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Hardly

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Everything posted by Hardly

  1. First off, I hope I'm not breaking any rules by talking about modifying official BI missions. I've no plans to distribute anything I make either, this is mainly just for personal use and to finish "Win" in a way that feels slightly more appropriate... My goal is simply to make a version of Game Over that let's me keep saving and explore the rest of the map while running around with my team and setting up my own "mock" bases...this is actually incredibly doable since there are repair/refuel trucks at the research base and plenty of vehicles to pick up. Sure everyone else wants off Altis, but I just got here mentally... My other goal is to have a "weapon stash" that I could've placed while playing Adapt that I can pick up and use for supplies. Again it's just a mental thing at this point but it would be neat. So... I pulled the files for "Game Over" AKA C_EB.Altis from the pbo file and then imported them into the 2d Editor. For right now, I've enabled saving and the mission DOES work...until I try to compile or save it into a separate PBO file or run it as a normal scenario. Then I get a black screen and no sound effects on mission load. No intro/communication with Miller, either. Importing the mission into Eden also cause the mission to break completely with a black screen/no sound effects. If I save and then reload I get graphics back, but no sounds. My guess is that something with path names is causing trouble. Is there any way to debug this?
  2. Hardly

    1.68 - a few niggles

    I've actually noticed that some vehicles finally blow up if you use enough RO grenades... Before things like Zamac trucks and helicopters wouldn't blow up without at least an explosive charge... Saves a few missiles anwyway.
  3. This is on a normal playthrough of the campaign. I haven't edited the stock missions in anyway. This is during the "briefing screen" where you see the map and can edit team inventories but before the mission actually starts.
  4. On starting mission "Breaking Even" some of the teammates names are wrong. There are two "Vegas" when you open the actual inventory screens.
  5. Hardly

    User Mission Request Thread

    Have there been any skirmish missions (called scouting in the actual single player campaign) made? I really enjoy slower paced missions with simple objectives and individual freedom but it feels like the dynamic missions are a little TOO dynamic. I'd really like to play a mission...maybe say using ALIVE to simulate a battle between NATO and AAF/CSAT but where I play as FIA and have to follow certain rules of war such as: All captured/recovered NATO equipment/vehicles must be returned to NATO. All captured/recovered AAF equipment/vehicles can be procured for personal use. All captured/recovered CSAT vehicles must be destroyed on site to avoid confusion. This, coupled with your own camp/team that you could move around the map would be absolutely awesome.
  6. In Kerry's first mission after Bomos, the goal is to ambush a convoy and get the truck back to the hideout, where CSAT launches a counter-assault causing the player to flee to the factory: Park that truck...somewhere else...anywhere else... Park it and go on a massive killing spree taking out two helicopters, 2 APC's and half a dozen humvees... Then have your troops sit on the hill between the factory and the hideout, move the truck into position and ambush CSAT when they come for you. And when that's done...stroll your way back to the base with a truck full of gear... TL:DR; There is no timer for the mission after you steal the truck, or even before. So just make sure it doesn't get away...then have a blast for a few hours.
  7. First a little background: As I wrote in another thread, I really enjoyed the scouting parts of Survive and Adapt which extended Arma's campaign from maybe 20 hours to over 100. I also enjoyed Win as a stark contrast to how technology changes war. That said, Win was short and the last mission "Game Over" really had me quit Arma for almost a year, simply because I enjoyed Kerry as a character, especially over Adams/Miller due to his flaws and BI announcing that "That was it." for the East Win campaign really disappointed me, especially when they bring James back to life magically. So, after a year I dug around in the mission files and enabled savegames on Game Over. While I'm not good at editing missions, I did set some personal rules to make the last mission much more difficult and yet interesting: 1. Kerry becomes group leader and decides against evacuating Altis in favor of running a guerrilla war to help FIA. 2. NATO is in retreat for the period of the mission, lasting 7 days. 3. Assume Kerry can't fly a helicopter and the rescued pilot refuses to do so due to the likelihood of getting shot down. 4. Assume all smaller boats are too small to cross the ocean, and Kerry, being responsible, insists on finding a decent sized patrol boat (or two) that will hold everyone. A. The main goal is to eliminate as many CSAT/AAF forces as possible running scorched earth, stealing what vehicles you can and removing everything else from play. B. Mission Complete is when the shelling by the 3 CSAT artillery pieces stops and all major military installations are scouted/cleared. C. Kerry can choose to setup a base camp if an area is scouted to be safe and not of military origin (I.e. No tops of hills). D. Half the team must stay to defend the camp/rest at all times unless the camp is being moved. E. Acquire as many weapons as reasonably possible and outfit any captured vehicles for resistance use. F. Repairing vehicles takes time even though the truck does so instantly. G. To set up a camp where you can save, you need a fuel truck and a repair truck. H. No using CSAT vehicles for extended periods of time, lest NATO dronestrike you by accident. There are a few bugs in the Game Over mission that do make this too easy: The first is leaving an area with enemies(by 2km?) causes them to despawn. Thus no running far if enemies are in the area. The second is you have to work on the honor system. Certainly it's easy to open the mission files and see where everything is. Third, enemies never respawn which is slightly unrealistic considering it's supposed to be a giant war. However, it's reasonable to assume that AAF forces are already weak and decimated and CSAT will need time to get more equipment to the area. Finally, it's way to easy to save and reload when something goes wrong, so I only allow saving when outside of a conflict zone/in a safe area/camp and loading only if the game hits a technical bug(My AI teammates driving through a wall for no good reason.) An easy way to calculate points is by collecting glow sticks and also by the score board. After 2 weeks of playing, I'm really enjoying Arma again. (I'm on hour 30 of mission gameplay.) I cleared most of Northeastern Altis and am working my way down the coast. I often set a timer to see how long I can go without dying/reloading my game. It's really satisfying to know you've played 5-6 hours straight without getting killed. My list of found/captured vehicles is ridiculous: 2 NATO MRAPS 2 AAF MRAPS 3 Fuel Trucks 2 Repair Trucks 2 Moras 2 Kumas 1 Panther 1 truck with 50 cal. HMG (I'd post screenshots of my kill count but I just noticed it no longer renders in the map screen. Too many kills I guess...) Things I would like to see: An actual way to set up a camp in game. Even if its just a few camping lights / chairs / table and a map. Real-Time objectives: Repairing a vehicle takes time based on how damaged it is. Tires/Treads are quick, engines take hours + half your squad. A way to save the mission state so if BI updates the game my saves aren't rendered useless. A way to sleep for a few hours. I'm not too worried about eating and other stuff because its reasonable to find a few days worth of rations here and there. Timed paratrooper drops / boat landings at docks so the danger is slightly more constant but not 100% random/unreasonable. Smarter AI (that would hop in a vehicle and defend a position without burning up all gas in a vehicle and asking me where I am all of the time.) A way to meet up with Nikos and deliver what extra weapons/vehicles you've found and don't need for bonus points...or something.
  8. Hardly

    Game On / Kerry's War

    I wanted to write in to anyone that's interested that I've started working on a mission to accomplish some of the goals above, however, first I want to mention that I finished my first playthrough of the mission as it stood. In spoiler tags for those who haven't finished the campaign or played Game Over. I finally ended the mission after all major roadways were patrolled once, and most minor towns were scouted for enemy presence. I think this mission, if planned right, could actually be accomplished in as little as 24 hours, but it needs 72 hours to be somewhat realistic. The most important thing is, even if it's not the *real* end to the campaign or the official end to the campaign, the extra 4 days of gameplay at the end of "Win" make Arma 3 feel worthwhile. That, for me, is what really matters. Not online, not mods, not multiplayer co-op, not jets or karts or marksmen or whatever. Lastly, the best part was probably killing so much stuff that the statistics page in the map screen broke... I hope to bring this experience to other people soon.
  9. I've found an interesting problem while playing a mission with AI team mates. If I get in any vehicle as commander and have a teammate drive, I can order the teammate to move to a position using the map or visual interface. However, when I exit the vehicle after it's stopped moving, almost all of the time(especially in tanks!) the AI driver teammate attempts to return to formation and promptly drives over me. Is there a proper way to order a driver to stop moving? Or do I have to switch to the driver position, THEN exit...then re-enter, then change back to commander every time?
  10. I'm getting a very strange bug in Arma 3 (This year I want to say...) maybe since the 64bit update. Sometimes when moving items in and out of trucks I will suddenly notice a clone of a vest or backpack in the crate. It has the exact same inventory as the one I'm wearing... If I add/remove items it affects both vests or backpacks.Both vests/backpacks are equipable/removable and can be put on separate characters who will then share inventory...
  11. I can provide a save file with this happening if need be...but I can't figure out why this happens.
  12. I have a strange problem I noticed after a few years of playing Arma 3. It seems every time I pull 7.62 10 Round Magazines for the Rahim off a dead CSAT Ammo Carrier, I am unable to use the ammo. It forms a separate inventory item from the regular 10 round mags. Always in groups of 3, and as of my current mission I have 9... I tried searching the forums but couldn't find anything directly related to "7.62" "10 Round" or "mags" so I'm assuming maybe there is something but I couldn't find it due to search problems.
  13. Okay, I pulled C_EB.altis from the mission files and got it compiling properly for the first time ever so now I can try it out. :)
  14. How would this work for abandoned/neutral vehicles? Would I have to tag every vehicle in the mission including enemy vehicles if they become abandoned?
  15. Here is an update for anyone looking to edit campaign missions. With the repack of the campaign things have gotten easier to understand. 1. You will need a PBO manager. 2. Find the Arma 3/Addons/ directory. 3. Unpack Missions_F_EPA.pbo in its entirety, preserving all directory paths. 4. Create a directory called A3/ and move Missions_F_EPA/ into it so you get A3/Missions_F_EPA/(Everything). 5. Go into A3/Missions_F_EPA/Campaign/Missions and find the campaign mission you want. In my case it's C_EB.Altis 6. Copy that mission to your My Documents/Arma 3/Missions folder or My Documents/Arma 3 - Other Profiles/ (name) /Missions folder (For instance: My Documents/Arma 3/Missions/C_EB.Altis ) 7. Copy the unpacked A3 directory and its subdirectories into My Documents/Arma 3/Missions/C_EB.Altis to get My Documents/Arma 3/Missions/C_EB.Altis/A3/Missions_F_EPA/...) 8. Load your mission in the Eden editor, export it to a single mission and NOW you shouldn't get any missing file errors.
  16. Here is an update for anyone looking to edit campaign missions. With the repack of the campaign things have gotten easier to understand. 1. You will need a PBO manager. 2. Find the Arma 3/Addons/ directory. 3. Unpack Missions_F_EPA.pbo in its entirety, preserving all directory paths. 4. Create a directory called A3/ and move Missions_F_EPA/ into it so you get A3/Missions_F_EPA/(Everything). 5. Go into A3/Missions_F_EPA/Campaign/Missions and find the campaign mission you want. In my case it's C_EB.Altis 6. Copy that mission to your My Documents/Arma 3/Missions folder or My Documents/Arma 3 - Other Profiles/ (name) /Missions folder (For instance: My Documents/Arma 3/Missions/C_EB.Altis ) 7. Copy the unpacked A3 directory and its subdirectories into My Documents/Arma 3/Missions/C_EB.Altis to get My Documents/Arma 3/Missions/C_EB.Altis/A3/Missions_F_EPA/...) 8. Load your mission in the Eden editor, export it to a single mission and NOW you shouldn't get any missing file errors.
  17. Hello, I'm trying to learn mission creation by first editing a campaign mission. I got everything extracted fine and have been testing out variables using titleText but when I made a copy of the folder and renamed it so I could edit the copy everything broke. I've been searching for missionName but I've only found two instances where it's used. I've searched every file in the folder for absolute paths and haven't found any or have corrected them. I can't find anything else to indicate why a changed folder name/mission name should affect the mission's ability to load. The scripts all look very standalone as well. debugging missionFlow.fsm seems to show the mission getting stuck in the "Mission Started" phase, but it's not making the jump to the next phase where the screen is unlocked and the action begins. I would appreciate any advice. Jonathan
  18. In the mission "Game Over", I've noticed it's very easy to spot parked vehicles in the dark as ALL of their headlights are on if the vehicle is over 1km or more away and the game is in night-time mode. An additional problem is that vehicle headlights are on EVEN for certain destroyed vehicles. (I destroyed an Ifrit and later noticed it's lights were on while looking for targets.) The good news is that Kerry, being the nice, conscientious guy that he is...turns off lights IF he can enter and exit them once...
  19. Thank you for this. I'm not sure where to put it in the mission files but I'll figure it out! Meanwhile, for people who are already in-mission, switching to driver THEN exiting the vehicle seems to prevent this MOST of the time.
  20. Hello, I'm looking for a few mods/addons to make the last mission "Game Over" a little more fun to play. Namely: 1. The ability to set up a camp/declare a safe zone that enables saving. (I've already enabled saves IN the mission, however, it would be nice to limit that area to just the designated camp.) (This doesn't mean making heavy duty structures such as barricades/towers/walls. Simply a few fold out chairs, a mission map and a few lanterns would be really nice...) 2. The ability to "deliver" trucks / weapons / ammunition to an ally/designated NPC. 3. The ability to designate map areas to have random enemy generation (such as via parachute drops.) 4. The ability to "bury" allies/NPC that have fallen in battle. This is actually mainly to clean up the map. 5. A repair mechanic that sets a time limit from the time a repair truck is parked next to a vehicle to the time it is repaired. I know there are some mods that implement alternate realities and such on Altis such as Wasteland, however, I'm specifically looking to improve the Game Over mission as it stands... Thanks in advance. No need to reply if you can't help.
  21. Hardly

    Game On / Kerry's War

    I understand all that. I wrote my ideas on here so if someone else wants to try and develop a mission like this or point me to the tools to make it happen. I think it would be a largely unique scenario, unlike Altis Life or Wasteland or any of the other "die, respawn, die" mods out there... Either way I'll probably just keep playing it this way. Maybe if enough people aren't happy with the way Win ended, I can get the right people together to make a scenario that will let us end the war that feels "satisfactory."
  22. As the title says, I'm trying to get nVidia Shield and Tridef working with Trinus so I put together a cheap VR experience. However, I am getting: 0xC0000005 - STATUS_ACCESS_VIOLATION on 9 out of 10 times while trying to load the game. Has anyone else setup Tridef with Arma? I've seen people mention it but nobody mentions having problems crashing. OR Can anyone test Nvidia Shield with Arma 3 and see if it causes this crash?
  23. I just started getting Status Access violations while trying to get Nvidia Shield and/or Tridef (for stereoscopic 3D) working. Have you tried turning off Nvidia Shield?
  24. Just in case anyone looks for this thread later: I found the culprit but I can't explain why: After exacting the mission files to the C_EB directory, edit initBriefing.hpp and comment out the following line: waitUntil{!(isNil "BIS_fnc_camp_setTimeWeather__dateWeatherSet") && {BIS_fnc_camp_setTimeWeather__dateWeatherSet}}; Then the mission will load normally and you can export it and use it outside the editor.
  25. Thanks for helping! I did finally find the culprit in initBriefing.hpp waitUntil{!(isNil "BIS_fnc_camp_setTimeWeather__dateWeatherSet") && {BIS_fnc_camp_setTimeWeather__dateWeatherSet}}; Is causing the game to simply lock and all of the scripts to stop working. commenting this out got the mission working! Now the real question is can the mission run without the date/time set properly and why is this a problem?
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