1.0}; title = $STRC_01r71; }; class 01r72 { name = "01r72"; sound[] = {"\sound\01r72.ogg", db+0, 1.0}; title = $STRC_01r72; }; class 01r73 { name = "01r73"; sound[] = {"\sound\01r73.ogg", db+0, 1.0}; title = $STRC_01r73; }; class 01r74 { name = "01r74"; sound[] = {"\sound\01r74.ogg", db+0, 1.0}; title = $STRC_01r74; }; class 01r75 { name = "01r75"; sound[] = {"\sound\01r75.ogg", db+0, 1.0}; title = $STRC_01r75; }; class 01r76 { name = "01r76"; sound[] = {"\sound\01r76.ogg", db+0, 1.0}; title = $STRC_01r76; }; }; class CfgSFX { sounds[] = {}; }; class CfgEnvSounds { sounds[] = {}; }; Anyone have ANY idea what the issue is? Maybe my eyes are bad, but I don't think there's anything particularly out of line with that coding. I cleaned it up a little, but to little avail in fixing the issue. It shocked me that deleting the Description file caused the mission to load, but the mystery is what exactly is wrong with the Description file to do this? Maybe another pair of eyes can help me. If so, that means both Armed Assault and Rahmadi Conflict can fully boot, and then I'll be able to tinker and try to fix things. Share this post Link to post Share on other sites
Gunter Severloh 4056 Posted March 24, 2013 I already organise my mods according to the method you described and followed an identical process in trying to work Caa1.I've read you only need to put (-mod=@title) in the target for the first mod you installed? For example, as my first mod was the Takistan Special brigade, I had (-mod=@TSB) in the target line and I just create folders with addons in the Arma directory for subsequent mods which have mostly worked fine. I tried changing the line to -nosplash -mod =@Caa1 but it created several more errors as well as opening only Operation Arrowhead with Caa1 alone as opposed to Joint operations with all the mods I had in the Arma directory. I can't figure out where I'm going wrong with this. Suggest using CBA with CAA1, setup your target line with this: arma2oa.exe -nosplash -mod=@CBA;@CBA_A2;@CBA_OA;@Caa1 I would like to know what this file is doing:utg_oac_core the file OAC is OFP Arma Conversion. What is the OAC core addon? The OAC core is an addon to make OFP and ArmA I missions playable in ArmA II without modifications. It also makes ArmA I community addons as well as CAA1 playable in ArmA II. This is mainly a config class mapping addon. Missions and addons may need additional changes or tweaks to be nicely playable. So if you open utg_oac_core.pbo and look at the config you will see many class listings if weapons and other things, this from what I understand is the file that allows Arma weapons to be used in Arma2, as well as vehicles and other things. More info on OAC: overview oac https://dev-heaven.net/projects/oac http://forums.bistudio.com/showthread.php?68736-OAC-%28OFP-ArmA-Conversion%29 Foffy you should use this tool: Squint: https://sites.google.com/site/macsarmatools/squint put your scripts, or codes, in and it will check it for you, review the presentation there, very informative. I looked at your code and the only thing i can see is name = "01r76"; sound[] = {"\sound\01r76.ogg", db+0, 1.0}; title = $STRC_01r76; }; [color="#FF0000"][b]};[/b]<---needed here[/color] }; class CfgSFX { sounds[] = {}; }; class CfgEnvSounds { sounds[] = {}; }; other then that I cant really tell you. Share this post Link to post Share on other sites
foffy 58 Posted March 27, 2013 (edited) Thanks. I've figured it out, and right now I'm in the process of replacing all of the models with the ones from ArmA I, attempting to make it a 1:1 conversion (this has in fact fixed issues I've mentioned earlier in some missions, so I figure this is something central to maximum playability, but this also means that the labors I share will have extra prerequisites), as well as making each mission playable, and more importantly, something the player can finish. Another minor task I've been doing is using the Briefing Manager to convert the HTML briefing files to a standard ArmA II understands, and this seems to work fine. The issue I am having it seems is that when you complete a task or set one in-game, the game makes no changes. In other words, the Tasks listing only lists the tasks and has zero bearing on if you're doing a particular one, choosing to do a particular one, if you've failed any, or have done any. This makes missions with alternating objectives based on what you do very hard to follow unless you have knowhow of what triggers what. I'll give you an example; in the mission Hotel, you start the mission with a task finished (reaching the place it spawns you in) and the mission does make a tick to imply you accomplished the objective, but the game makes no notice of this. Your objective is to wait and assassinate a target, and getting discovered changes your objective to simply escape. With the way it is now, you either have to blindly follow waypoints or remember from the tasks what is implied of you, assuming you can remember which one you're doing at that moment. Does anyone know of a solution to this? The results screen after a mission lists what you've finished and failed to do in full detail, while the tasks I made being listed in combination as undone. I'm unsure if I need to do something else to trigger the task differences in the mission editor or add something to the Briefing Manager. If it helps at all, all I did was take the file the program made, copied its contents and put that in the init file. I'm not sure if that's an acceptable way to do it or not, but it did show off the tasks and scenario. The issue now is getting the game to respond to those objectives being done. I know it seems like I'm asking for help about the super light things, but thus far for the Armed Assault campaign, the main issues are pathfinding on roads, briefings, and issues with the vehicle models the game loads in as a bare placement that have created all of the current snaffus. Solving these minor things can make the entire campaign playable from start to finish by anyone who can handle some unpolished elements here and there (which the original game had). I assume the model replacement can fix the issues with the other two campaigns as it has for Armed Assault, but CAA1 has no listing of any of the new models Queen's Gambit uses. Is there a way to convert them myself? EDIT: I think it dawned on me that I think the CAA1 conversions have made the files in question for Queen's Gambit hidden, seeing as the CAA1 does have all of the same files as the actual file in ArmA I with the modelset. Does anyone know to access a config file to see what's disabled from public usage? I'm quite sure that the prisoner models for QG are there, as there's also this that enables it, but as it's a cpp file, I've no idea on how to make it work as a pbo. EDIT 2: I also figured something else out. For Armed Assault, there are a ton of missions listed in the pbo that the campaign never uses. I could attempt to convert these too, but I'd like some additional feedback. Would anyone like them to be introduced in the campaign where it seems fit, or would you prefer them to be standalone Scenarios? It may require extra work to do them for the campaign, but dumping them out as Scenarios should be easy; there's nothing linking them to the core of the campaign save for the scenario being the SLA/RACS/USA conflict. So far my efforts for Armed Assault being converted are nearly done, so I'll surely have something for you all to experience later on in the week. Remember; this is my first attempt ever at doing ArmA modding stuff, and like I said, my goal is to make it playable, not fine-tuned and polished. There is only so much I can attempt to address that the game cannot solve all the time (pathfinding between dirt and street roads, ignoring bridges, etc). Right now I can tell you the files you'll all need: - ACEX (The Striker model doesn't seem to normally exist in the game, hence why this is needed. So this does support ACE.) - Marseille77's Sahrani Rearmed models (SLA Units, SLA Vehicles, RACS Units, RACS Vehicles, US Sahrani Troops, and the UI). The thing is the character model sets are all available on sites like ArmAHolic, but the vehicle sets have a bit of a snaffu. The US Sahrani vehicles have not been uploaded to ArmAHolic, or any other site for that matter, and while I have asked Marseille if he has them, I have yet to get a response back. As a result, you'll have to download an older build found here which features the vehicles, but not all of them. Again, that's why ACEX was needed. I believe it was added in one of the recent, standalone builds of the vehicle sets, but as I said, these were NOT uploaded to places like ArmAHolic and Armed Assault Info. The thread on these forums only has dead links to those models. - Marseille77's Sahrani Civilian models. I think if you have all of that, when I upload this, it should work for all of you. Again, this is not something aiming to be perfect, but playable. Every mission has been completed by me, so while you may have issues or feel that the game is all over the place, it can be completed despite hiccups. Of course, if any of you have the missing US Sahrani vehicle set that I was missing, if it's no trouble, I'd like to use that instead of jumbling between finding the US Army and USMC equivalent. Those modelsets with the conversions I'm making mean that ArmA II troops are in some of those vehicles, and I'd like something a little more native, if possible. But it's coming along nicely. After I finish this up, I'll do the Scenarios the game had, then work on Rahmadi Conflict. This has been a painstaking endeavour on my behalf to try and bring ArmA I as close to the original as possible to ArmA II, while trying to tackle the issues that such a conversion tends to arise, and I only do so in hopes players such as myself appreciate the enhancements and better sense of immersion ArmA II offers compared to its predecessor. I don't aim for recognition, fame, or profiteering in my actions here, so I hope everyone here appreciates my intent, even if I'm not an expert. It's been an educational experience with the toolset Bohemia Interactive made, and it only gives me tons of respect to those who aim higher for updating, fine tuning, and polishing like the Cold War Rearmed guys. They're absolutely insane. :P Edited March 28, 2013 by Foffy Share this post Link to post Share on other sites
foffy 58 Posted March 28, 2013 (edited) Ladies and gentlemen, I have finally converted and got the Armed Assault campaign working in ArmA II! Now, as I said before, this was to make the game playable, not polished. Original game audio may be missing in locations, the AAN borders are not cropped properly, map to choose missions is cropped poorly, and I've experienced the game crashing for unknown reasons on the last two missions (save, to be safe!) but you CAN play the campaign from start to finish and do all of the missions. The briefings give you information, but I've been unable to find the means to get it to trigger in a mission properly. I believe if you have all of the addons I've mentioned before, downloading the campaign will work right out of the gate. If not, I can tell you what mods I had on as I was making the missions, in case it's an extra elsewhere. The campaign pbo has also been trimmed, as it now only contains the missions and cutscenes the game actually uses, so no bulk data is there. I will see which of those work and release those as separate, standalone missions. If I know more about actually managing assets outside of the mission editor like the AAN cropping and audio, I'll probably trim these up but for now they're barebones as I don't want to tamper with anything. Please understand that there will be some snags I don't have solutions for, nor does the AI. :P Feel free to grab it here*1, and tell me what issues/solutions any of you have for the current hiccups. As I'm moving this week, I'll use the time I have to try and see if I can learn the means to polish up and tinker a bit more before I move on to anything else. It'll prove useful now as I won't have to go back in and retinker with everything. Better to know how to fix what I've done before I move onto other things so I have less to address. The only credit I'm happy of taking in this is one of being the hamster on a wheel. :D EDIT: I've also done Rahmadi Conflict, but an issue you'll find is that the AI does not dismount from the boat at the start of the first mission. I currently do not know the commands and find a way to force them off, but if you use Team Switch they'll all dismount then. Beyond that, it plays just like the original game. This is all I can get done for now regarding the campaigns, so anything else at present will be polishing and tweaking. There is no ArmA II equivalent for many of the models Queen's Gambit uses, so that's on the backburner until a later date. *1 Update: Introduced music to the start of the first mission and all AAN reports. The game calls audio that isn't what it's actually named for starters, and in fact calls specific points during these tracks that the game makes no note of (ATrack9 may be during the middle of a song, for example. Makes very little sense from an outsiders perspective). As a result of this, I will only be putting in music tracks at the beginning or end of a mission unless I or someone else can deduce how Armed Assault handles audio tracks and placements. Rahmadi Conflict and Queen's Gambit do NOT handle audio in such a way. EDIT 3/31/2013 - I figure I'd post a rough goal list of what I intend to be doing with the project going forward. • Get all of the music ported over to Armed Assault • Get the sounds in the side missions ported over to Armed Assault (AA does this by calling out to the sounds.pbo, which CAA1 does not have. Other campaigns include the sounds and music in the mission folder) • Update the News stories in Armed Assault with Press models • Fix AAN cropping to be fullscreen, not letterboxed (this show off areas and stuff the game doesn't want you to normally see) • Find a way to get the briefings to work properly in Armed Assault, Rahmadi Conflict, and Queen’s Gambit • Figure out the CTD issues in the last two missions of Armed Assault (both missions take place in the same city, so it must be what the missions are making) • Figure out the dismount issue in the first mission of Rahmadi Conflict to make it something the player should not have to fix • Convert ArmA I training scenarios • Convert main menu island reels to A1 standards (they currently use A2 models and have no music) • See if Rahmadi Conflict has any issues (I've only played a bit as these missions are HARD) • Convert and test Queen’s Gambit • Find models for prisoners and mercenaries (The Mercs are static models in Queen's Gambit, and they haven't been converted to A2. Same with Prisoners) I think right now Armed Assault and Rahmadi Conflict are in a pretty nice state. It's Queen's Gambit that bothers me. The missions are coded in such a way that the game uses the mission to play most of the cutscenes, and because I lack the Mercenaries modelset, using a replacement pack or model could have the ethnicity of the characters changing, so the main character can be white in one scene, and black in another. Another issue is that the missions in QG are heavily scripted; the helicopter in the first mission must be gunned down by the AI in order for you to progress, but in A2 the AI often fails in doing this. As such, you can get a mission update to imply you can progress, but your allies and waypoint don't change, and this is further compounded by the game locking you into an area; travel out of it to the next objective and you die. There's a lot of work needed for QG, and I can only wish that someone else can come along and help me out. It goes well beyond replacing models, music, and the occasional hiccup in design. If anyone has experience with making/porting unit models and/or understanding how triggers/waypoints/scripts work, please get into contact with me. Your help would be deeply appreciated. Edited March 31, 2013 by Foffy Share this post Link to post Share on other sites
foffy 58 Posted April 5, 2013 First, I'd like to apologize to all here for seemingly hijacking the thread about my intents with the ArmA campaigns, but seeing as the campaigns are so heavily linked with CAA1 that I don't know if I should be going out of my way to be making a new thread or not. However, my post is less of a status update on what I've accomplished and more about the brick wall I feel I have fallen against. I've figured I'd like the cosmetic boosts to the campaigns like redistributing audio and making briefings as an addition planned after all of the basic testing for the campaigns was done, but seeing as two of the three campaigns are largely what I'd call workable (save for a few snaffus) I think one can deduce that most of what I'm going to talk about is exclusively the other campaign. Bluntly, this is a mess to try to play in ArmA II, and I think at this point I don't believe only I can get all of this done. I need some form of help, an assistant with a little more expertise. Hopefully my pitch in explaining the issues I've come across can hopefully put things into perspective. The first thing that makes the Queen's Gambit campaign (or more technically, it's called Royal Flush) fall apart in terms of playability is it is a heavily scripted campaign. As such, from what I've been able to play of it in ArmA II can be summed up as thus; everything, on some level, is broken. Broken in a way that missions don't normally progress, they don't end, and features the game still has in the game that CAA1 picks up on that basic scripting cannot use from what I can see don't even seem to be functions that work, let alone even giving the player the option to get them to work. The first mission alone has a snaffu as apparently the game has a script in place where a helicopter gets shot down with an RPG, forcing the player to defend a location for a small period of time. After this particular period, the game progresses and you should be able to progress. This simply doesn't happen at all in ArmA II, despite the game even telling the player the mission plan is updated. The waypoints do not change, and trying to progress normally actually causes you to instantly die for 'leaving' the area. Another issue that breaks the game on a far more severe level is that between some missions, you as a player are expected to find a weapons dealer and buy items from him for the next mission, such as nightvision goggles, or a particular type of smoke grenade. What's strange is the missions actually load this merchant even though there's no model you can select of him, and the game even tells you what to do when you get to him, but you're given no option to buy anything from him. This essentially breaks almost all of the missions set after shops, as all of them require something to be purchased or else the mission may not even be something the player can accomplish. This is all further exacerbated by many of the campaigns' text in the editor and in the mission files, to my understanding at least, to be in an entirely different language. This is precisely why I am left nearly paralyzed trying to wrap my head around anything; I have no idea what trigger does what, if there's a workaround, or if it has to be entirely redone, and the fact I barely understand most of the commands AND it's in another language has led me to be making no progress. Since I've updated this thread last, which was a bit over a week ago, I have actually been working at this for about three or so hours a day, and I can be honest and tell all of you that I have accomplished next to nothing. The roadblocks for someone such as myself are incredibly high, from grasping the aspects of the scripting, to trying to essentially learn another language because a lot of this is not in English, to even wondering if some of this stuff is designed to even work similarly in ArmA II. So I'm here as a fan, as a person with an idea and an intent, to ask for help, and I'd figure I would ask those here for help. I don't know if the intent of this 'project' deserves its own thread, or if it should stay here, but the honest truth is I need help solving this campaign out. Even if the state it's in as a baseline is so poor that it literally needs to be redone from scratch, I simply do not have the know how to handle this, as it's something that requires someone with far more technical ability than myself to figure all of this out. I have asked a Bohemia Interactive staff member if they ever considered handling forward porting for the campaigns, as I'm sure if anyone can get this stuff working it'd be BI, but I was given a no on the campaign forwarding. I did humbly ask if what I was planning here was approved or something I should cease, because I knew I would end up asking the forum for help, and as of this post I have not been told to cease, and I know the person in question has been here since I sent the message, so until I get a no I'm taking it as an unofficial okay. As such, I come here to all of you guys asking for help with this campaign. I need someone who is good at scripting and very familiar with the editor to help me figure all of this stuff out, because I simply cannot do it on my own. I wish I could, but the complexity of all of this is far above me right now. If any of you guys feel like you're up for this, please PM me and we can go from there. If anyone here even knows anyone who seems to be very adept with using the editor, you can also notify me as I'd like to ask such a person to help me if he/she would be willing to. I would like to apologize if it seemed like I hijacked the thread, so if anyone here feels that I am clogging it up, or that my plans should be in their own thread, feel free to express your opinions on the matter. I'd like to not be a bother to anybody. :P Share this post Link to post Share on other sites
andersson 285 Posted April 5, 2013 I can only give my opinion but I think this thread will do fine. I guess that what you are doing is part of the vision kju had? If you want to play safe you could start a thread in ARMA 2 & OA - USER MISSIONS. Put CAA1 somewhere in the thread description and people will know. I have done some mission porting from OFP, Armed assault and now arma2. I understand what you have achieved by porting the armed assault campaign and that impresses me! Sad to read that you struggle porting over the Queens Gambit campaign as I liked that one. I never liked the armed assault campaign and I rage quit it after a few missions due to it just being to hard. When I played in veteran and mission after mission just kept throwing loads of enemies on me alone I just got tired. I will go slightly OT here:if you give up on Queens Gambit but still want to port a campaign, could I suggest that you have a look at porting retaliation for CWR2? I guess you need the authors permission, or maybe CWR2 crew can give it? That is a very good OFP campaign which means less scripting. You might have to work more on translating out of date scripts, but OFP scripts are generally more simple. http://forums.bistudio.com/showthread.php?85017-Cold-War-Rearmed%C2%B2-Discussion&p=2361107&viewfull=1#post2361107 Just a thought ;) Share this post Link to post Share on other sites
foffy 58 Posted April 5, 2013 I can only give my opinion but I think this thread will do fine. I guess that what you are doing is part of the vision kju had? If you want to play safe you could start a thread in ARMA 2 & OA - USER MISSIONS. Put CAA1 somewhere in the thread description and people will know.I have done some mission porting from OFP, Armed assault and now arma2. I understand what you have achieved by porting the armed assault campaign and that impresses me! Sad to read that you struggle porting over the Queens Gambit campaign as I liked that one. I never liked the armed assault campaign and I rage quit it after a few missions due to it just being to hard. When I played in veteran and mission after mission just kept throwing loads of enemies on me alone I just got tired. I will go slightly OT here:if you give up on Queens Gambit but still want to port a campaign, could I suggest that you have a look at porting retaliation for CWR2? I guess you need the authors permission, or maybe CWR2 crew can give it? That is a very good OFP campaign which means less scripting. You might have to work more on translating out of date scripts, but OFP scripts are generally more simple. http://forums.bistudio.com/showthread.php?85017-Cold-War-Rearmed%C2%B2-Discussion&p=2361107&viewfull=1#post2361107 Just a thought ;) If his plan was to see ArmA I's campaigns and main scenarios playable in ArmA II, yes, that is indeed the plan. I currently lack the models for the mercenary units, but I found a good placeholder that I think is at least less absurd aesthetically for a team of mercenaries. But models are not my issue here. :P I do appreciate your praise, but a lot of what I've done so far was more of tedious work, just replacing models and testing out missions, most of which are playable. I was honestly thinking of finishing this up and then using what I knew to work at CWR2 porting, seeing as the foundations for that are becoming more solid now it's in Beta. I was thinking of maybe tweaking the Red Hammer campaign and maybe do Retaliation, if the people who made those campaigns were fine with me doing it. But like I said, I wanted to do ArmA I because there seems to be no community really built on this, and that's all the more of a reason I align myself there. But I guess that's also why I'm alone right now with this stuff, which royally (no pun) sucks. I can try to learn the briefings and some basic commands, sure, but a lot of how this campaign is done appears to be complex, high level stuff, which means someone who has a better understanding than I should be the one to do it, unless I plan to sit here to learn all of the commands from ArmA I, understand which ones simply don't work in ArmA II, and learn another language as I'm at it. That's a lot on my plate for someone who has never used the editor until about a month ago, which again is why I feel I need aid in some additional capacity. I don't want to throw in the towel as I feel leaving a third of what ArmA I offered is too much to abandon, but I'm really at the end of the road in regards of what I know and what I can do. At best the solution I can get for the shops is to skip them and force key items onto the player for the mission, but again the issue arises when it's all about triggers and such, which make all of the main missions something you can't even finish. Share this post Link to post Share on other sites
cifordayzserver 119 Posted April 7, 2013 I really don't have enough time to go through all of this in detail, I've browsed over the last posts... firstly... AMAZING WORK!!! on the sounds - I played ArmaX that I got with my supporter edition and found out that a LOT of the in game audio is bugged in there, I found that news reports and cutscene audio were at the correct levels, but in game commands were very quite. I think this might have something to do with those 20db's you were seeing... On the HTML mission briefings, that's how arma2 does it too so you should be able to just use the ones that you have just link to them differently... I was playing with AEG (arma electrical grids) and it has a BUNCH of sample A2 missions with HTML briefings... REALLY GREAT WORK! I am pretty sure you will run into problems with: AI navigating roads especially bridges Artillery Computer The AI navigating roads can be fixed with a road painting tool, but I don't know the details. I can get them for you if you like. The Artillery you have to redo the grids to be A2 grids #/# i/o A1 letter/# I am trying to get details on that as well. Share this post Link to post Share on other sites
foffy 58 Posted April 7, 2013 If the AI road thing fixes the AI pathfinding, then please! The briefings is something that's a minor issue that once I know a solution to I can probably just set it up for all of the missions. The more critical things are the AI driving and the entirely of the last campaign and its scripting. If those things, especially the last one, can be solved then it's really cosmetic buffs to make it a more natural experience to play on the audiovisual front. Share this post Link to post Share on other sites
cifordayzserver 119 Posted April 13, 2013 (edited) yes, it is for AI pathfinding. It's a tool that's on here. I'm not sure what it's called, I should be talking with our map guy this weekend I hope (he has a newborn). The only problem I know of is I don't think the road tool works on bridges Or the AI gets confused when it hits a bridge. I think you can work around that by going to a quick cutscene of them crossing and then restarting the mission with them across the bridge. Not 100pct sure though. I will report back as soon as I here from our map guy... and if I have the time I'll look for it, I know I stumbled across it here at one point. *Edit 99pct sure it's this : http://forums.bistudio.com/showthread.php?128340-Road-Painter-2/page2 I'm 99pct sure that, will fix your problems, it puts paths for AI to follow, however it involves editing the maps in Visitor. After we get our work done on our project with Sahrani I might be able to help with this if it's out of you scope or interest. I should begin work on Sahrani next week, I'm new to Visitor but have an experienced guy holding my hand once I get through the basic tutorials and know my way around a bit. I took a look at one of his projects with him a few weeks ago and it did not seem to be overwhelming or too complicated to me. I may eat those words next week though ;-P Edited April 13, 2013 by CiforDayZServer Share this post Link to post Share on other sites
andersson 285 Posted April 13, 2013 Sorry guys but you wont be able to load up Sahrani in visitor so this road painter will not help you. I helped kju with fixing the roads, it was done using one of Mikeros programs. I searched for the first thread about CAA1 as I cant remember which and what solution kju suggested, but I cant find it as it's too old. If I remember right the AI road fix was done through a binarization process so they updated to A2 spec...? Sadly some bridges dont work with AI and a solution was never found at the time. My approach today would be to build a copy of the armed assault bridges that don't work with AI, make sure they work as a bridge in A2 as an addon and then replace the p3d's in the roads.pbo (or wherever the bridges p3d's are..). That way, hopefully, the new working bridge is placed on Sahrani. No need to load Sahrani in visitor, which you can't do anyway. Best of luck! Share this post Link to post Share on other sites
cifordayzserver 119 Posted April 17, 2013 (edited) What prohibits you loading Sahrani *in Visitor? Edited April 18, 2013 by CiforDayZServer Share this post Link to post Share on other sites
andersson 285 Posted April 18, 2013 You need the PEW file which is not available. The wrp file in the pbo is not enough. Mikero has a program that's supposed to create that pew file, but I don't know how good it works OR if we are allowed to use it on an official island. The programs name is convertWRP, I honestly don't know much about it but maybe it can help you? Maybe I'm wrong and it is possible?? Share this post Link to post Share on other sites
Wiki 1558 Posted April 18, 2013 Is there anyone working on the ArmA 1 campaign? I mean actually working on it? All the SP missions have already been released some time ago, but not the camp. Share this post Link to post Share on other sites
cifordayzserver 119 Posted April 19, 2013 You need the PEW file which is not available. The wrp file in the pbo is not enough.Mikero has a program that's supposed to create that pew file, but I don't know how good it works OR if we are allowed to use it on an official island. The programs name is convertWRP, I honestly don't know much about it but maybe it can help you? Maybe I'm wrong and it is possible?? Well we've made a PEW file and it works, we've gotten approval from BI to mod it in there. Our map guy says he still needs the layer config file which BI says they'll look in the archives for... If not another guy on our team (the one who made the PEW file) says he should be able to re-create the layer config file too if we can't get the original. We should be good to go to start editing it in Visitor in the next few weeks! OH and just an FYI our map guy says he's able to load it in Bulldozer for Arma3 but not Arma2. Arma3 bulldozer will allow no layer config apparently. Although I think he can just look at it. ---------- Post added at 15:24 ---------- Previous post was at 15:23 ---------- Is there anyone working on the ArmA 1 campaign?I mean actually working on it? All the SP missions have already been released some time ago, but not the camp. Re-read that last few pages. FLoffy is working on the campaign and has made some AMAZING headway! Share this post Link to post Share on other sites
Wiki 1558 Posted April 19, 2013 can't remember where I can find all the 10 SP scenarios of ArmA 1. I know there were released by kju at the same time he made the addon, but can't find the link...don't remember where I found it... Share this post Link to post Share on other sites