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EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
I am aware of the issues you mentioned, CBA is needed for CAA1 quickmap error message, just ignore the error as it has no effect on mission. capture issue is being worked on be me when i get spare time... I am happy those playing my mission are enjoying enjoy it...... -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
I developed and tested on combined OPS 1.59 and I am still playing it, so it does work... I am up to city 7 with a score of 73000 so far... -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
Glad you like the mission, and thanks for the valued feed back. I am up to the 6th city so far with a score of 70000 points and enjoying it very much... I hope you are aware that the capture officer issue is not fixed, so just shoot him and cop a score penalty until I fix it... PS: Every once in a while a save game gets corrupted so remember to write down rank and city codes as soon as you get them in case save gets broken.... Also missile cam displays an error message when you get access to AH1Z and fire rockets / missiles... but works non the less.. ---------- Post added at 12:58 PM ---------- Previous post was at 12:50 PM ---------- Check your RPT file for some info on what caused the crash, Arma 2 V1.59 CO required ( combined Ops Arma 2 and Arrowhead expansion ) Crash could be caused by other non BIS islands eg. isladuala, lingor, panthera using their foliage instead of CAA1's - I know brg_africa plants causes issues with CAA1. try with just caa1 and oac.... -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
I am preparing an Isla Duala Version but it will be months before its ready for release.... No utes or chernarus version planned, however Takistan etc probably..... I might even do a lingor version also.... -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
http://www.ofpec.com/COMREF/cfg_images/ArmA/Stryker_ICV_MK19.jpg http://www.ofpec.com/COMREF/cfg_images/ArmA/Stryker_ICV_M2.jpg http://www.ofpec.com/COMREF/cfg_images/ArmA/Stryker_TOW.jpg -
SP_Evolution Needs your help to continue development..
Dhill68 posted a topic in ARMA 2 & OA - USER MISSIONS
I need someone to create some single player triggers / sensors... Overwiew This mission is a single-player conversion of the MP-version created by KilJoy. The main priority has been to retain the feel and functionality of the online gameplay, with the only changes implemented to compensate for the lack of other players, or to overcome technical differences in the way ArmA handles MP and SP missions. The changes in detail are as follows: CHANGES FROM MP-VERSION Instead of straightforward kill-counts the player's rating is used (which will give you different points depending on what you killed, e.g. 1000pts for an officer, 200pts for a rifleman) For every rank increase you can recruit 2 more AI units (for a total of 12) To make up for the lack of human medics, you can recruit a medic as soon as you become Corporal (2nd rank) To make up for the lack of human shuttle drivers/pilots, there will be a chopper shuttle available at all times, to take you back to the base Abandoned vehicles will stay at their position indefinitely. Only unarmed, destroyed vehicles will respawn at their original location. Empty enemy vehicles can be used independently of your rank If a player leaves a town and then returns, the town will only be re-populated to its previous level, not to the initial full-strength level Town are considered cleared if there are less than 12 AI units left (8 for smaller towns) Since it would be too easy to rack up points with side missions, each side mission can only be played once per cleared town A reconnaissance plane will randomly patrol the current island and briefly reveal enemy position. The fewer enemy units there are in a town, to more often this plane will patrol that area (to help in finding the last survivors) In Veteran mode you can save every 10 minutes. In Recruit mode you can save as often as you like. Passcodes for ranks and cleared cities allow you immediately activate these objectives later on You are able to skip some time in the barracks The mission has been fully translated into German, French, Spanish, Polish & Russian OBJECTIVES Your main objective is to clear the 11 marked cities. A city is considered cleared if the area indicated by the gray marker contains no more enemy vehicles (armed and unarmed), and the number of enemy troops is below a certain level (between 8 & 12, depending on the city). The number of initial infantry and armored units depends on the size of the city, plus/minus a random variation. Enemy units will only spawn once you enter the perimeters on foot on via ground vehicles. The secondary objective is the destruction of a randomly placed radio tower (indicated on the map). The third (optional) objective is the capture of the main officer in each city. The officer can be detained before the city is cleared, and his location is indicated on the map once you come within 200 meters of him. You can fulfill these objectives in any order you wish. Once all cities are cleared, and at least 10 side missions have been completed, the mission will be finished. RANKS Once you reach specific points you will be promoted to a new rank. These ranks will give you different capabilities, like the kind of vehicles you can operate, the kind of weapons you will find in the ammo boxes, and the number and type of teammembers you can recruit. If you lose points due to friendly fatalities it might happen that you are demoted. You can see your current rank and score on the mini map (radio 0-0-0). RANK POINTS WEAPONS VEHICLES AI-UNITS PRIVATE 0 MP5A5, M16A2, M16A4, M136 HMMWV, Truck5t 0 CORPORAL 5,000 M16A2 GL, M16A4 ACG, M4, M240 HMMWV50, Truck5tMG 2 SERGEANT 25,000 M9, M16A4 ACG GL, M4AIM, M4A1, M24 MH6, HMMWVTOW, ~MK, Stryker ICV M2 4 LIEUTENANT 50,000 MP5 SD, M9 SD, M4 GL, M4A1 GL, M249 Stryker ICV MK19, M113, UH60MG 6 CAPTAIN 75,000 M4A1 SD, M4SPR Vulcan , UH60 (FFAR) 8 MAJOR 100,000 G36K, G36C, G36A AH6, AV8B2, Stryker TOW 10 COLONEL 150,000 JAVELIN, M107 AV8B, M1Abrams, AH1Z, A-10 12 POINTS You will receive the following points for different tasks completed: City cleared 5,000 Radio Tower destroyed 2,000 Main officer detained 2,000 Capturing a soldier POW 500 Capturing an officer POW 1500 Side mission between 1,000 and 3,000 points Killing an enemy solider 200 Killing an enemy Especas or sniper 500 Killing an enemy officer, squad leader or soldier POW 1,000 Killing an officer POW 2,000 Destroying an enemy vehicle between 200 and 1,000 points You can also lose points by incurring losses on your own side: Death of a teammate -500 Killing a teammate -1400 Destroying a Western vehicle between -1,400 and -7,000 points See this list for detailed scores for enemy and team-kills. FEATURES Vehicles Any vehicles you are driving will automatically be repaired, refuelled and rearmed when you bring it back to the base. Enemy vehicles will be refueled and repaired, but can only be rearmed at an enemy ammo truck. Unarmed vehicles that are destroyed in the field will respawn at their original location. Abandoned vehicles will stay at their location indefinitely. Destroyed armed vehicles are indicated by repair marker on the map, and have to be repaired and refueled before they can be used again. Anti-Aircraft Most cities are surrounded by several anti-aircraft units. Their range is indicated by the red cross-hatch markers on the map. Before taking any air-vehicles into these zones you should make sure that those units have been eliminated. Spy-Plane A spyplane which randomly circles over the active island (indicated by a white circle on the map) will allow you brief glimpses at enemy positions. As the enemy presense in the city you are attacking becomes less, the frequency at which the plane will cross that town will increase. FARPs There are three FARPs (Forward Area Rearm & Refuel Points) located on the map. At these places you can repair/heal and rearm your vehicles, your team, and yourself. Shuttle From any position on the map (and at any rank) you can call in a chopper to bring you (and your team) back to the base. Position yourself at the desired landing spot, and call it via the radio menu (0-0-9). Time-Skip If you prefer to do your mission at a specific hour of the day you can enter the barracks at the base, and skip a few hours forward, until the desired time has been reached. POWs After a city is liberated any enemy troops still present will surrender, and can be captured as POWs. To do this, approach them and select the "Capture" option from the action menu. You can also use your teammates to capture units. Once captured, they will be part of your team, and you will then have to transport them back to the base, and bring them to the POW camp. When arresting and transporting POWs make sure that none of them is further than 100 meters away from either you or any of your teammembers, or he will escape, at which point you will not be able to capture him again. If you have problems with your teammates shooting POWs during transport, read the relevant paragraph in the throubleshooting section. Para-Drop There is a slight chance that, after you liberate a city, a troop of enemy units might be para-dropped at that location. This will not affect the status of the city or the POWs, but you should keep that in mind when taking over a won city. SIDE MISSIONS At any time you can enter the Mission HQ and select a side mission via your action menu. The location, difficulty and bonus points of these missions depend on your current rank. Once a side mission has been completed (or abandoned via the radio option) you cannot repeat this mission until another town has been cleared. PASSCODES After each promotion or completed city you will be given a unique passcode. In the case of cities this will be a 3-character code, for cities it will be 5 characters. These codes allows you to later start a mission from scratch, and "fast-forward" to the stage you had reached before. This feature is useful in case a game save becomes corrupted, or if you would like to try to tackle the mission using different strategies. Once you receive the code you should write it down (or take a screenshot), so that you have access to it later on. To enter a code call up the radio with 0-0-7. TIPS There are more Western support vehicles and tanks (as well as an enemy ammo truck) at the Corazol harbor area The chopper is considered a neutral vehicle, so enemy troops will not attack it (or you, while you're in it), so it can sometimes be used to get you out of a hopeless situation. Anything you can do yourself at the base (recruiting teammembers, selecting side missions, skipping time) can also be done by one of your teammembers if they are located at the base. To have them remotely execute one of these functions, select the "Action" option in their control menu, and chose the desired action. If you recruit a new teammember via this method you have to chose (by clicking on the map) the location where he will be para-dropped. This location can be within a 300 meter radius of your own, current location. TROUBLESHOOTING POWs Because of limitations in the ArmA engine your team members will consider any POWs that are placed in vehicles as enemies. To circumvent this situation you can use one of these strategies: Place your team into the vehicle first Order your team to hold fire Move your team out of sight of the vehicles/POWs Vehicle rearming Some vehicles (e.g. Striker) will not rearm all magazines at either the base or an ammo truck. This is an ArmA limitation, and cannot be circumvented. Shuttle touchdown Occasionally (especially if you have accelerated the time) the shuttle may briefly touch down, and then lift off again, staying stationary at that location. If that happens, bring the acceleration time back to normal, and just call the shuttle once again via radio 0-0-9 (even if you are in it already). -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
Any idea why caa1 is missing the strykers, I have been trying to find an old oac addon called oac_show_all_oac_classes_in_editor.pbo to hopefully see if they are actually there or just wrong class mapping via oac... ?? BTW: I played some old evolution games today on a dedicated server, the old evolutionRed and blue V2 on Arma 1.... PS: @BP_bloodScreen.rar is an interesting addon I found on your mission list..... -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
Because they are the correct camo for the other vehicles and troops, the strykers in OA are desert camo.... May sound a little silly, but they looked out of place... ( i did a test version with all OA units too ) -
Hi All, I need help with my conversion of Evolution to Single Player CTI.... I urgently need help creating 2 sensor / triggers to track player score and rank... Can anyone able to help please respond /assist...
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EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
Try it without any mods except the ones included, What is wcr2 mod ?? There are no addons used in my mission except caa1, oac and sti_strykers which is included... -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
Works fine here absolutely no issues, I have been developing and testing with Arma 2 + Operation Arrowhead v1.56 Combined ops install... glt_oac_core_efix tells me it needs CO (combined ops ) eg. Arma 2 and arrowhead installed... The efix part seems to indicate Arrowhead content or maybe sound file compatibility mappings from Arrowhead expansion etc.... So yes Arrowhead / CO is needed to play this mission... -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
CAA1 missing addons error message at Arma 2 start screen... If anyone gets an error message about missing caa1 CTI buildings let me know, My version of caa1 allready has the CTI buildings, yours may not..... -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
The link for caa1 listed below works fine for me and other people: http://files.tom4897.info/Bohemia_Interactive/arma_2/modules/@caa1.7z Mission has been emailed to Armaholic, I am just waiting for them to do an update of their front page.... Hopefully it won't be too long.... It is very challenging though, best tip is save very often.... Also try: http://www.armaholic.com/page.php?id=7006 Try top @caa1 link and bottom link -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
Original Evolution SP Manual by kronzky is below for anyone interested:: Overwiew This mission is a single-player conversion of the MP-version created by KilJoy. The main priority has been to retain the feel and functionality of the online gameplay, with the only changes implemented to compensate for the lack of other players, or to overcome technical differences in the way ArmA handles MP and SP missions. The changes in detail are as follows: CHANGES FROM MP-VERSION Instead of straightforward kill-counts the player's rating is used (which will give you different points depending on what you killed, e.g. 1000pts for an officer, 200pts for a rifleman) For every rank increase you can recruit 2 more AI units (for a total of 12) To make up for the lack of human medics, you can recruit a medic as soon as you become Corporal (2nd rank) To make up for the lack of human shuttle drivers/pilots, there will be a chopper shuttle available at all times, to take you back to the base Abandoned vehicles will stay at their position indefinitely. Only unarmed, destroyed vehicles will respawn at their original location. Empty enemy vehicles can be used independently of your rank If a player leaves a town and then returns, the town will only be re-populated to its previous level, not to the initial full-strength level Town are considered cleared if there are less than 12 AI units left (8 for smaller towns) Since it would be too easy to rack up points with side missions, each side mission can only be played once per cleared town A reconnaissance plane will randomly patrol the current island and briefly reveal enemy position. The fewer enemy units there are in a town, to more often this plane will patrol that area (to help in finding the last survivors) In Veteran mode you can save every 10 minutes. In Recruit mode you can save as often as you like. Passcodes for ranks and cleared cities allow you immediately activate these objectives later on You are able to skip some time in the barracks The mission has been fully translated into German, French, Spanish, Polish & Russian OBJECTIVES Your main objective is to clear the 11 marked cities. A city is considered cleared if the area indicated by the gray marker contains no more enemy vehicles (armed and unarmed), and the number of enemy troops is below a certain level (between 8 & 12, depending on the city). The number of initial infantry and armored units depends on the size of the city, plus/minus a random variation. Enemy units will only spawn once you enter the perimeters on foot on via ground vehicles. The secondary objective is the destruction of a randomly placed radio tower (indicated on the map). The third (optional) objective is the capture of the main officer in each city. The officer can be detained before the city is cleared, and his location is indicated on the map once you come within 200 meters of him. You can fulfill these objectives in any order you wish. Once all cities are cleared, and at least 10 side missions have been completed, the mission will be finished. RANKS Once you reach specific points you will be promoted to a new rank. These ranks will give you different capabilities, like the kind of vehicles you can operate, the kind of weapons you will find in the ammo boxes, and the number and type of teammembers you can recruit. If you lose points due to friendly fatalities it might happen that you are demoted. You can see your current rank and score on the mini map (radio 0-0-0). RANK POINTS WEAPONS VEHICLES AI-UNITS PRIVATE 0 MP5A5, M16A2, M16A4, M136 HMMWV, Truck5t 0 CORPORAL 5,000 M16A2 GL, M16A4 ACG, M4, M240 HMMWV50, Truck5tMG 2 SERGEANT 25,000 M9, M16A4 ACG GL, M4AIM, M4A1, M24 MH6, HMMWVTOW, ~MK, Stryker ICV M2 4 LIEUTENANT 50,000 MP5 SD, M9 SD, M4 GL, M4A1 GL, M249 Stryker ICV MK19, M113, UH60MG 6 CAPTAIN 75,000 M4A1 SD, M4SPR Vulcan , UH60 (FFAR) 8 MAJOR 100,000 G36K, G36C, G36A AH6, AV8B2, Stryker TOW 10 COLONEL 150,000 JAVELIN, M107 AV8B, M1Abrams, AH1Z, A-10 12 POINTS You will receive the following points for different tasks completed: City cleared 5,000 Radio Tower destroyed 2,000 Main officer detained 2,000 Capturing a soldier POW 500 Capturing an officer POW 1500 Side mission between 1,000 and 3,000 points Killing an enemy solider 200 Killing an enemy Especas or sniper 500 Killing an enemy officer, squad leader or soldier POW 1,000 Killing an officer POW 2,000 Destroying an enemy vehicle between 200 and 1,000 points You can also lose points by incurring losses on your own side: Death of a teammate -500 Killing a teammate -1400 Destroying a Western vehicle between -1,400 and -7,000 points See this list for detailed scores for enemy and team-kills. FEATURES Vehicles Any vehicles you are driving will automatically be repaired, refuelled and rearmed when you bring it back to the base. Enemy vehicles will be refueled and repaired, but can only be rearmed at an enemy ammo truck. Unarmed vehicles that are destroyed in the field will respawn at their original location. Abandoned vehicles will stay at their location indefinitely. Destroyed armed vehicles are indicated by repair marker on the map, and have to be repaired and refueled before they can be used again. Anti-Aircraft Most cities are surrounded by several anti-aircraft units. Their range is indicated by the red cross-hatch markers on the map. Before taking any air-vehicles into these zones you should make sure that those units have been eliminated. Spy-Plane A spyplane which randomly circles over the active island (indicated by a white circle on the map) will allow you brief glimpses at enemy positions. As the enemy presense in the city you are attacking becomes less, the frequency at which the plane will cross that town will increase. FARPs There are three FARPs (Forward Area Rearm & Refuel Points) located on the map. At these places you can repair/heal and rearm your vehicles, your team, and yourself. Shuttle From any position on the map (and at any rank) you can call in a chopper to bring you (and your team) back to the base. Position yourself at the desired landing spot, and call it via the radio menu (0-0-9). Time-Skip If you prefer to do your mission at a specific hour of the day you can enter the barracks at the base, and skip a few hours forward, until the desired time has been reached. POWs After a city is liberated any enemy troops still present will surrender, and can be captured as POWs. To do this, approach them and select the "Capture" option from the action menu. You can also use your teammates to capture units. Once captured, they will be part of your team, and you will then have to transport them back to the base, and bring them to the POW camp. When arresting and transporting POWs make sure that none of them is further than 100 meters away from either you or any of your teammembers, or he will escape, at which point you will not be able to capture him again. If you have problems with your teammates shooting POWs during transport, read the relevant paragraph in the throubleshooting section. Para-Drop There is a slight chance that, after you liberate a city, a troop of enemy units might be para-dropped at that location. This will not affect the status of the city or the POWs, but you should keep that in mind when taking over a won city. SIDE MISSIONS At any time you can enter the Mission HQ and select a side mission via your action menu. The location, difficulty and bonus points of these missions depend on your current rank. Once a side mission has been completed (or abandoned via the radio option) you cannot repeat this mission until another town has been cleared. PASSCODES After each promotion or completed city you will be given a unique passcode. In the case of cities this will be a 3-character code, for cities it will be 5 characters. These codes allows you to later start a mission from scratch, and "fast-forward" to the stage you had reached before. This feature is useful in case a game save becomes corrupted, or if you would like to try to tackle the mission using different strategies. Once you receive the code you should write it down (or take a screenshot), so that you have access to it later on. To enter a code call up the radio with 0-0-7. TIPS There are more Western support vehicles and tanks (as well as an enemy ammo truck) at the Corazol harbor area The chopper is considered a neutral vehicle, so enemy troops will not attack it (or you, while you're in it), so it can sometimes be used to get you out of a hopeless situation. Anything you can do yourself at the base (recruiting teammembers, selecting side missions, skipping time) can also be done by one of your teammembers if they are located at the base. To have them remotely execute one of these functions, select the "Action" option in their control menu, and chose the desired action. If you recruit a new teammember via this method you have to chose (by clicking on the map) the location where he will be para-dropped. This location can be within a 300 meter radius of your own, current location. TROUBLESHOOTING POWs Because of limitations in the ArmA engine your team members will consider any POWs that are placed in vehicles as enemies. To circumvent this situation you can use one of these strategies: Place your team into the vehicle first Order your team to hold fire Move your team out of sight of the vehicles/POWs Vehicle rearming Some vehicles (e.g. Striker) will not rearm all magazines at either the base or an ammo truck. This is an ArmA limitation, and cannot be circumvented. Shuttle touchdown Occasionally (especially if you have accelerated the time) the shuttle may briefly touch down, and then lift off again, staying stationary at that location. If that happens, bring the acceleration time back to normal, and just call the shuttle once again via radio 0-0-9 (even if you are in it already). -
EvolutionSP from Arma converted to Arma2.
Dhill68 replied to Dhill68's topic in ARMA 2 & OA - USER MISSIONS
Hopefully it will be available soon.... Read me file listed below to show changes... Hi Big, Please find attached A2_EvolutionSP_V4 EVOLUTION SINGLE PLAYER Most problems fixed.. Readme in archive is below. EvolutionSP V4 Readme File 03 July 2011 This is my conversion of EvolutionSP by Kronzky based on the original MP version by KillJoy.. Full credit goes to the original creator KillJoy and also Kronzky.. I have Kronzky's permission to releas this as my own mission conversion.... For more detailed instructions on how to play, including rank progression, rewards and general how to play please see included file: evolutionsp_manual.htm created by Kronzky I decided this epic Single Player mission was missing from the Arma 2 community and took it apon myself to convert it for all to enjoy... All work was done by me as a learning project to better understand Arma 2 editing, scripting, mission design and generally having fun play testing my own work.. Also note I had to make some changes to AI skill levels and ranks due to the way Arma 2 AI and more specifically its micro AI behaves more intelligently compared to the Arma 1 game engine... DON"T USE ANY MODS WHEN PLAYING THIS MISSION, USE ONLY CAA1, OAC CORE AND INCLUDED sti_stryker_1.0 pack.. BECAUSE OF THE HIGH NUMBER OF VARIABLES AND EVENT HANDLERS USED BY THIS MISSION WEIRD THINGS HAPPEN IF FX MODS eg. WARFX BLASTCORE, BLOOD EFFECT or AI MODS ARE USED... ( From my testing anyway ) Version 4 Changelog: -- Added Sound files listed in description.ext and altered pathing to new Arma 2 syntax. -- Added Images Listed in Description.ext and altered pathing to new Arma 2 syntax. -- Entry in Mission.sqm sideradio message at start altered pathing to new Arma 2 syntax and added def to description.ext e but still won't play. Sound file says " Go Give'em Hell Boys"( NOT FIXED YET ) -- Debugged all .hpp files and removed // comments causing unexpected end of file error. (( Arma 2 will allow comments but only at line start in .EXT file. )) -- Changed Skill level of ZSU commanders from 1 to 0.4 they are way to good on skill=1. -- Changed any high skilled enemy soldier > 0.4 to lower level of 0.2. -- Deranked any high ranking RU Officers. Otherwise impossibly hard AI.. Officer in eacdh town was high rank & high skill leading to him commanding all subordinates groups leading to the player being overwhelmed and swamped by enemy forces. -- Fixed StickX & StickY errors with new syntax in quickmap.hpp, a few small dialog errors to fix... -- Fix Issues with BMP2 , BRDM2 , BRDM2_ATGM , D30 Oac core default class mapping replaced BMP2 with BMP3 and BRDM with BTR90, Having higher armour values than Arma 1 vehicles they were way too strong and unbalanced the game.. Discovered extra_vehicles part of oac which adds missing RU Vehicles. BMP2 = BMP2_RU Done BRDM2 = BRDM2_RU Done BRDM2_ATGM = BRDM2_ATGM_RU Done D30 = D30_RU Done -- Fix missing Strykers being replaced by LAV25's ( oac core issue ) sti_Stryker_ICV_M2 Done sti_Stryker_ICV_MK19 Done sti_Stryker_TOW Done -- Have to raise ZSU skill level, at current skill level they don't fire and they retreat to edge of city zone. Done -- Capture Officer Issue - Unable to capture enemy officers in each town, when captured he appears in the players group momentarily then dissapears from group and reverts back to his uncaptured state whereapon players squad mates kill him as an enemy... ( NOT FIXED ) probably a scripting issue from Arma 1 to Arma 2 re: captives treated differently ?? -- Must contact Kronzky and find out what the phone does in the ammo crates at base, their is also a sound file related to the phone that says " ring ring ring ring ring ring ring ring Bananna Phone " - quite funny... -- No briefings yet, fortunately Kronzky's use of markers for objectives etc mean its playable without the briefings so far, Side missions may be an issue though.. -- Link to CAA1 & OAC http://www.kellys-heroes.eu/files/ARMA2/addons/OAC/@OAC.7z http://files.tom4897.info/Bohemia_Interactive/arma_2/modules/@caa1.7z Bug reports or suggestions or offers of help to fix issues still remaining go to : -- Bohemia Interactive Forums Link: http://forums.bistudio.com/showthread.php?t=121070 Regards, Mopar