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KingN

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  1. The darker the circle the more it has sustained damage to the infrastructure. Since 1.06.00 the cities have a chance of sustaining damage each time it changes ownership. And if the city has sustained damage recently you have a chance of seeing some pillars of smoke emanating from the ruins. Just an effect for immersion at the moment.
  2. Mission update 1.06.03. Another small hotfix update. - CHANGED: Enemy camp mission type: lowered chance of prisnoners being executed - FIXED: Prisoners not moving after rescue - FIXED: Bravo squad on boats didn't stop when ordered to stop via radio 0-0-1 if the bravo squad was in a single boat instead of two boats in a formation
  3. That's a nasty bug actually, just checked and I think this got broken when I fixed some line markers in the last patch without enough testing. Thanks for reporting. I made a quick update to fix that, seems to work now, tested in SP and MP and dedicated. Mission update 1.06.02 - CHANGED: No OperativesArray logging - FIXED: Not able to set Bravo stand-by waypoint in multiplayer since 1.06.01 - FIXED: Selecting random single scenario mission gets the mission stuck in the loading screen that follows
  4. Mission update 1.06.01, with few bug fixes and also additions that came with Prairie Fire 1.2 - ADDED: Cam Lao Nam: New music to music pools - ADDED: PAVN and VC factions: PT-76 variants - ADDED: PAVN and VC factions: M1 Garand - ADDED: PAVN and VC factions: M1918A2 - ADDED: PAVN and VC factions: Vz.54 - ADDED: MACV-SOG faction: F-100D strikes added to fixed wing support - ADDED: MACV-SOG faction: M113A1 variants - ADDED: MACV-SOG faction: M14A1 LMG - ADDED: MACV-SOG faction: Mk18 Static GL - CHANGED: Emplacement mission type: Find radius takes terrain specific search radius coefficient into account - CHANGED: Cam Lao Nam: Slightly reduce change of enemy calling in nearby patrols for reinforcements - CHANGED: PAVN and VC factions: Target officers use new Prairie Fire v1.2 field caps - CHANGED: PAVN and VC factions: Lowered change of enemy having a shotgun - CHANGED: MACV-SOG faction: Insertion boat vehicle changed to STAB Boat - FIXED: Ambient enemies didn't stay spawned correctly around helicopters and planes - FIXED: Bravo standby position marker sometimes pointed at enemy hidden position instead of mission area center - FIXED: Bravo waypoint lines wasn't visible in Sustained Operation - FIXED: All planes start their strafing run 200m earlier to help avoid crash landing in laggy situations - FIXED: MACV-SOG faction: F-4B didn't fire it's weapons since Prairie Fire v1.2 release - FIXED: CSAT Renegades faction: One invalid uniform classname in uniforms pool - FIXED: NATO player factions: Ghillie suits didn't come with standard First Aid Kits
  5. That's right. The revive system is between players only, AI is not affeced.
  6. When I started working on this version for Arma 3 I wanted to have it like in my original mission for Arma 2, and CUP and RHS combined came close to what I wanted when it comes to assets. Both mods have come a long way since but I still like them both. Using only one mod would do nowadays though, that's true. I do have given more attention to the vanilla versions, featuring Tanoa and Malden and more gear options etc, if using mods is too much hassle. I enjoy a lot playing the vanilla way myself now too. Thanks for the kind words.
  7. After almost a year of development and testing I'm happy to present probably the biggest update so far. In addition to new scripts and features, I have basically rewritten a big part of the old scripts and essential functions with heavy optimizations and streamlining in the code and added functionality. Overall, I have taken another big step towards my vision of this mission concept. New features, more friendly support and presence, new mission types, the environment has more depth and the enemy territory is deadlier than ever. Now that I have made the code more streamlined and optimized and I'm satisfied with the state of the mission for now, I finally felt comfortable porting the mission onto new terrains and adding new factions. One of the new versions features Prairy Fire CDLC in Cam Lao Nam terrain which is a ton of fun and a new take on the mission concept. To squeeze the update into few key improvements: - Optimizations and rewritten essential scripts and functions - Enhanced Ambient enemy functionality and behaviour, including added reinforcement calling capabilities, making ambient enemies play a stronger and deadlier role in any mission. - Multiple new types of friendly forces and friendly support - Multiple new mission types, now making a total of 10 main mission types, divided into a total of 45 mission type variations - Sustained operation allowing operatives to stay behind enemy lines after mission - Revive mechanism in multiplayer, can be switched off - New versions of the mission, new terrains and new factions Regardless of whether you have played the earlier versions of this missions or not I strongly recommend trying this one out. Please let me know if you run into any issues with any of the versions and I'll have a look. Please see the first post for the full list of versions with download links. Patch notes below: Version 1.06.00 - ADDED: New Mission version: Vietnam setting in Cam Lao Nam terrain VN/CLN (Prairie Fire CDLC dependency) - ADDED: New Player faction: MACV-SOG in green or tiger camo, for VN/CLN - ADDED: New Enemy faction: People's Army of Vietnam, for VN/CLN - ADDED: New Enemy faction: National Liberation Front, for VN/CLN - ADDED: New Mission version: Tanoa terrain with vanilla assets NT/TN (APEX DLC dependency) - ADDED: New Player faction: CTRG 15 (Pacific), for NT/TN - ADDED: New Enemy faction: CSAT Renegades (Pacific), for NT/TN - ADDED: New Enemy faction: CSAT Renegades, for NT/AL - ADDED: New Mission version: Malden 2035 terrain with vanilla assets NT/MD - ADDED: New Mission version: Takistan terrain with CUP/RHS assets US/TK - ADDED: New Mission version: Takistan terrain with CUP/RHS assets RU/TK - ADDED: New Mission version: Virolahti terrain with CUP/RHS assets US/TK - ADDED: New Mission version: Virolahti terrain with CUP/RHS assets RU/TK - ADDED: New Mission version: Lythium terrain with CUP/RHS assets US/TK - ADDED: New Mission version: Lythium terrain with CUP/RHS assets RU/TK - ADDED: Option for Player Revive in Multiplayer, using vanilla arma revive fuction, on by default, can be disabled in multiplayer lobby parameters, using revive gives player deaths more penalty points - ADDED: Fixed-Wing Fire support: In some missions you have the opportunity to call in planes that can do strafing runs, drop bombs etc. - ADDED: Ground Support: In some missions AI lead ground troops stationed nearby can be called in to help securing areas - ADDED: Drone support: When available, you have a remotely operated UAV or UGV at your disposal for the mission - ADDED: Sustained Operation: After a mission, instead of extraction back to friendly territory, you may have an option to stay behind enemy lines and pick a new mission from the surrounding area by extracting to a predefined position - ADDED: New main mission type: Emplacement, featuring static weapons scattered around an area as mission objective - ADDED: Emplacement mission variation: AA-Gun positions, either known or unknown positions - ADDED: Emplacement mission variation: Artillery position, either known or unknown position - ADDED: New main mission type: Escort, featuring VIP(s) to escort from map position to base or vice versa - ADDED: Escort mission variation: VIP(s) need escorting from enemy terriotory to safety - ADDED: Escort mission variation: VIP(s) need escorting from base to a position in enemy territory - ADDED: New main mission type: Defend, featuring friendly city locations that are being assaulted by enemy forces - ADDED: Defend mission variation: Defend location, don't let friendly garrison forces die - ADDED: Defend mission variation: Defend location, defend location together with garrison forces until relief forces arrive - ADDED: Ambient enemy depot types, variations of very minor installations - ADDED: Ambient enemy ammo caches - ADDED: Ambient enemy manned houses - ADDED: Ambient enemy AA positions - ADDED: Ambient enemy patrol boats - ADDED: Ambient enemy patrolling infantry groups in troop transports - ADDED: Ambient enemy patrolling supply and maintenance vehicles - ADDED: Ambient enemy groups have capability of calling in reinforcements - ADDED: Ambient enemy groups have capability of serving as reinforcements for surrounding ambient enemy units, utilizing transport vehicles for travelling longer distances - ADDED: Ambient enemy groups have capability of engaging/flanking targets nearby, either known by them or reported by surrounding units - ADDED: Ambient intel suitcases that may spawn in enemy bases, camps and manned houses, yielding progress points that are summarized at the mission debriefing - ADDED: Ambient civilian boat traffic - ADDED: Ambient civilian parked boats on shore - ADDED: Searching through intel suitcases, both ambient and main objective ones, yield progress points - ADDED: Damage states for cities for simulating battles that have took place over the course of the campaign, indicated with a dark auras on map. Destruction accumulates throughout the campaign. - ADDED: Potential smoke effects for recently damaged cities - ADDED: Ability to force move escort targets for a remedy in situations where they are stuck in terrain and won't move - ADDED: Hand animation for speaking into radio - ADDED: Potential enemy guardposts in Urban assault missions - ADDED: Guardpost variations with a stationary guard instead of always a manned MG - ADDED: Territoy animations, chance of special offensive for both sides: Uprising for the enemy factions (random city changes side), and Beachhead for the player faction (random shore sectors) - ADDED: Some hot spot markers on map have textual information for simulated, more realistic intel about enemy positions, making better planning ahead possible - ADDED: Default radio mutter for roles/voice lines without voice overs - ADDED: Mission Plan GUI has information on seat capacity and armament level of the helicopter support - ADDED: Fire support GUI has information on armament level of the helicopter support - ADDED: Ability to cancel helicopter extraction via fire support menu under the helicopters tab in the same way as cancelling CAS - ADDED: Ability to reuse the same helicopter for extracting both Alpha and Bravo squads, one group at a time - ADDED: Ability to give callsigns to AI operatives - ADDED: Bravo group tells if in contact with enemy when giving situation report - ADDED: Enemy may fire flares in Ambush mission types during night - ADDED: Rifle fired flare light the surrounding area instead of working merely as signal flares - ADDED: CTRG Faction: DLC Weapon selections with variations and attachments (SPAR series,LIM-85,SPMG,MK-I,Mk-14,MAR-10 and MAAWS) - ADDED: CTRG Faction: Marksman and sniper rifles have both day time/night vision scopes for operatives, other scope is stored in the backpack - ADDED: CTRG Faction: Ghillie suit speciality gear option - ADDED: GRU Faction: Some new weapons and scopes - ADDED: Some new assets introduced in the updates from CUP and RHS to both enemy and player factions - ADDED: Operatives have the ability to repair vehicles and defuse mines using a toolkit - ADDED: Chance of civilian and enemy vehicles containing toolkits and firstaidkits - ADDED: One toolkit added to insertion vehicle invetory - ADDED: Enemies may carry speciality items suchs as explosives in their backpack - ADDED: Any enemy has a certain possibility of carrying a sidearm depending on faction and role - ADDED: More civilian vehicles to the civilian vehicles pool, mostly DLC ones - ADDED: More civilian models in civilians pool, mostly DLC ones - ADDED: More civilian headgear and facewear to their pools - ADDED: Chernarus 2020: Included new cities added in the updates - ADDED: Markers for uncrewed landing boats to indicate their position - ADDED: Numerous other minor additions - CHANGED: Conventional saving in single-player is disabled as it doesn't work reliably, replaced by save-state system use only in multiplayer earlier - CHANGED: Revised all in-mission GUIs replacing the old Arma 2 era ones - CHANGED: Replacements arrive every 5th mission instead of beginning of each month - CHANGED: Ambient enemy vehicle patrols revised, reacts to enemy contact and patrol destinations are mostly other ambient enemy locations - CHANGED: Ambient enemies have more unmanned transports spawned nearby - CHANGED: Ambient enemy spawn density values compensated to have new enemy types without having enemy density increased - CHANGED: The way operatives are being created/managed/spawned under the hood. All operative attributes saved in a single array, serving as a databank and operatives spawned physically only when needed. - CHANGED: Loadout selections are tied to operatives instead of squad roles - CHANGED: AI Operatives' endurance skill affects also the received damage, 100% skill recieves only one third of the damage - CHANGED: AI Operatives' marksmanship skill effect is less dramatic, minimum accuracy value increased and maximum lowered - CHANGED: Loadout window has assign for mission -switch replaced by role information - CHANGED: Combat medic has restricted loadout selections to prevent not having medikit or having weapons that don't have enough magazines as medikit takes too much space in backpack - CHANGED: Multiplayer starting parameters replaced by an in-mission dialog in the same way as SP, but without the showcase units view - CHANGED: Custom spectator script replaced by End Game spectator mode BIS_fnc_EGSpectator for better control - CHANGED: Mission may be aborted as soon as the mission has started - CHANGED: Extraction: Ground transportation may consist of two vehicles instead of a lone one in the same way as insertion - CHANGED: Extraction: transportation can be called in again if failed - CHANGED: Extraction: transportation only for Alpha or Bravo is possible - CHANGED: Extraction: Separate land escort for Alpha and Bravo is possible - CHANGED: Sector highlight animation changed from a blinking dot to a blinking border highlighting the sector - CHANGED: VillageRaid mission type: Assassination objective may be any enemy city, not just near border - CHANGED: Enemy territories take a bigger initial portion of the map both in Altis and Chernarus - CHANGED: Enemy infantry kills progress point yield decreased from 2 to 1.5 - CHANGED: All enemy units' aiming accuracy values increased slightly - CHANGED: Enemies marksmen have all increased accuracy, regardless of group composition - CHANGED: For difficulty balance, mission enemy strenghts lowered and better adjusted to compensate the ambient enemy presence. - CHANGED: Hot spot markers chance of spawning increased for all ambient enemy position types - CHANGED: TitleCut effects replaced by CutText with structured texts for better visual look - CHANGED: Operatives have always NV goggles issued for possible Sustained Operations - CHANGED: Boat insertions and Land insertions with fast-travel activates a fast-forward modifier, causing effects on time critical missions such as ambush and defense mission types - CHANGED: Lowered civilian vehicle spawn and despawn radius a bit - CHANGED: Altis Terrain: Chance to spawn ambient depots per sector increased a bit - CHANGED: Chernarus Terrain: Chance to spawn ambient camps per sector increased a bit - CHANGED: Intel briefcase disappears once it's searched through for intel - CHANGED: Ambient civilians can go inside buildings - CHANGED: Notification for searched intel briefcase tells the name who found the intel - CHANGED: Friendly sectors in contact with shore are not considered pocketed (yellow) anymore - CHANGED: Building raid mission type: Units in building belong to the same group - CHANGED: Standard map markers, triggers and objects and created by a script and removed from mission.sqm, for easier mission porting - CHANGED: Ambient friendly sentry and patrol positions are indicated with a civilian models instead of markers in mission.sqm, for easier mission porting - CHANGED: Ambush mission type: enemy may assign targets and engage player units from afar if detected - CHANGED: Enemy territory map coverage is randomized for single scenario game mode - CHANGED: Instead of going for the target location to defend, enemy reinforcements may get a task to flank the player units first instead - CHANGED: Altis terrain: Fog type changed from fading to homogenous to prevent extreme fog to appear at base when mission target is very elevated - CHANGED: Improvements in enemy getting tasks to engage/hunt operative groups - CHANGED: Average support amount in most mission types is toned down - CAHNGED: Helicopter will perform CAS by over flights or loitering depending on helicopter type and armament type for optimal effect - CHANGED: Helicopters have their lights off in enemy territory - CHANGED: Adjustments and additions to operation naming array pools - CHANGED: Enemy and friendly units, chance of possessing medical items, medics have medikits - CHANGED: All operative loadout selections: Toned down the amount of assault weapon magazines in inventory - CHANGED: MARSOC faction: Second AH-1Z replaced by CH-53E - CHANGED: CUP RPK-74M replaced by RHS ones - CHANGED: Adjustments to GRU faction apparel - CHANGED: Separate class array for enemies using civilian vehicles for transportation and faction specific coefficient for probability of using them instead - CHANGED: Numerous script file names changed to a more logical one and in a unified manner - CHANGED: Mission plan background radio chatter sound sample selections and volume adjusted - CHANGED: Fog values increseased on all terrains, had too little effect on visibility - CHANGED: Transport reroute positions cannot be placed if the destination isn't yet set - CHANGED: Multiplayer view distance, default distance from 2500m to 2000m - CHANGED: Multiplayer view distance, has now option for 1000m - CHANGED: Numerous other minor tweaks, changes and improvements - FIXED: Large amount of essential position finding functions reworked or completely rewritten for optimization reasons - FIXED: Large amount of AI behavioural scripts reworked or completely rewritten for optimization/reliability/improvement reasons - FIXED: Campaign debriefing and credits not showing when campaign has been finished - FIXED: Save States unintentionally saving progress that happened after the save, ie. Operatives dying - FIXED: Chernarus: positioning of the showcase units after map update - FIXED: USMC Faction: Mk11 with suppressor didn't always recieve suppressor - FIXED: NATO vanilla version had some RHS mod classnames in classname library - FIXED: Middle Easter Insurgents: Missing SentryGunS class array - FIXED: Map sectors seizing animations optimized, processing takes a lot less time - FIXED: Potential Fix for music cutting with another starting every few seconds in some cases - FIXED: Time of day (day/dawn/dusk/night) calculation more accurate - FIXED: Another fix for unintentionally exploding ambient vehicles - FIXED: Enemy units had selections of gears, apparels and models each randomized independently instead from a the same selection array - FIXED: Inconsistencies in defining helicopter support amount according to alive helis - FIXED: Error from feeding position parameter in wrong format for DynamicPosFinder script in one case - FIXED: VillageRaid mission type: Aborting mission didn't set main task failed if there was more than one main task - FIXED: Depot mission type: No extraction task success notification if mission aborted - FIXED: Ambush mission type: One or more enemy groups sometimes not attacking the convoy at all - FIXED: Ambush mission type: Enemy reinforcements position finding incorrectly failing and not included when it is in fact possible - FIXED: Error messages in rarer situation when less than 3 mission options could only be generated - FIXED: Friendly troop loadout script adjustments and fixes - FIXED: Potential AtEase script related error messages - FIXED: Fixes made for enemy reinforcements getting stuck and being unable to reach the target - FIXED: Civilian manned cars may spawn too near players - FIXED: Artillery request radio speech line mentions wrong artillery type - FIXED: Enemy patrol may have waypoints beyond the patrol area boundaries - FIXED: Enemy vehicles getting easily stuck in terrain objects, added unstuck mechanics for an AI travelling task script - FIXED: Insertion method cannot be changed while insertion point is being searched anymore - FIXED: Possible problems with spawning ground transportation with enough seats for operative groups in some cases - FIXED: Ground transport emergency stop was disabled before the second vehicle reaching destination - FIXED: Enemy reinforcements call-in is triggered more reliably - FIXED: MARSOC faction: UH-1Y with side gunners had 8 seats available when there was room only for 7 - FIXED: Loading screens had time in hours shown inaccurately - FIXED: Weather types weren't selected from terrain specific WorldLibrary variable - FIXED: mapGridPosition used for transforming position to coordinates for accurate value - FIXED: Armed Prowler had too much empty seats defined, leading to whole operative group not able to board - FIXED: Mission plan checkbox fade level wasn't always correct - FIXED: Enemies now using correct NVgoggles model and correct probability for having one - FIXED: Air extration order to land status not fully synced in multiplayer - FIXED: Bravo extraction reroute line from base wasn't correctly placed - FIXED: Chernarus 2020: Map center and size for suitable new map borders - FIXED: Numerous other minor fixes and optimizations
  8. OK I need to check the music issue, was this single-player? At the moment there is no way to have custom music.
  9. Great to hear that! About the arresting issue I think it's just because AI pathfinding, it could help to have some sort of script to reposition him in these kind of cases. One time I got him to get stuck inside a tent and I rammed the tent down an carefully pushed him until he started obeying move orders. About the music bug, are you using some mods other than required by the mission?
  10. Missions updated: 1.05.03 - ADDED: Eastern European faction - KrAZ-255B1 - ADDED: Caucasian faction - KrAZ-255B1 - ADDED: Chernarus 2020 - new cities added to city pool - CHANGED: When returning to mission plan dialog after pressing esc or exiting full screen map, the active center window is reopened - CHANGED: Map automatically opening after pressing esc when selecting insertion point is disabled after first auto-open - CHANGED: The transition from mission plan dialogs to large map and back to dialog when selecting insertion points - FIXED: Mission failed to end when all Alpha group members were all dead, leaving players stuck in spectator mode - FIXED: Possible fix for kill sometimes not registering in operative kill statistics - FIXED: Chernarus 2020 - showcase units spawned mid-air - FIXED: Chernarus 2020 - Adjusted bad sector locations - FIXED: Marine Raiders faction - M1A1 removed from ground escort vehicles due to unreliability
  11. OK, finally got back to take a look at the mission after a year to see how it currently works. I'm going through some reports I've got and add some small updates and then release a new version, not going to be a big update, more like a maintenance one. This is now fixed. Looks like I broke this after merging two separate scripts to have both functions in one. I checked this now and looks like you were using it wrong, you need to drop the bag on the ground after which you can assemble the Raven.
  12. Glad you like it! About the raven issue, could be that the mission is outdated. Maybe a classname has been changed or something, could add something new from the updated mods if there is something of use as well. A small update wouldn't hurt. I could have a look at it in the near future.
  13. Another update with some fixes: Version 1.05.02 - CHANGED: The general skill of the enemy units tuned down slightly, aiming skill remains the same - FIXED: Boat insertion with Separate insertion points with Bravo squad. Bugged animations and driver slots empty, leaving AI squad immobile - FIXED: Support vessel position not updated when both Alpha and Bravo insertion points not yet defined, and both has boat insertion selected - FIXED: Support vessel position not updated if changed from Joint insertion to separate and vice versa - FIXED: In rare occasions Insertion boats start from too close to each other or on top of each other - FIXED: Assumed fix for ground insertion starting with too few cargo slots in vehicles in multiplayer - FIXED: Bravo squad reroute point was left visible if switched to joint insertion - FIXED: Max active operatives was incorrectly stated 6 if bravo squad was manually left out, leading to no bonus progress points - FIXED: Sometimes available artillery shell amounts were fraction numbers - FIXED: Applying skills to NULL-object for client players (rpt log) - FIXED: Added few more debug logs I have a guess why this happens and I think it could be fixed now in this patch. Let me know if it still happens. There are already two main mission types in urban areas which partly covers this. I'm not sure how this is different other than the rescue mission, which there are in other mission types. This I have thought of, like a mix of urban assault and ambush. This mission is lacking a proper defend mission type and this is something I have thought of. This involves more scripting which relies on AI and AI doing what it is scripted to do and I'm reluctant on adding anything involving that. Otherwise it could be a nice addition, another mission featuring friendly forces. This is a mission type I have thought of but I have scrapped it as it - again - relies on AI, especially heavily on AI vehicle pathfinding which is pretty bad in Arma. And since the mission is dynamic the road paths (starting point/destination) is randomly chosen the probability of AI convoy getting stuck somewhere far away would be way too high. Otherwise definitely a fun mission type and something that I would have probably already implemented. There is already a downed pilot rescue mission type but in that mission the pilot is already taken hostage. But a dedicated rescue/escort a person of interest (downed pilot/VIP etc.) hiding somewhere in a forest, building etc. would be nice. Thanks for the ideas, although I already have a huge list of ideas waiting for implementing, definitely more than I will ever implement. At the moment I'm probably taking another break from the mission, at least a break from anything as big as 1.05.00. Porting the mission to new terrains would be something I could do in the neat future if I have the time and motivation.
  14. A small update fixing few bugs found so far. Version 1.05.01 - FIXED: Mission starting loading screen stuck if boat insertion selected and Alpha group had max five squad members and Bravo had six - FIXED: AAF Faction - unmanned technicals in base - FIXED: City variables defined based on position instead of name to prevent posible localization issues - FIXED: NT/AL version: missing misplanchair error when platoon commander changes during mission plan phase - FIXED: missing "\A3\ui_f\data\sound\new1.wss" spam in .rpt - FIXED: missing NATOHead_01 error in .rpt - FIXED: Urban Building Raid mission type: Task updated referred to enemy officer instead of target person - FIXED: AtEase script related getvariable error - FIXED: Added few debug logs What kind of mission concept are you thinking of? Adding new mission types mean quite a lot of work and then it needs testing and optimization and knowledge of how the missions are generated. This is not as easy as adding more loadouts, adding vehicles etc.
  15. I checked the rpt and there was nothing I could find other than you're running other additional mods that are not required. First try running only the required and see if it stops crashing. You could also try the mod free version without any mods loaded. There have been no crashes in my end so far. You could also try checking Arma file integrity and updating drivers and that sort of stuff as well.
  16. There's a folder called "library" in the mission, that contains all the used classnames. To port the mission into a new terrain some objects may need to be placed and the terrain specific parameters are specified in WolrdLibrary.sqf.
  17. No plans to use new mods myself, maybe some other Islands later.
  18. Hmm ok, this is something more specific request, i'll see if I'll do something about this I don't understand, at which point does this occur? What happens prior to this and what are the conditions? I can't find this in the rpt, don't know what to look for. Thank you, I found this and I see that your group needed only one boat because there was only tree of you and due to a mistyped variable only one boat was spawned also for Jackal and the sixth group member didn't fit, that's why the mission was stuck. It is fixed now and to avoid this have only max 5 people for Jackal if you have max 5 in your group. Thanks for the report. When the insertion point is close enough to the starting point / base no teleportation is done and no skip point is defined. You can see from the map if the skip point is marked. When did this happen exactly, when boarding or randomly during the transportation or how? Sound weird indeed. Throwing a smoke for marking the spot was originally something I thought would be nice but this takes more things into consideration like it requires smokes to bee carried and what if the smoke accidentally lands too close to an obstacle or if you throw it in a too dense forest where it is impossible to land. The current method ensures that a valid landing spot is found. In the current version the helicopter does loiter around the landing zone until you give the word. Glad you enjoy it the way I ideally thought it would work best, playing with few close friends! Originally in Arma 2 it was SP only but added the MP functionality afterwards for this very reason. 🙂
  19. Thanks for the feedback! When i'm only with IA, if I click on the map it give ordre to move. Not sure it's happening with mix AI and Human. I'm not sure what this means. Order to move for whom? The platoon leader can order move commands for Bravo squad via the 0-0-5 menu by clicking on the map. During a mission I don't know why yet, the Coyote icon disappear and no 0-0-5 command anymore (the windows didn't show up). Sounds like for some reason Coyote leader became "null" or not alive. Is this in multiplayer or single player? Could the AIO Command interfere with the group leader status? We did encouter a bug when both team Coyote and Jackal have to make a boat insertion, and the mission never begin cause "InsertionBoat - B JACKAL:6 not in B JACKAL:1 - Reboard" spaming in my RPT For some reason some units can't board the insertion boats. Could you paste the whole RPT somewhere so I could see what is going on? Haven't had this myself before.
  20. Glad you like the new stuff. I remember I was sometimes getting worse FPS in the old Chernarus as well for some reason. I think it's for the map optimization, can't think of anything that would cause the lag in the mission itself. The "Library" folder inside the pbo contains pretty much everything you need for customization.
  21. As the next step towards my vision of this mission concept and as sort of a 10 year anniversary from the original release of the Forgotten Few for Arma 2 I'm releasing a huge update for this mission, by far the biggest update so far. I've more or less overhauled the whole mission and rewritten many scripts and optimized others so I consider this update more like a re-launch. I've revised the campaign mode to utilize a progress point system with a variable goal amount of points. Now you can choose the length of the campaign. Each mission outcome is now evaluated and scored for objective success, casualties taken and attrition inflicted to enemy forces. Once you accumulate the goal point amount the campaign is finished. As another example feature, for the first time since releasing the original version of the mission I'm introducing a whole new mission type: an enemy base/depot. This features fortified enemy facility spawned in a more open field areas as opposed the hideout mission type. The mission varies from base raids to asset sabotage, assassination, intel hunt and prisoner rescue. Also artillery spotting is a new possible objective for the first time. To improve the accessibility of the mission to those that don't like using mods I've also released a vanilla version using only stock Arma 3 assets. It features NATO CTRG forces against enemy AAF revolutionists as the available factions at the moment. For those that play the Chernarus versions, please notice that those versions are ported over to the new Chernarus 2020 so you need the CUP maps 2.0 from now on. Please check the required mods in the workshop for each version. For the full change log see below. I hope you enjoy the new update and please let me know if you encounter any problems! Version 1.05.00 - ADDED: Progress Point system - Campaign is now scalable in length and progress is measured in Progress Points. Successful missions and inflicted attrition to enemy yields progress points, penalty points are received from losses and failed missions etc. - ADDED: Mission difficulty variation. In campaign mode you can select from easy, normal or hard missions. This affects the enemy strength ratio and earnable difficulty progress points bonus. - ADDED: Boat insertion/extraction. Spawns a support vessel in the ocean where you start from in assault boats. Can then also be used for extraction. Available in all missions, separate or joint with Bravo. - ADDED: Abort mission -option. You can now abort mission and extract without completing the main objectives. You also get punished with some penalty progress points and failed objectives. - ADDED: Mission Instructions, can be accessed from mission plan dialog and map notes log - ADDED: Platoon member and air support replacement system. Lost platoon members and air support vehicles are replaced with new recruits and vehicles at the beginning of each month. - ADDED: Veterancy and fatigue system to affect AI operative skills - ADDED: Platoon members are spawned with random name. - ADDED: More operation codename components to the pool, now totalling ~600 operation name components - ADDED: Task icons for extraction tasks according to extraction mode - ADDED: Platoon commander menu though radio command 0-0-5 that works as a hub for all platoon commander abilities, inluding new commands. - ADDED: New animated debriefing scoring summarizing accumulated progress points - ADDED: New animated campaign debriefing scoring summarizing all accumulated scores - ADDED: Randomly generated faction specific names for enemy targets of interest, for more immersion - ADDED: Ending credits to Campaign mode after campaign debriefing - ADDED: Contact DLC Music to mission insertion and extraction playlists - ADDED: Enemy has ability to send infantry and vehicle groups to engage known player positions at distance - ADDED: Ambient enemy garrisoned camps, bases and depots in enemy territory - ADDED: Hotspot warning markers inside enemy territories to warn about spotted enemy camps, fortifications, garrisons and patrols, simulating reconnaissance and helping navigating and planning missions - ADDED: Enemy Roadblock / Checkpoint compositions utilized by revised and improved enemy outpost spawning script - ADDED: New main mission type: Depot/Base, featuring small or large scale open field fortified positions of varying themes - ADDED: Depot/Base mission variation: Sabotage Supplies - ADDED: Depot/Base mission variation: Base Raid - ADDED: Depot/Base mission variation: Sabotage Vehicles - ADDED: Depot/Base mission variation: Assassination - ADDED: Depot/Base mission variation: Artillery Spotting - ADDED: Depot/Base mission variation: Radar Station - ADDED: Depot/Base mission variation: Gather Intel - ADDED: Depot/Base mission variation: Prisoner Rescue - ADDED: Building Raid mission type: Hit and Run mode for some variations - ADDED: Building Raid mission type: New gather intel variation - ADDED: Building Raid mission type: Officer assassination variation now requires examining the officer corpse for accomplishing the mission - ADDED: Building Raid mission type: Arrest Enemy Collaborator, with 7 different story variations, this mission subtype replaces the old arrest officer mission - ADDED: Building Raid mission type: Eliminate Enemy Collaborator, with 5 different story variations - ADDED: Urban Raid mission type: Assassinate enemy general - ADDED: VDV Faction: PP-19 Vityaz SMG - ADDED: VDV Faction: Collimator OKP-7 for various weapons - ADDED: Numerous other minor additions - CHANGED: Chernarus versions - Terrain switched to Chernarus 2020 version. Cup Maps 2.0 is needed for Chernarus versions now - CHANGED: Building Raid mission type: Officer assassination variation has now the assassination as the main objective, no need to clear the area from enemies for more variation - CHANGED: Interaction with collecting intel, arresting officers and rescuing prisoners is done by holding down key for better control - CHANGED: Improved the mission intel report to allow more detailed information - CHANGED: Russian and Eastern European factions have voices/radio protocols replaced with the new official BIS russian voices included since Contact DLC - CHANGED: Rephrased a lot of mission descriptions - CHANGED: Script for spawning enemy outposts around mission targets revised. Now outposts are more common and varies is type - CHANGED: Hideout mission type is now named "Camp Raid" in-game as Hideout was more like an original work name - CHANGED: Strongpoint mission type is now named "Building Raid" in-game as Strongpoint was more like an original work name - CHANGED: Improved the loadout generator for enemy infantry to allow more detailed gear variations and different weapon/attachments/ammunition/sidearm combinations for all enemy factions - CHANGED: Balkan faction - Revised the loadout selections for all infantry classes, e.g. VHS-D2 added and removed most western weapons that are not unique to Balkan faction to make the faction more unique - CHANGED: Eastern European faction - Revised the loadout selections for all infantry classes, e.g. richer selection of AK-variants and sight attachments - CHANGED: Eastern European faction - Voices changed to the new official BI russian voices included since Contact DLC - CHANGED: Western PMC - Revised the loadout selections for all infantry classes, e.g. SCAR-H and L1A1 added - CHANGED: Middle Eastern Insurgents faction - Revised the loadout selections for all infantry classes - CHANGED: Caucasian faction - Revised the loadout selections for all infantry classes - CHANGED: All enemy factions - Removed most of CUP weapons for more unified RHS weapons and ammunition - CHANGED: USMC Faction - 105mm M119A2 artillery replaced by the new RHS HIMARS with powerful DPICM Missile Barrage for more artillery variance - CHANGED: Required to reach the AO to accomplish missions with clearing out enemies - CHAMGED: Updated and tweaked the infantry clothing and gear of some of the enemy factions - CHANGED: GRU faction - Changed the uniforms and vests of the operatives - CHANGED: Bravo group communications dialog doesn't get disabled after calling for extraction anymore in case of unexpected extraction problems and Bravo needs to be commanded to extract on foot - CHANGED: Player character death does not affect the AI dead/alive status the he/she replaces joining game, now compensated with extra penalty points instead - CHANGED: Stamina system is disabled for player squads - CHANGED: Tweaks for enemy patrolling around mission target in combat situations - CHANGED: AI squad members' running speed now depends on the endurance skill - CHANGED: RPK-74M uses now RHS collimators, attachments and ammunition for all factions using it - CHANGED: VDV and GRU Factions: Satchel charge replaced with 400g TNT charge - CHANGED: GRU Faction: Mi-8MT replaced with Mi-8T - CHANGED: Numerous other minor tweaks and changes - FIXED: Chernarus sector offset to match the updated sector alignment - FIXED: Missing map control dialog value widthRailWay after 1.90 patch - FIXED: Exploding parked unmanned vehicles colliding with world objects and other vehicles when spawning - FIXED: Ambient civilians wouldn't not despawn when out of spawn radius during mission, causing u nnecessary performance impact - FIXED: American M249 and Mk11 ammunition inconsistencies - FIXED: AI couldn't fire M136, M72A7 or RPG-26 but player could, added a dummy launcher mag to fix this - FIXED: Ambush mission type: Enemy spawn point pathfind check sped up - FIXED: Platoon members sometimes starting mission far from starting point - FIXED: US/CH version had Altis set of civilians instead of Chernarus - FIXED: Improved Land transport multi-vehicle convoy, vehicles get stuck a lot less - FIXED: Eastern European faction had arid camo version in Chernarus in the American version, changed back to Woodland camo - FIXED: Ambient vehicle patrol alive status was not registered, only stationary manned vehicles - FIXED: Enemy infantry reinforcements too easily abandoned their transport vehicle and started walking from far away - FIXED: Operatives KIA made corresponding portraits not show correctly in mission plan gear window - FIXED: Enemy vehicle crew sometimes getting out of vehicle during combat at a waypoint - FIXED: AI artillery gunner not able to fire for exact reasons unknown for some artillery types. Spawn positions more finicky about the ground gradient for a fix. - FIXED: Actual intended spawned enemy infantry amount at the mission target wasn't always accurate - FIXED: Sometimes the enemy got alerted for a false reason at the beginning of the mission - FIXED: Transport vehicle spometimes had a cargo slot locked in multiplayer and everyone couldn't get in - FIXED: Weather forecast was not true after loading mission save state - FIXED: Mission did not end after all players got killed in Alpha squad - FIXES: Numerous other minor optimizations and fixes
  22. Great to hear that, thanks for reporting, that is something that I have been getting feedback on. Spawning enemies in houses is something that I planned but haven't implemented it as it wouldn't be ideal to have enemies garrisoned in random houses and then go hunting for them house by house in missions where you are to clear a town from enemies. If you like enemies utilising houses, I suggest using an AI mod such as ASR AI, works great with this mission, I use it myself. Define "excessively complex", it takes some time to define all city areas and radiuses and few dozen other smaller terrain specific variables but yes, it is possible to custom port this to some other terrain, the file you are looking for is WorldLibrary.sqf, it holds these terrain related variables
  23. Thanks for the kind words and I happy to see you have the same taste for gameplay. I would like an official DLC mission with a similar gameplay style and more resources put into making it. However, I'm just a one man army making something I like to play myself and I've enjoyed expanding and refining the mission I made few years back for Arma 2, just a hobby of mine. I have no plans nor intentions trying to get this released as a DLC.
  24. A hotfix for an American arid camo option issue and made a possible fix for the weird problem with insertion heli leaving too early mentioned earlier. Mission updated: Version 1.04.01 - FIXED: Altis Terrain - American version had Arid camo version missing in SP and in MP it didn't work correctly - FIXED: Chernarus Terrain - Arid camo option for American version removed in MP - FIXED: Possible mod conflict issue where insertion helicopter lifted off before all units were inside
  25. I haven't had that kind of a problem with helos, must be a mod compatibility issue there I'm sure. The helos have 0 fuel at mission start to prevent the AI from taking off, so some mod is probably adding fuel to them. I could of course add a flyinheight 0 command as another way to force the AI to stay on the ground if that clears it out. I'm interested though in hearing what mods you're using that have this problem.
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