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Rough Knight

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Everything posted by Rough Knight

  1. Rough Knight

    [CAMP] Carrier Operations - Duala

    I will add a note to the first page, you may need to [shift] + [-] "endmission" once the Nimitz elevator goes down. There was just a script that gets executed when you helo reaches lower deck level to end the mission and check objective status to see if you passed or failed. The mission is over either way however otherwise you wouldn't get the message to turn off your engine. With the actions thing. I think I will leave it how it is. It is more realistic to use your radio to call for an evacuation. Perhaps I just need to tweak the Hint to make it more noticable or repeat it a few times so the player knows the option is open. Thanks Rough Knight
  2. Rough Knight

    [CAMP] Carrier Operations - Duala

    EDIT: You where right CyclonicTuna, the mission end trigger was broken. So was the civilain killed trigger [although this wasn't why the mission didnt end] which is fixed in the next version. Thanks mate. This auto-completes itself when you land and turn off your engine. Did you get the Return to Nimitz task pop up? If notr there must be some enemies around, or a bug that slipped through tothe keeper. I am not sure about why the mission didn't finish, I will look into it. Thanks for reporting it This should already be implemented Tuna. Although lookout, a posse is gonna try hunt you down. Your current task should fail and then you can call via radio after you get a message via [0,0,0]. EDIT: confirmed this is working. Excellent Smithers, let me know how you go. Always looking to make it better. :bounce3: Thanks Rough Knight.
  3. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi KBK, I did respond to you :p As mentioned by Muahaha, you should do the following. skip steps 1,3 and 4 only if you are 100% certain you have the latest F/A-18. 1). Download the latest F/A-18 from the link on the first page. 2). Disable the mar_pilot addon you are using [because the F/A-18 addon already contains the unit "mar_fighter_pilot" as an included pbo.] 3). Delete your old F/A-18 addon folder. 4). Install the newest version of the F/A-18. 5). Fire up the game with the required addons. Please post back to let me know if it worked. Otherwise we will try figure out what else is going on. Thanks Rough Knight
  4. Rough Knight

    [CAMP] Carrier Operations - Duala

    It's not possible as far as I was aware...but I may be wrong. I have fixed the Mig targetting for mission1 that you reported for the next version. You can say that again. No offence taken, you just came out pretty strong:D With regards to the ship targetting, I have no idea why for the player the guns are not visible while you wingman can pick them off at will? I will try find a solution. I complete the mission by flying low and using zoom while changing targets. You then seem to pick them up. A few changes in the wind then for the next version. Thanks folks Rough Knight
  5. Rough Knight

    [CAMP] Carrier Operations - Duala

    I am not sure they should be white. At least on the radar on my game they show up red after the message pops up. I can then target them. Has anyone else seen this? The Littlebird stays white however, but this is by design to make it more of a challenge. I will have a look after work today and see what I find about the other thing you. Thanks Rough Knight.
  6. Rough Knight

    [CAMP] Carrier Operations - Duala

    In my opinion that is not constructive critisism, you are welcome to scrap playing it all together. There is only a 33% chance of the BMP spawning. Mostly it is one of two offroad armed vehicles. Also, a BMP could be drawn to the fight from outside. There are some random patroling vehicles. By the way, you can actually take the BMP out if it spawns before it even fires a shot, you do have 10 or 12 missiles did you realise. You need to use them wisely. Thanks Rough Knight.
  7. Rough Knight

    [CAMP] Carrier Operations - Duala

    Thats a good idea Muahaha. Avionics may be difficult, but the other two for the player should be ok using the action command in a radio trigger. Bare in mind, many actions listed in reality don't actually work for one reason or another. I am not sure why the guns are difficult to target on the ships, but if it were any easier then the mission would be a walk in the park. I am away for about 3 or 4 days now, I will hopefully be able to answer any questions and respond to feedback. I won't be able to work on it over that period though. Like you say though, it is funny your wingman can target them no problem. Thanks Rough Knight
  8. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi KBK. Don't use the mar_pilot addon. Version 1.8 of the F18 [the latest still has a pilot in it (mar_fighter_pilot)]. This is the unit the campaign uses because it means one less addon required. I have tried to keep the addons list to a bare minimum. Just turn off the mar_pilot addon and I hope you will be ok. The pilots pbo inside the F/A-18 addon is still in this case called mar-pilot while the classname is "mar_fighter_pilot" however just to be confusing : P Can you see an icon toggling red and white on the Nimitz deck? It should be about at the location of where you stop using the arrestor cables toward the front of the Nimitz. Anyway, when you are near it you get a message to turn off your engine to end the mission. Turn off the aircraft engine and the mission will end. You have to be near the marker though. Thanks Rough Knight
  9. Rough Knight

    [CAMP] Carrier Operations - Duala

    Wow Muahaha, Nice video. Thanks very much for doing that. A good bit of PR work. Also with Mando missiles...I will have to take a closer look at that, it certainly looks pretty cool. With your permission I should throw the vid up on the main page under the title so people can see what the campaign is about. You would get the credit of course: ) .I would make some vids but I have no idea how? What program do you use? Any ideas for a new flying mission to make to add to the campaign? I'm about all out of ideas. Thanks again Rough Knight
  10. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi Muahaha, Thanks for the feedback. Its good to know the issues that bug people. I will try address some of them for the next release. That jerking animation I believe is caused by the tide system in ARMA2 and the deck of Nimitz being at a different height as to when the playmove was recorded. I will have a play with it for the next version and try find a solution. Trouble is I was using the Nimitz scripts to simulate steam and jet blast deflectors [realism], so they may conflict with playmove since the deck height is slightly different. Yeah I think these issues are addon related. On the deck once you have been in the air, make sure you open the FA/18 canopy as this activates the getout action it seems. I hope the next version of the FA/18 will address the action issues. Hopefully Meatball has not grown tired of developing his addon, as it is great. It can be very taxing however, I learnt that from making this campaign. I just did some tests and it appears the error [or at least part of it] comes from the vapour trail emmitters on the F/A-18. I believe this is addon related, if anyone knows a way around it please let me know. It can be reproduced by placing a flying f18 [player as pilot] into an empty editor map and saving your game while flying. The error will be present on reloading the save. Thanks again mate Rough Knight
  11. Rough Knight

    F/A-18 Super Hornet

    Place this in the init of your unit you want to move into the cockpit gunner pos. this MoveInTurret [planename,[0]]; Where: planename = the name of your plane in the editor. Thanks Rough Knight
  12. Rough Knight

    [CAMP] Carrier Operations - Duala

    I havent tried rearming. JDog implemented the trapdoor where you have to drive the little tractor down then you can get your arms to rearm the planes. Hope that helps. Thanks Rough Knight
  13. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi tom3kb I am not sure what happened there mate but both the file sizes and date should be different to v1.00. Maybe try download it again, I have changed the file name. Anyway version 1.04 is up which has the campaign version in every mission briefing under "Notes \ Credits" so I hope it is fixed for you. Also on the campaign overview in the campaign selection screen in ARMA2 it should tell you the version number. If you don't see the version from the first post, it means you don't have the correct version in your folder. The older campaign files should be over-written. Thanks Rough_Knight
  14. Rough Knight

    [CAMP] Carrier Operations - Duala

    The download link is the same, but the files have changed. I downloaded it myself just to make sure. Let me know if the Funky Cold Medina is going on :rolleyes: Thanks Rough Knight.
  15. Rough Knight

    [CAMP] Carrier Operations - Duala

    Lol, thanks Muahaha I am glad you are enjoying it. As mentioned, the addon makers deserve all the credit. Duala is awesome [especially by air], so it Nimitz, meatballs f18 etc. It nice to be able to use them all together and appreciate their hard work. On another note, my whole Christmas has been spent making a new update. :bounce3: See the top post for a link. I will try address some of the things you mentioned, all are pretty valid points. First of all, I changed and added some cloud + adjusted the daytime for the covert ops missions. Overall, I think you will now require to use your night vision. Particully the mission8 [Airfield Infiltration] I am pretty happy with. Silouttes of the enemy now depending on how and where you decide to place yourself to carry out the mission give great ambience. In Libya, Nato inforced a strict no-fly zone. Apart from the odd Die hard, I believe not to many fighters even fired a shot due to air-strikes on the Linyan airforce airbases. This is what happened in mission 1 of my campaign. The No-fly zone was something enforced by the NATO alliance. It does seem really unfair that the MIG's of Duala are quite outnumbered. In saying that...if they get off the ground you better watch out they are very deadly. 1 missile = 1 dead F18 Hornet. I grabbed the CSG template from Snafu [Thanks Snafu]. It included the guys on Nimitz's deck. Trouble is AI can not navigate around the deck. Well they can but often they fall off and go swimming. My co-pilot script seems to be able to spawn a pilot on deck, but often he takes a couple of goes to get into your fighter jet. Maybe I could spend some time making some guys have converstations or something. For some atmosphere I added that landing plane via playMove. Trouble is with different mission times the water tide levels change effecting Nimitz Height ASL. Therefore the planes sometimes explode killing everything on the deck. Lol, it is quite atmospheric, but not very user friendly on the mission. I hope Meatball decides to implement a scripted version of the landing gear, because then I could also make the AI land properly on the deck. ATM they don't know that they are landing, and something like "(driver f18_1) action ["LandGear", f18_1];" only works for a player controlled aircraft. I have no way of forcing landing gear to go down when approching the carrier. This might be really bad from me, but I don't know much about Mando Missiles. I am aware of the addon, but I thought it was an optional addon by the user. Is there anyway you can activate it via the mod-folder method? I think Meatball stated is was optional for his superhornett at least? Anyway, I hope you all enjoy this. If I get more feedback I can improve it. Maybe even add some more missions if you give me some ideas. I am all out : P Thanks Rough_Knight
  16. Rough Knight

    [CAMP] Carrier Operations - Duala

    Maybe I should have mentioned that the "Carrier Auto-Landing" action is really only semi-automatic. The player will still need to put their gear and tailhook down else they might run into trouble. I ran into problems trying to script either player or AI vehicles to retract their under-carriage. I am only on my phone but when I get home I will update the documentation a bit better. I even tried spawning objects underneath the incoming vehicle in order to try make the AI put down the vehicles landing gear. I realize they do finally put down their gear but only once they have touched down. There must be a workaround, but typically they didn't explode on landing. Thanks for the feedback muhhaha, I will spend some time and try to fix that up for the next version. Ta Rough knight
  17. Rough Knight

    [CAMP] Carrier Operations - Duala

    No mate sorry you need the full Duala version with all the units. I am using only the pilot from the mar_2MAW v1.8 release which is currently the latest version. Have you got the right version? It sounds like your F18 version is 1.7 or something as the config names changed for the F18 in one of those later releases. Get the one from the link. UNfortunately I have to go away for a few days. Please continue to post any issues and I will address them if I can ASAP. BTW, occasionally I do get things fall through the USS Nimitz, not sure why it is random. Try to ignore it and I'll try and hunt a solution. No idea why..it seeems very random maybe something todo with USS Nimitz spawning in game init.
  18. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi Guys, I have added a link to the first post from which you can now download and play the campaign. I hope you all enjoy it. Please leave feedback of any bugs or things that can improve and make it better. Thanks and merry christmas Rough Knight.
  19. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi People, I will hopefully have a release for this later today. I have visitors and a physiotherapist appointment that are getting in the way of a few final checks. I have implemented a few changes suggested by Wiki, so thanks mate for giving it a run through. Thanks Rough Knight.
  20. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi Guys, With regards to the addons: The point of the campiagn is to use the Meatballs F18 SuperHornett with USS Nimitz. Therefore automatically regardlessof the island the required addons are: @CBA @JDG_Nimitz @mar_2MAW @GLT_Missilebox Then Duala is a big addon, but the environment is closest to the theatre I was trying to emulate - Libya i.e it has an ocean [the Mediteranean whereas the vanillla option of Takistan doesn't], as well as inbuilt units of Duala addon make the campaign addon list somewhat simpler. Maybe I could but USS Nimitz in the Charsu pond in Takistan, but even then we need Dualas aliens to explain how it got there. The only option then is to drop Meatballs MARSOC marines, but they are very good so I don't think one extra addon would hurt : P I hope the use of these addons won't discourage people from playing the campaign. The addons from this community really make this game something else and provide you with a new ARMA2 experience every time you fire them up. Thanks Rough Knight
  21. Rough Knight

    [CAMP] Carrier Operations - Duala

    I think this campaign would be difficult with fewer mods. For example, Duala has perfect locations for the missions. The whole purpose was to use the F18 and the Nimitz together as there arn't to many missions suprisingly that do this at least from a singleplayer point of view. To convert it to vanilla would be tons of work [not impossible however]. I'll wait see how the feedback is then consider if it's worth the time to do [or if I have the time : )] I understand the mod thing though. My missions are usually for that reason mod free. I think you will enjoy this however if you have the mods handy mate.
  22. Rough Knight

    Isla Duala

    Hi Wiggum, Sorry mate can't help you there. For the campaign I am making I spawned the units into a newly created group, then did whatever I wanted via script after that. See the code below [it's only part of it but you get the kist]. I am not sure if this helps or not. //Script to spawn enemies for a multi-pronged circular attack at x location if (!isServer) exitWith {}; private ["_unit", "_spawnpoint", "_wp1", "_wp2", "_patrol", "_delay1", "_delay2", "_entry_locations", "_sideHQ", "_group", "_car1", "_ca1", "_ca2", "_ca3", "_ca4", "_ca5", "_ca6", "_ca7", "_ca8", "_ca9", "_ca10", "_ca11", "_ca12", "_ca13", "_ca14", "_enemy_all_array", "_enemy_leader_array", "_waypoint1"]; sleep 0.1; _unit = _this select 0; _spawnpoint = _this select 1; _wp1 = _this select 2; _patrol = _this select 3; _delay1 = _this select 4; _rn_array = _this select 5; _wp3 = _this select 6; _SideHQ = createCenter east; EAST setFriend [WEST, 0]; EAST setFriend [CIVILIAN, 0]; CIVILIAN setFriend [EAST, 0]; sleep 0.1; _group = createGroup east; sleep 0.1; _delay2 = time + _delay1; waitUntil {Time > _delay2}; sleep 0.1; _car1 = "Ural_MOL" createVehicle [((getMarkerPos _spawnpoint) select 0) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 1) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 2)]; _ca1 = _group createUnit ["MOL_Soldier_Officer", [((getMarkerPos _spawnpoint) select 0) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 1) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca2 = _group createUnit ["MOL_Soldier_Medic", [((getMarkerPos _spawnpoint) select 0) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 1) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca3 = _group createUnit ["MOL_Soldier_Engineer", [((getMarkerPos _spawnpoint) select 0) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 1) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca4 = _group createUnit ["MOL_Soldier_Rifleman", [((getMarkerPos _spawnpoint) select 0) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 1) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca5 = _group createUnit ["MOL_Soldier_GL", [((getMarkerPos _spawnpoint) select 0) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 1) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca6 = _group createUnit ["MOL_Soldier_MG", [((getMarkerPos _spawnpoint) select 0) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 1) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca7 = _group createUnit ["MOL_Soldier_AT", [((getMarkerPos _spawnpoint) select 0) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 1) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca8 = _group createUnit ["MOL_Soldier_Rifleman", [((getMarkerPos _spawnpoint) select 0) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 1) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca9 = _group createUnit ["MOL_Soldier_Rifleman", [((getMarkerPos _spawnpoint) select 0) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 1) + random 50 - random 50, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca10 = _group createUnit ["MOL_Soldier_Rifleman", [((getMarkerPos _spawnpoint) select 0) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 1) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; _ca11 = _group createUnit ["MOL_Soldier_GL", [((getMarkerPos _spawnpoint) select 0) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 1) + random 100 - random 100, ((getMarkerPos _spawnpoint) select 2)],[],1,""]; sleep 0.1; [_ca1, _ca2, _ca3, _ca4, _ca5, _ca6, _ca7, _ca8, _ca9, _ca10, _ca11] join grpNull; _enemy_all_array = [_ca1, _ca2, _ca3, _ca4, _ca5, _ca6, _ca7, _ca8, _ca9, _ca10, _ca11]; _enemy_squad = [_ca2, _ca3, _ca4, _ca5, _ca6, _ca7, _ca8, _ca9, _ca10, _ca11]; sleep 0.1; [_ca2, _ca3, _ca4, _ca5, _ca6, _ca7, _ca8, _ca9, _ca10, _ca11] joinsilent _ca1; {if (alive _x) then {obj2_e_alive_number = obj2_e_alive_number + 1}} foreach _enemy_all_array; {_x addEventHandler ["killed", {obj2_e_alive_number = obj2_e_alive_number - 1}]} foreach _enemy_all_array; _ca1 assignasdriver _car1; _ca1 moveindriver _car1; {_x assignascargo _car1; _x moveincargo _car1} foreach _enemy_squad; sleep 0.1; _group = group _ca1; _group allowFleeing 0; //Do whatever with group after here
  23. Rough Knight

    [CAMP] Carrier Operations - Duala

    haha...I know...testing is a pain. test fix, test fix, test fix, test fix, test fix, test fix blah..blah. You are right though....perhaps I will perservere a little more and just release it to the comunity at once rather than a few beta testers. : P
  24. Rough Knight

    [CAMP] Carrier Operations - Duala

    As mentioned, I would prefer to have it run as a beta for a few guys to isolate any bugs, but it's not all that far away. Beta is ready as we speak. You would know how long it takes to iron out bugs yourself sometimes. Most bugs should be non-existant now. Yep, Dualan units. Hope you got the full version of Duala : ) Yeah, you are right. Some of my missions are small, but as you say..it's hard not to be repetative with flying missions. I have tried to change it up. One of my favourite is Mission 4: "Navy Blues". I have tried to implement destroying some Dualan Navy frigates [which out of the box are non-playable static objects] without giving to much away. You want to run through the campaign for me chaps? PM me and I'll send you a link if you are interested. Hopefully I can get the bulk campaign run through once or twice by a few guys, iron out any bugs if any then release : ) Thanks Rough Knight
  25. Rough Knight

    Isla Duala

    G'day IceBreakr, Firstly, thanks very much for Duala, I love all the hard work you put into it....countless hours no doubt. I have a new campaign coming up for Duala that I have been working on for the last few months or more. I wish I could fit the Aliens into the storyline somehow...but I don't think they will fit somehow :) I have started a new thread in the appropriate forum. I hope for some beta testers in the next few days. Thanks Rough Knight
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