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Godis_1

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Posts posted by Godis_1


  1. The TGP display always stops workig after a while. Not sure why. The vanilla tgp view works, but I cannot see anything on the right MFD in TGP mode. Only shows black (indicators still visible, but no targets, no terrain, nothing. No matter if it's FLIR, etc.). One thing I've noticed: It seems to be affected by other mods or certainn actions. For example I can reproduce it by several things. One is to enable Zeus and then leave it - TGP screen goes black (with indicators still shown). The same happens when I use ITC TGP view. Probably other things affect it too.


  2. 3 hours ago, pandabacon said:

    I  know this is a free mod and I know its very old but I just  ran into a bug that has completely ruined my 20+ hour session on this mod/map. I am not running ACE3 or any mods other than some basic ones like better inventory and enhanced movement that just  require CBA. My Squad members that were supposed to be resting got stuck in a MOVE command and when I add them back to my active squad will not follow any orders now other than STOP. Anything else they are bugged out with MOVE under their squad icons and nothing will fix it. Im actually really pissed that I wasted this much time and now cannot finish the map. I know my time is lost and I know I shouldn't complain here but if you are like me and will get upset at a bug ruining your playtime then you might want to avoid this mod altogether. I honestly wish I had.

     

    I'm pretty sure that this is a side effect of Enhanced Movement. Are you using the newer fixed version "Enhanced Movement Rework? But I would suggest to use "Advanced Vault System Remastered" anyways, since it uses a more stable approach that doens't cause such side effects. EM/EMR creates hidden walkable surfaces to archive its effect, which can lead to several issues depending on other mods and the scenario/map being played. The Advanced vault mod doens't do that but offers the same features, plus sliding when pressing crouch while sprinting, which is pretty cool.

     

    I also play Hunter Six and never had this bug. You might be able to fix it by using commands in the debug console - if available. It can be enabled by using cheat menu mod (which should work on existing saves too). Alterately you can fix and unstuck AI teammates by using AIO Command Menu. I'm not sure though if this works on an existing save.

    And I can highly recommend HelpMe Mod. This comes with a ton of options to fix and improve your experience. Especially when you're not experienced with SQF scripting.


  3. On 2/22/2023 at 5:50 PM, ak47-su said:

    Please put a separate link other than the Steam link, I am unable to download from the Workshop

     

    Since you're posting this on several missions - many of them are now several years old and the authors may have vanished - I thought I'd tell ya about "Steam Workshop Downloader". That's a website that allows you to download content from the workshop by putting a link to the related workshop page into its search field. After download you may have to convert the file into the Arma 3 mission file format. Just google that. You'll find it.


  4. 14 hours ago, Vemau said:

    Issue with Recruitment and Vehicle Spawner modules.

     

    When I access them in game they don't show a list of vehicles or recruits. 

     

    Am I doing something wrong? I add the modules, then link them to an entity I can access, then put down a marker and name it, lastly I choose the marker name under vehicle spawner. 

    I didn't work with it for a longer time.. But don't you have to define factions classes inside the modules config? The module needs to know what faction's units/vehicles should be provided for the players.


  5. Is the CAS transport player addaction broken? It doesn't appear anymore when entering a CAS transport heli. I can't seem to find any changes to this. Looking at the modules config doesn't reveal any info.

     

    EDIT: It was because of HelpMe Mod! When that mod is loaded, it conflicts with ALiVE, remving the "Talk to pilot" action and probably causing other issues, even if the mod is disabled via designated hotkey.


  6. 14 hours ago, Leopard20 said:

    Then I can safely say it's not related to my mod. There's nothing in my mod that would be triggered by this: (...I entered the AO with them and combat started...)
    I don't think it's C2 either. But it sounds very much like it could be triggered by LAMB's danger.fsm or something similar (since that mod also "activates" when you enter combat). Or maybe it's a mission bug...

    Also what I said before (using commands before and after dismissing) is no longer an issue. Seems like I've fixed that a long time ago with previous updates.

    So I recommend that you try without any mods at first to make sure it's not a mission bug. Then only load my mod + CBA. If you still experience the issue let me know (I very much doubt there will be tho)

     

     Ok, that's really odd then. Because I'v played these missions very often with the same mods, and without this issue. It first originated when I added AIO CM. In fact I've noticed it first with Hunter Six mission, which I've started playing with the same old mod preset where I only added AIO CM then. But maybe my observation is wrong. I think it always happens when combat mode triggers. But it might be caused by something else though. 

    And it also happens in Ghost Recon Altis Wildlands, which uses the very same AI management scripts, like Hunter Six. So this AI management UI might be somehow incompatible with AIO CM. At least this is the only thing that makes sense now.

    Oh and btw, I don't use any AI mods like Lambs_Danger with these missions. But in other missions I do use them, also together with AIO CM - without any trouble.

     

    Thank you for investigating.


  7. 17 hours ago, Leopard20 said:

    I guess you might've used a command where I store units into variables for later processing, such as follow my stance or fire on my shot?
    If you apply those before dismissing units and then "undo" them after dismissing I think this can happen... I will take a quick look to see if my guess is correct.
    Anyway I still need more details.

     

    It's absolutely possible that I've used one or several of those commands. As of more details, I can only tell you that these units always were added back to my group as soon as I got into firefight (means, when my units enters combat mode). But I suppose you're right on your guess. That's pretty much what happened. I'm also using C2 btw. And because of this I actually never use the 'fire on my shot' function from AIO CM, but instead I use the one from C2. Also I always try to avoid giving similar orders by both mods. But just for testing I'm going to use now only AIO CM for all orders and C2 only for 3D HUD position commands.

     

    EDIT: WAIT! I've done some more tests. What I did was to immediately take 4 members into my group right after mission start (new start from beginning). Then I dismissed them and took some other members into the group. And when I entered the AO with them and combat started, the exact same thing happened again. And this time I can say for sure that I did not apply any commands on them before dismissing.


  8. I found an weird issue with Hunter Six mission. AIO Command Menu somehow messes with the team management. The mission includes an scripted UI to join/dismiss team members. So if you take some members with you and later dismiss them at the base and take some others with you instead, the dismissed members will be re-added to your squad as soon as you get into a fight. It's pretty annoying since you can only add or dismiss members at the base, and those who get re-added by AIO CM are actually standing at the base while you have enemy contact somewhere far away.


  9. On 6/3/2021 at 10:56 AM, Janez said:

    I don't know but CBA does add "diary" entries which might mess up Old Man's custom UI sorting.

    Backup your saved game and try without any mods, only way to be sure I reckon. If the issue persists in vanilla game then create a ticket about it here: https://feedback.bistudio.com/dashboard/view/123/

    Default path for saved games goes something like this:

    
    "Users\<YourUserID>\Saved\A3\Missions_F_Oldman\Campaign\Missions\Oldman.Tanoa"

     

    You can use @R3vo's Quick- & Autosave mod from his Mini Mods collection as sort of a work around to speed up the process.

    I already started a new game without all mods that require CBA. The issue is gone 🙂

    About the Quicksave-mod, I'll do that on my next playthrough. Thank you for the help!


  10. 20 hours ago, Janez said:

    Is CBA one of them?

    Yes! Does it mess up the UI? Is there a workaround?

     

    Edit: I've read some older changelog from CBA which is saying "updated configs for Old man (1.98)".

    Edit2: Ok, I think they didn't mean Old Man but the version that came with it. The changelog was actually saying "1.98 (Old man)".

     

    Too bad. I couldn't find any report about this. So Old Man won't work properly with CBA (and any mod that requires it), unless you always quit and reload the mission when you get killed?


  11. Is there any known workaround for the map menu issue where the info button stops working after reloading save? When I quit the mission and then load it up again it works again. But as soon as I die and reload a save from within the scenario the info button doesn't work anymore, and all other buttons below show wrong menus. It's like all buttons would have move one "step" to the right. Is there a knwon mod conflict causing that? Or is it just a known bug? I'm only using a few mods that - actually - should not interfere with the map or the UI at all.


  12. I want to report a gamebreaking issue: When starting the mssion "Hostage Down" from the Knights's camp, the mission quits with this error: No entry 'IP_CMP_MERCS\description.ext/Campaign/Missions/Hub02.m01c'.

    So it cannot even be bypassed via console commands.

    I don't know if it would work when starting the mission earlier from the ION base.. Somehow it cannot find the related mission description. Also the briefing with McMillion this time was no actual briefing. It just skipped directly to the insertion options. Btw, I already had a garage and chose insertion by car, if it helps.


  13. 1 hour ago, Leopard20 said:

    I don't think so. At least not via scripting.

    That actually brought me to an idea. I believe that the engine still calculates the stamina state, also when fatigue is disabled. Disabling it just prevents its effects. When we'd use a very light script that dynamically or via a light loop kinda fills the stamina level, so it would never (or at least only for short moment) be depleted. Of course this would require the ability to control stamina levels via sqf, what I'm not sure about.


  14. In the AIO Command Menu you can disable fatigue (or sometimes already is disabled when the mission maker did that via init too). I noticed that even with disabled fatigue the character is still being affected by the actual fatigue state. You can see this when aiming through the scope and hold breath. When the character would be fatigued (while that setting is enabled) you can only hold breath for a second. If you now disable fatigue, he can run and sprint again, but is still not able to hold breath for more than a second. Is there any way to circumvent this?


  15. On 4/8/2021 at 9:31 AM, KingN said:

    OK I need to check the music issue, was this single-player? At the moment there is no way to have custom music.

    I've got the exact same problem. Music is starting to play on mission end, but tracks are skipped after 2 seconds. I also noticed that the muisic track that's supposed to play at the mission beginning, right after the faction selection screen, is skipped after 2 seconds and then remains silent. The same thing happens everytime when the map progression screen is being shown, right before you select the next operation. Mission is US-CH, Singleplayer.

    The problem persists with and without additional mods. 

    Otherwise it's an epic mission! I hope it will never die 🙂


  16. Artillery (or cruise missile? I mean VLS SUpport) sometimes takes pretty long, and sometimes doesn't even work at all. I keep pointing the laser on the target, it says "splash out" and then.. nothing. Sometimes it hits the target, but a long time after the request. And finally it potentially work just fine - sometimes. What is it that I'm doing wrong?


  17. 1 hour ago, Georgians said:

    is your mission copyed from this?                  https://steamcommunity.com/sharedfiles/filedetails/?id=1711485378

    Nah, I don't think so. Just the same map with the same tools, mostly. But AuburnAlumni's missions incorporate ACE Medical features and some other tweaks of his own. And for example there are more such missions by Heroes&Villains that use ALiVE and the same maps. Basically everyone can do this using ALiVE, since it makes it very easy to create. No need to grab other people's stuff. Also it wouldn't be very smart, since you would easily find traces in the used files. I didn't check the files though.. But I don't think that it's the same - although it's bascially the same mission - ALiVE Insurgency. In fact this one here includes some thing that are not present in Auburn's mission, like HALO, shoothouse and others, and it's lacking VCOM AI.


  18. 22 hours ago, zagor64bz said:

    AWESOME review..and please, keep reporting bugs and problems freely. So, let me address this point by point: 


    HALO: That's how it's supposed to be: You'll not be able to halo until the plane can fly FREELY (no enemy SAM coverage.)

    EDIT: LOL...I'll correct that asap (thanks @beno_83au)

    SDV:  Sorry about that..I'll take care of it asap.

    "Hopping" bodyguards: LOLLL..it may be something related to the use of layers....mmm..I'll have to dig into this. 
    Slay's Drone: I'm monitoring closely the development of that for quite some time...it would be PERFECT for this mission. So it is the GR tagging enemies mod by @jarrad96..I like to keep the list of needed mods as light as possible though. We'll see!

    And THANK YOU for the compliments. I try to add as much "easiness" as possible, in the form of little "funny" things here and there (did you turned on the TV on the deck?...or find out what the rouge pilot was watching? (°)(°) in the hangar???)...hahahahaha..or the snoring operator when you're skipping time?
    Freedom of choices, Immersion, replayability, random enemies and events, and a variety of "things to do" are the bases for my missions. Or perhaps the way I like to create them.

    Hopefully, someone else will like them as well.

     

    PS: I just realized you already uncovered a BOSS..damn..lol...need to deprive those lieutenants of their phone...hahahaha

    Great to hear! And thx for the support.

     

    Well, yes! I found a fews tiny jokes, lol :D Like the monitor with NArcos soundtrack, but also others in a few locations. It is really one of the best scenarios on Arma 3! You've spent a lot of work to these details that give the mission a great and dense atmosphere! Really great work!

    • Thanks 1

  19. Hey, great to have you and your great mission back! ;)

    And it's also a lot improved!! Great work!! Performance is very good.

     

    Edit: The first jet that attempted to land on deck shortly after mision start crashed into a parked one and exploded :-D

     

    I hope it's ok to give some feedback, whenever I find something.

     

    - there is a type (I think) on the HALO officer. It's saying "HALO not available until enemy air defense is active".

    - The sound that plays when you perform SVD insertion is VERY loud! It almost banged my ears xD

    - I hacked a phone and that led to an HVT, displayed as a moving question mark on the map. WHen I came closer and visual contact on him (400m), his two bodyguards were "hopping" every second, while he was moving normal. This hopping happened in the same"rythm" like the mark moves on the map (like every second).

     

    - This is one of the best scenarios I've played in the last months! It's real fun to get started and encountering these random events! Tasks are very well done, especially in terms of diversity.

     

    - As a little tipp: for the Ghost Recon feeling, Slay's Drone Systems fits greatly into this mission.

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