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Arfour

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About Arfour

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    www.paginasecunda.net

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    Germany
  1. Oh dear. Sorry, @Gemini, I've just read my post again and noticed what a convuluted mess it has become. It looks like I have just found a truckload of issues and problems to dump them on your plate. I have played quite a bit of your mission in the last couple of days and cannot stress enough how much I am in awe of your work. This truely is a masterpiece in every aspect. We managed to get it live on our server yesterday and had quite a blast in MP as well. So, again: Thank you very much for your amazing work. Merci infiniment pour toute la peine que vous vous êtes donnée! To clarify the points in my edited post above: Medics tend to have no medipack and are therefore useless. This is because the food rations take too much space in their backpack so the script fails to put in a medipack. I suspect this isn't the case with ACE since ACE medical items tend to be smaller/lighter than the vanilla medipack. I am not sure if how AI medics are able to revive me. They will patch me up if they have a medipack though. I did find the documentation of Psychobastard's AIS, so I will do further tests. I was not able to unload bodies of fallen AI from vehicles. Is this only possible near the medbay? If so, disregard this - I tried at the delivery area/in the field. Nevermind. It works. I had issues with loading the mission (previously used AI was wrongly loaded and had the same name/faces/role, money bugged out) but was not able to replicate this. This is most likely an issue with repeated testing with different mod combinations, so nevermind. Overall the mission works like a charm. I've so far tested Altis, Tanoa and Kunduz and the above points are everything I've encountered. I had a look into the loadout scripts and edited them for our MP server. We won't use the Needs System so I simply removed all the food rations. This already solved the medic issue. I will take another look though because we noticed that the machinegunner has no first aid kits in his standard loadout. Thank you very much for your effort.
  2. Hi @Gemini I started to play your mission yesterday and I am really impressed by the amount of features and the level of detail that is visible in the mission hub alone. It took me a while to get the "complete" edition to work (turns out I forgot to activate Project OPFOR but only noticed that after downloading around 12 GB of maps ... doh.) but once working it is really immersive. The only thing I do not understand is the way you are supposed to use medics in SP. I had one in my squad and went on a small patrol to a nearby village. We found a squad of EI, engaged them and - naturally - I got shot. I was lying literally right next to my medic, who in turn did bugger all to help me. In the end I just bled out and died with my squadmates crouching around my corpse. Mission end. (Disclaimer: I am using C2 which is supposedly working fine with OPEX.) During this I noticed that my medic wasn't even listed as an actual medic in my C2 HUD overlay. He also did not have the action to "heal (insert name)" via the vanilla action menu. Is there a special mechanic in OPEX I did not use? Adding to this, is there even any real revive/respawn mechanic in the game? It does say so in the description, but I just died and had to reload from the last mission save. This is incredibly frustrating in SP, if you can't rely on your mates to revive/treat you if wounded. I am no expert in arma, I get shot a lot. If I always have to reload and start from the beginning (including loadout, enlisting AI, long travel times), I fear the mission isn't playable for me. On MP we are playing @barbolani's Antistasi at the moment. It uses a pretty good AI medic system where your AI actively tries to help you. They even drag you to safety and lay down smoke as cover. I think your mission would greatly profit from something like this, not only in SP. Another possibility would be to simply take over one of your AI buddies on death. I think KP Liberation used to do it this way. So long, thanks again for your great work! [Edit:] After a bit more testing I can confirm that medics tend to ignore me if I'm hit. In addition to that I noticed that the retrieval of bodies does not seem to work properly. I can load them into a vehicle but I cannot unload them. I get the context menu option but triggering this does nothing. I did find out eventually that I can use the vanilla save function. I am not used to this actually working so I ignored it at first. But I am not sure if it actually works as intended. I noticed two things after I tried to reload the game from the scenario selection (pressing "load" instead of "restart"). First my three AI dudes were all looking identical and had the same name, at least if I looked directly at them. In the squad selection bar the names were different. Second my funds were bugged out and just said "add amount" or something along the lines. Another thing: How are you supposed to manage the available roles in SP? You need an interpreter if you want to interact with civilians but then you can't help your AI if they are wounded, because you need to be a medic. If you encounter an IED, you have to be engineer to disarm it. [Edit 2:] After yet more testing I have found the reason why medics weren't doing anything: They don't have a medipack. If I take them to the medbay manually and give them a medipack they work just fine. I guess this is a bug or is this intentional? I wouldn't think so because it makes medics basically useless except for reanimating people - which only works via direct control anyways. [Edit 3:] It has to be unintentional. I found out that if you remove the food and drink from the loadout-script in the mission, everything works fine. I already noticed that the medipack is too large to fit into the medi-backpack, if it already contains the basic food ration everyone gets. I simply removed them, because we won't use the need system anyways.
  3. Arfour

    MP - Ravage [COOP - 6] The Escape

    Nevermind, we're not just bad, we're stupid too. Turns out, we were too far from each other to register the respawn point. ¯\_(ツ)_/¯ We played again yesterday. This time dedicated with four players and had quite a blast. Respawning worked, but only with the tent. If someone died otherwise he still had to relog. Is this intentional? (On this note: If someone used this method of respawning, he suddenly could access all of the starting crates and get the standard loot in there. Which meant a farewell to ammo problems.) What we noticed were quite high spawn rates for bandit camps though. We had one location in particular which we cleared, used as a temporary holdout and visited again later, only to find it had respawned two or three new camps at once. There were a LOT of bad guys. In the end there were three or four campfires, suggesting the same amount of camps had spawned there. Good thing we managed to get the Strider going we found on the way. Turns out, an armoured vehicle with a 12mm machinegun helps a lot against bandits. ;) Again: Your mission is really great fun. The lack of persistency (safe points, re-entry) is a bummer if you don't manage to do the mission in one go though.
  4. Arfour

    MP - Ravage [COOP - 6] The Escape

    So, a little more feedback: We tried the new Malden version yesterday and everything seemed to work as intended. Alas we noticed a couple oddities: - The starting crates seemed to contain a bunch of weapons wich in turn weren't usable (also equipment and ammo). Also we noticed that only one of us actually saw the guns in the crate while the other one didn't. On the second crate this was the other way around. I guess this is what you meant by "loot not syncing". - Respawning didn't work. I found and pitched a spawning tent and could use it as a respawning point myself but my friend couldn't. He couldn't even respawn at the start and had to relog after he died to start back on the coast. This is a bit of a bummer since I don't think we'll ever be able to do this on a single life (we're shit).
  5. Arfour

    MP - Ravage [COOP - 6] The Escape

    Awesomesauce, thank you!
  6. Arfour

    i cant play mini dayz

    I am getting the exact same error. Both the start buttons (SP/MP) and the login in the top right corner produce it.
  7. Arfour

    MP - Ravage [COOP - 6] The Escape

    We played local and tried a view combinations with mods. At first we used CBA, Ravage, JSRS and Enhanced Movement and removed first JSRS and later EM - but without any difference. That makes a lot of sense. Would I deactivate this in the mission presets or is this something built into the .pbo? You're awesome. Is there a central list with links to the different missions or is the link provided by @Hans(z) still viable? I couln't find any other links to the Malden version neither here nor on armaholic.
  8. Arfour

    MP - Ravage [COOP - 6] The Escape

    I had the exact same issue and it did indeed break the game. I managed to log in with the second attempt as @Foozlekiller mentioned but my friend just couldn't. His game never finished loading. I'm glad to hear that and am excited for the new versions. Thanks a lot for your efforts, you're doing god's work to help people like me who just don't understand the eden editor at all. We tried Malden but had the issue of not starting near each other. Is this intentional? We wanted to play coop and started on entirely different ends of the island. Is there any option we missed? It kinda misses the point of coop imho if you don't spawn near each other.
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