Jump to content

KingN

Member
  • Content Count

    770
  • Joined

  • Last visited

  • Medals

Everything posted by KingN

  1. Finally had the time and motivation to push through and release the new update! It features new assets, changes and fixes, plus the American versions for Altis and Chernarus. Altis map for both Russia and USA also comes with a new enemy faction: Middle Eastern Insurgents. Links in first page. Enjoy and let me know if you experience any problems! Mission updated: Version 1.04.00 - ADDED: American version of the mission in Altis and Chernarus Terrains (US/AL and US/CH) - ADDED: American set of voice overs for American version - ADDED: Marine Raiders faction for American version, in Arid and Woodland camoflage - ADDED: New enemy faction for Altis Terrain - Middle Eastern Insurgents - ADDED: Various DLC music tracks added to ambient music track pool - ADDED: New platoon member identities for American version - ADDED: Old Arma 2 platoon member portrait pictures replaced by fresh highres Arma 3 ones, both Russian and American versions - ADDED: Artillery units reporting firing mission, ETA and when finished firing mission for clarity - ADDED: Option for 50% campaign enemy strength - ADDED: More codename components for mission names - ADDED: Random faces for enemies suitable to faction - CHANGED: Air extraction helicopter lands when called via radio command instead of when you get to the LZ for better control - CHANGED: Western PMC - Mk318 rounds replaced by M855 for 5.56 caliber weapons - CHANGED: VDV faction - 5N7 rounds replaced by 7N10 for 5.45 caliber weapons - CHANGED: Global base enemy strength factor lowered to make the default difficulty a bit more merciful - CHANGED: Other minor tweaks - FIXED: Bravo squad sometimes reported the same thing multiple times in a row - FIXED: OnMapSingleClick replaced by stackable EH version for C2 Command & Control mod compatibility - FIXED: "Rough landing" flight model setting enabled caused friendly helicopters to spawn damaged - FIXED: Task description was blank after task update in dedicated server - FIXED: Platoon member attributes were not updated correctly for clients in MP when loading a save state - FIXED: An issue with distributing requested dispersion values for artillery pieces - FIXED: Missing animated NPC platoon members in Mission planning phase in multiplayer - FIXED: Error message if none has selected platoon commader slot in multiplayer - FIXED: Other minor fixes
  2. Make sure you're using 64-bit exe, if possible. You can help with the performance by reducing ambient civilians, animals and enemies, and preferring missions with lowered scale (less enemies & less friendly support)
  3. After a period of silence I'm happy to inform that the next major update is just around the corner. It includes the American version of the mission, a new Middle Easter Insurgents enemy faction for Altis terrain, few other additions and of course some bug fixes and minor polishing. I have even finished a trailer video featuring the new American player faction. Since the final testing of the mission may take a little longer, Christmas is coming and all that hassle, I'll link the trailer from Youtube here for you to enjoy while the update is brewing up. :) Stay tuned!
  4. Hi. No worries, just tested the eventhandler and it won't be a problem to switch to using that. It will be done for the next update.
  5. Mission updated: Version 1.03.00 - ADDED: Balkan faction - RHS SA-58 variants - ADDED: Eastern European faction - More AK variants - ADDED: Western PMC - RHS Shemags - ADDED: VDV faction - AK-74M with 1P87 primary option - ADDED: VDV faction - Grip variations for AK-74MR - ADDED: VDV faction - PB 6P9 Suppressed pistol speciality option - ADDED: VDV faction - AS-VAL with 1P87 primary option - ADDED: VDV faction - AS-VAL with Rakurs primary option - ADDED: GRU faction - AKMN + NIT-A optics primary option - CHANGED: Altis map replaced by Map of Chernarus for Chernarus Terrain, thanks to ataribaby - CHANGED: Balkan faction - AMKS GL replaced by M70 GL for Balkan faction - CHANGED: Balkan faction - SA-61 replaced by M84a - CHANGED: Balkan faction - CUP SA-58 replaced by RHS M-21a - CHANGED: Balkan faction - CUP FN Minimi replaced by RHS FN Minimi - CHANGED: Eastern European faction - More appropriate Arid camo version for Altis terrain without ushankas etc, Woodland version remains for Chernarus - CHANGED: Eastern European faction - CUP SA-61 replaced by RHS one - CHANGED: Eastern European faction - EKP-8-02 as kobra sight - CHANGED: Western PMC - CUP Elcan optics replaced by RHS ACOG optics - CHANGED: VDV faction - AK-74MR GL variation when using GL with AK-74MR - CHANGED: VDV faction - AK-74MR Eotech replaced by 1P87 - CHANGED: VDV faction - TGP-V2 as SVD suppressor - CHANGED: VDV faction - EKP-1S-03 replace by EKP-8-18 - CHANGED: VDV faction - Perst-1IK replaced by Perst-3 for AK variants - CHANGED: VDV faction - Loadout presets tweaked - CHANGED: VDV faction - Suprressed AK-74M and AK-103 replaced by AK-105 and AK-104 carbines - CHANGED: VDV and GRU faction - 75 round magazine switched to 45 round clip for RPK-74(M) - CHANGED: Other minor tweaks - FIXED: Civilian and Wildlife settings in SP did not have the correct effect - FIXED: UAZ transport had back left seat was locked from player units - FIXED: Other minor fixes
  6. Thanks, yeah I tried briefly playing and had no issues either. A bit of a relief. And I have to check the new dynamic loadout feature, good thinking. If anyone is experiencing problems after the RHS update, please let me know. I'm working on an update before moving on to something bigger. I have already added new RHS assets, replaced few CUP weapons with RHS ones and altered the enemy and player factions a bit. I think I will release it this week.
  7. Great to hear about the new RHS update! But not great to hear that it has broken the mission by changing and removing classnames, again. I've had a vacation from Arma editing but I think the vacation is over. I'll fix those and I guess I might continue my project anyway and finish the American version of the mission while I'm at it. I'll do my best.
  8. The extraction task should get ticked and the mission end with a debriefing. Could you paste your .rpt from this situation somewhere for me to look, like pastebin.
  9. Do you have your whole group with you? Of course excluding dead units.
  10. I know your pain, the AI path finding is terrible at times. The extraction vehicle is supposedly stuck somewhere ramming a building or something. At the moment the insertion vehicles can't be used for extraction. Another escort will be spawned for that. As stated in the extraction task description you are considered extracted when the Torch squad (you) is at least 1km from the mission target and in friendly territory. So just hijack some intact vehicle or move on foot to the West inside the green sector and voila. Extraction escorts are only means of transportation for this (sometimes bad ones).
  11. The confusion is mutual, I don't know what "single-player" you are referring to exactly. :D This mission works both in SP and MP. By SP I mean offline single-player, from the scenarions menu. If you've subscribed to the workshop missions, you can find it both from the SP scenarios list and in the multiplayer missions list.
  12. Hehe, the magic is saving a huge array of variables with setVariable command and profileNamespace. Loading is launching the campaign with these variables as parameters. Luckily the mission structure suited well for this kind of feature so it wasn't that huge task. Anyway I'm happy to introduce this feature. I don't have to worry about the length of the campaign anymore considering the future features. Please let me know if you encounter any bugs or issues and I'll fix them before moving on. Like I have mentioned I have tons of ideas and I'll proceed with priorities in mind. My next intention is getting the American version together. I've already received voice sets from my voice actors I already want to thank them for the awesome job. I think I'll release the American version with only one player faction and expand from there. Stay tuned.
  13. Mission updated: Version 1.02.00 - ADDED: Multiplayer save state system and dialog windows. Saving and loading works both in local host and dedicated server sessions - ADDED: GP-25 grenade launcher with flares as speciality option for both VDV and GRU - ADDED: AS-VAL with PSO-1M2-1 for VDV faction - CHANGED: Mission plan screen title text switched to operation name - CHANGED: Campaign/Mission date varies according to selected player faction rather than selected terrain - CHANGED: Other minor tweaks - FIXED: Enemy force values passed over to spawn script incorrectly for Strongpoint and StrongpointUrban mission types - FIXED: Weather report was recorded twice in mission notes for HideoutCamp mission type - FIXED: SVD scope changed from PSO-1M2-1 to more proper PSO-1M2 for VDV faction - FIXED: Other minor fixes - REMOVED: Autosave game before mission debriefing in SP as it was redundant The update features a save state feature for MP. Anyone can save the mission during the mission planning phase and load it by starting the mission is the Platoon Commander player slot. The save state will be tied to the player profile so it's local for everyone. The mission will be uploaded the the host/dedicated server and loaded from there. So now you can just save and finish it at a later time to finish it with your friends, no need for a marathon night anymore to play a campaign through. :)
  14. Yes, that will be the next enemy faction when the time is for adding more enemy factions. When I port the mission to some desert map at the latest but Altis suits too at the moment so it could be earlier.
  15. Thanks, glad you like it! Thanks! The sights should be selected for you depending on the mission time, not the planning time, the mission starting time may have been dusk, so night scope could have been selected for that reason. Secondly, you DO have a daylight sight in your backpack if you have night sights on the RPG. Same thing for sniper rifles, you have a daylight scope in the backpack if a night scope is issued, etc. The missions deep in enemy territory are compensated with less enemies at the target area if that's any comfort to you. And in case you don't like certain mission types, three missions are always offered for you to choose from, unless all of them are "remote patrol" missions, tough luck in that case. :D I have thought of boat insertions as Altis is surrounded by water, that might be implemented at some point.
  16. This is generally due to the server not having all the required addons loaded according to my experience. Make sure you have them all and try what rafal007111 suggested. You could also make sure all the mods are up to date. Just tested myself with dedicated and it's working.
  17. Mission updated: Version 1.01.00 - ADDED: Markers on map following active friendly air support, ground insertion and ground extraction vehicles - ADDED: Extraction task description tells where the vehicle is coming from - ADDED: More codename components for mission names - CHANGED: Bravo position marker type changed to white diamond in the same way as other friendly position markers - CHANGED: Increased the amount of NVGs in insertion vehicle to 12 - FIXED: Fire support window displayed wrong names for some helicopters
  18. Server crashing might have been something to do more with the game than the mission as I haven't experienced that myself using dedicated, that's my guess. Let me know if you experience it again. Were you using 32bit or 64bit server?
  19. OK, nice! I haven't experienced this kind of problem before, maybe there's a flaw in the game getting the exact correct sunrise and sunset times in Chernarus and that's why the NVGs where left out. However this can be fixed by just increasing the amount of NGVs in the insertion vehicle to 12, one for each. But I'll try to find the cause for this. Good find. I'll probably update the mission tomorrow with this fix and one new feature at least. Gotta love how easy updating the mission is via steam workshop. :)
  20. Mission updated: Version 1.00.01 - CHANGED: Enemy base aiming accuracy value increased a bit - FIXED: Secondary vehicle in insertion escort had incorrect turret crewing parameter sometimes leading in vehicle without commander - FIXED: Missing argument for armed enemy officer loadout in StrongPointUrban mission type - FIXED: Ambient enemy vehicles got despawned if the vehicle got too far from spawn point even if players are close - FIXED: Sometimes emergency stop player speech in ground insertion was silent - REMOVED: Auto emergency stop when in contact with enemies diabled for ground insertion as it caused more problems than benefits (AI mod compatibility) Now the mission should work better with ASR AI, ground insertion escort won't keep stopping for enemy contacts kilometers away. Only the manual radio command makes the escort emergency stop.
  21. Haha, I already know why that is as I didn't take it into account that one may hijack an ambient enemy vehicle. The despawn radius is from a fixed spawn point instead of the vehicle itself, so when you go too far from the fixed point it will despawn the vehicle. I will fix it, good find thanks. More factions may be released at some point. More factions and maps are planned among many others, but they are currently not the highest priorities. Just double tap esc, first esc closes the dialog for a second and the next will open the main menu. The delay before reopening the dialog is just for this purpose. Hello. Unfortunately I'm not familiar with C2 or how it works, but yes player is switched from a group to another between missions and before the planning phase and after. If you need to find anything specific in the mission structure let me know.
  22. OK, great! Once I briefly tried ASR AI with the mission and it worked quite well too. The only problem was that the AI communication system revealed enemies a kilometer or two away triggering emergency stop for the insertion vehicle AI driver and we didn't reach the actual insertion point. And it also made all the enemies attack us from every flank extremely aggressively, giving us a really bad time. Maybe a little too spicy for me, hehe.
  23. Sure, I miss the old CiA days. That would be cool. :) Thanks! But you do know that this mission is released already, don't you? Sent you a PM for donations. Hmm, haven't tried ACE3. I could install it to check it out. If it's only about fixing the radio commands to get it work I don't think it's big task. Thanks for letting me know.
  24. Good news! Now I'm finally satisfied enough with the state of the mission and this is the big day I'm releasing both Altis and Chernarus versions, check out the first post! This is the initial release version and obviously there still might be some bugs and quirks but I'm keeping my ears open (or eyes) and stay tuned for any feedback or problems you encounter. The AI is the toughest cookie to get working just the way intended, for example the driving skills and path finding are abysmal at times. But otherwise the mission is in quite good shape and hope you enjoy the mission! As stated in the first post, I'm still lacking for few voice actors for the American version of the mission. If you are interested, please send me a PM.
  25. Hi, the mission works both in dedicated and local host. I may sound like a broken record but I'm planning to release the mission soon, I've made few improvements lately and I think it needs a couple of more tries. The problem is that mission is complex and surprising bugs/problems/oddities occur the more it is tested it and fixing problems often breaks something else and the mission needs to work both in SP and MP, so both has to be tested. However the campaign is in good shape now, just few more testing and fixing cycles has to be made.
×