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KingN

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Everything posted by KingN

  1. Try unpacking the pbo and open up MissionLoadInsertion.sqf. Replace every "disableUserInput true;" with "player enableSimulation false;" and every "disableUserInput false;" with "player enableSimulation true;" inside that file and see if it's fixed. I haven't heard of anyone else reporting this issue and it sounds a bit wierd, could be some kind of arma bug or some other issue in your end but I'll fix it for the next possible build. About the "mission preparing" screen, it should be fixed in the latest build. Report back to me if you still experience it.
  2. Have you had this problem still in this latest build? I've fixed two (2) bugs causing this and still it happens? Darn, have to look into it. Haven't thought about using that command for this purpose, thanks for the suggestion. I'll use it for the next version, if there's going to be one.
  3. This is wierd because I use the same addons without this problem. I'm sure it has something to do with disableUserInput command that is used during the loading sequence when this mission starts. disableUserInput is "true" when the "missions starting" text appears and returns back to "false" when the screen fades in. So I guess for some reason it ignores this "disableUserInput false" command and the controls remain frozen. Is this is SP or MP? and has it worked in some previous version?
  4. You can changed it by opening up the file fnc\SupportPoints.sqf and adding these values at the bottom, overriding the values defined earlier in the script: 45 helipoints should unlock all the helis. ArtPoints get randomly shared between the 3 different arty types. But remember that the enemy forces are originally compensated for the given support and tampering with the support values unbalances the game and then it's cheating. The enemies won't have a chance. But have fun anyways.
  5. Nah, the AI addons are fine as long as they're simple enough and won't break the AI's tasks like overriding given essential waypoints. I've used ASR and Zeus myself (not simultaneously) with few limitations, I enjoy the small adjustments that make the AI smarter. Especially VFTCAS which prevents the helicopters from hitting ground all the ***ng time and I warmly recommend you to use it. :D But running dozens of addons you don't need in the first place with this campaign is when the problems most usually occur.
  6. I've never had an error like this myself. Could it be caused by addons? Many people run their arma with a buttload of addons and then get some wierd errors and bugs. Hope you get it sorted out.
  7. Like Variable said, the campaign is uploaded to armaholic now. I updated the first page with download links. Thanks to Big. :) Armaholic mirror: - The Forgotten Few (@) - The Forgotten Few - Chechnya Addon Version (@) - The Forgotten Few - Takistan Version (@)
  8. Thanks for kind words again, everyone! I think it's safe to say that the campaign is ready to be uploaded to other sites now. I won't do any bigger updates for a long time and I think everything is working now like it should I hope. I thought the vanilla russians with the woodland camo looked a bit off in a desert map so I had to use addons as default. If you wish, I think you can switch to vanilla units by replacing these files inside the pbo: UnitsLibrary.sqf fnc/SetLoadout.sqf fnc/SetLoadoutS.sqf with the non-addon chernarus version ones. Haven't tested it it works like that but I think it should. Sorry for the headache with that. Originally I started off making a JIP compatible version but I encountered some problems (I don't remember what it was exactly) I decided to simply leave out the JIP functionality. Maybe I'll come back to that now that I've got everything else working. But you know the saying 'if it's not broken, don't fix it' so I'll have to see if I still have time doing improvements like this at some point.
  9. That's funny, I didn't know I can speak german. I wonder what campaign this might be. ;)
  10. Here it is, the first public release candidate with the new Takistan version! Even though this is not beta anymore, I want to know if the versions work ok for you before mirroring them in fan sites. The new takistan version might have some optimizations left because the campaign works on a completely new map. My aim is to wrap things up with this campaign in Arma 2 (As you can probably guess, after 3 years this campaign is starting to come out of my ears already, haha) and perhaps continue when Arma 3 gets released with some kind of a conversion. Making this campaign has been a huge load of fun for me and I hope you guys have enjoyed playing it as well, and still continue enojying it for countless hours! Have fun and please report any issues. Build 054 Change log: Chechnya Addon Version 1.4 Change log Takistan Version 1.0 Change log
  11. Hi everyone! Good news. I have nearly finished the next build of this campaign featuring a few fixes covering the issues mentioned here plus some other. I'm still concentrating on fixing bugs and other problems over adding new features, having the first public release in mind but I do have one new major addition to the campaign: Takistan! I have ported the whole campaign to the deserts and the Takistan version naturally comes with desert camo russians (thanks to Colonel Stagler) and desert climate weather effects like sand storms. Also the old chernarus addon version goes through a face lift. The old RHS addons are replaced by AFRF and the septsnaz are switched to Colonel Stagler's FSB ones that fit better to the environment. It also includes the AEK pack by yvandrey. Hope you're excited. Just letting you know that I have the issues covered mentioned here and new updates are on the way. Expect the release anytime soon.
  12. KingN

    Arma Memes...

  13. I like the first aid module but I'm afraid it's not feasible in this case. From what I've gathered the module does not work on freshly spawned units (synchronize command does not have an effect) and apparently it's prone to breaking when respawning in multiplayer. Since it's a very picky module system it's very hard/impossible to incorporate these otherwise fine effects. I guess it's designed to be used only on conventional missions without any spawning/respawning features. :/ Yeah I checked it out. Apparently the freeze happened twice within the rpt event scope, both in "weapons cache" mission types. Somehow it failed to search a suitable place and spawn the weapons cache. I tried to run this mission type myself and I had no problems. However, your rpt was spammed with huge amounts of addon related errors. It seems like you're running a lot of addons am I right? Maybe this freeze had something to do with them. Try to leave out all unnecessary addons and try again. I'm quite sure it will work then. I can't think of anything else. Yeah that happens sometimes. For some reason the skip point finding script failes to run through and the skip will be... skipped. This is very annoying indeed and I have to debug this issue and find out what's causing it. Only then I can fix it. And as I've said, the skip point is far(ish) away from the mission objective because you may unexpectedly run into an enemy hot spot during the insertion. Skipping further away would be "cheating".
  14. I haven't used ACE myself so much and therefore making a proper ACE version would need extra work for me. This is currently on the top of my list so it needs to wait. Sorry for that. Ok, could you send me the last rpt file log comments next time you get the freeze at mission preparation (the one with the dots), or if you still happen to find the position in the rpt file when it freezed. I need the log comments such as the following ones (village raid mission in this case): When the mission freezes the log comments tells at which point it freezed and couldn't continue. This helps me find the problem. Thanks.
  15. No I haven't yet. I haven't figured out how to implement this yet as it's a bit complicated because I haven't used this before and the units are respawned in every mission. But I'll check this out when I continue working on this again at some point. Hah, yeah I feel you. I've also shouted at the AI driver a couple of times also just to let out some steam. But removing the whole ground transport concept would be way too much work at this point. Maybe Arma 3 will introduce sober AI drivers so the bug will be fixed by then. Let's hope so. Spasiba! Great to hear that. Enjoy it, mate. Thanks a ton! Yeah I've thought a great deal of converting this campaign on takistan but at this point I want the campaign work well before starting to split the concept to different environments and that way burdening further my work when doing updates. I'll look into this a bit later. Ok this is good news, good to hear that this freezing problems are giving up now after these fixes. And yeah, I'd like to further cover the chechen theme which is a fresh breezer but there's no such addons AFAIK and I'm not an addon maker. But maybe some day when there are appropriate addons. Thanks! Enjoy the MP and please report if you find anything which shouldn't be there. Yeah, as Tonci suggested, could be the AI being a poor pilot. Try the VFTCAS addon which remarkable reduces these situations. Enjoy. Nor you have to do it, stop digging old posts :D. This post was made before I updated the campaign to 053B. The bug is fixed in the latest build. Thanks for enjoying, and cheers for reporting on multiplayer sessions, valuable feedback regarding campaign development. At the moment I don't have a clue what is causing this freeze. Is it maybe the dedicated server causing it? Because earlier you didn't play with dedi when it played fine. Let's do this. I check those lines of code one by one if I could figure it out. If not, I will add some log comments that can be found in the rpt file. If and when you run into this freeze, check the rpt and tell what the last comment is. That could be a way to hunt down the cause for this, because I don't have a possibility in playing with such amount of players. This is when I update the campaign once again.
  16. Ah yes, good point, I should have informed about this. Because the player slots you see in the multiplayer lobby need an already existing unit on the mission map, I had to insert these units on the map for multiplayer purposes. In single-player the player and AI unit classes are spawned during the mission so that's why it works there. So, you have to go and open the mission in the editor and redefine the classes of the player and playable units named ph1-12. This is a little awkward compared to how easily the other unit classes can be redefined but that's how multiplayer works.
  17. Hi all! Here is the latest build with a remarkable new feature: Multiplayer. Another thing I'd like to highlight is that the non-addon version now needs Combined operations since I wanted it to include OA weapons, units, objects etc and I think by now almost everyone has OA. So if you don't have it, get it already for christs sake! Heh. In addition, this time I paid extra attention to stability fixing bugs. I apologize for some critical bugs that freezed the game, I had previously pretty much only played the addon version and just quick converted it into non-addon before uploading unnoticing some bugs that lured inside. Hopefully both version now are stable enough to enjoy the campaign and not be afraid of game breaking bugs. Still, I haven't intensively tested through both version after some "last minute" fixes and changes but I think it should work just fine like before these latest changes. Go and enjoy this campaign with some friends! The campaign has gone through some testing in MP but I'd like to know if the campaign plays fine in a dedicated server. Let me know if theres something to fix like always. Have fun! Build 053B Change log: Chechnya Addon Version 1.3 Change log
  18. Hmm it will maybe take another week for me to fix and check a couple of things and then put all together for uploading. Thanks for the enthusiasm but patience my dear. :p
  19. Yeah, thanks for the report. Don't worry, the ground extraction should be fixed already. I will release the new build next week. This will be the biggest update so far. The Multiplayer brings a whole new level. I've done intensive testing with it with a friend of mine and it was a blast. It was huge fun trying to survive and complete objectives with a friend instead of only AI. It has been a rough road crawling through the script files and redoing a lot of things but it has definately been worth it. There will also be a lot of bug fixes and the campaign should be more stable. Also some new features is included as I have previously stated. Especially the weather effects look better. This same friend of mine is testing both of the campaign versions in SP as we speak and after then I'll wrap them up and upload them. Should be another week or so.
  20. Ok after a hundred cups of coffee and a few headaches I'm ready to make an announcement about the probably biggest update so far which will feature multiplayer compatibility. I thought this concept deserves to be converted to be enjoyed with some friends. The MP features are: For up to 12 players One player is the Platoon Commander, other players are subordinates in Torch and Spark squads Restricted interface for subordinates to view the mission plan while the platoon commander plans the mission execution Upon dying the player enters a spectating mode and waits for the next mission After a mission is finished and another begins, all died & respawned players rejoins the squads in available non-human player slots Campaign is failed if all Torch squad (commanding squad) members die English version for all players, no russian text translations allowed for compatibility reasons No Intro/Outro cutscenes No JIP The next build also features a lot of bug fixes and few improvements, such as remade weather particle effects. It will still take some time for me to finish the MP version and test and wrap this up. Hope you are glad to hear about this big step forward. Stay tuned.
  21. Well they are always brain dead aren't they, especially the driver. But I've now set their skill to 1 except aiming if that helps anything.
  22. Open up CivInit.sqf, see the first values on the top, they are commented. Be carefull with the rarity values, if you set them too low the whole place will be filled with civilians with nasty performance cut, heh. You can also reset the spawn/despawn radius values as you see fit. When I have time and add the campaign settings window I have talked about, I will include some sliders for easy adjusting of civilian rarity and spawn radius.
  23. Oh so it WAS Alice. Why did you add it? I have included a much comp friendlier script of my own which works basically just like Alice, except more active car traffic. If you want more civilians there's values for that that can be changed easily. Just letting you know.
  24. I'd say that it would be better to release those single missions you told about. I've seen so many bigger ambitious concepts in addon and mission wise started and never released and it's really a pitty. So much good work going into waste. If you're doubting which way you want to go, I'd say take a smaller bite. Or at least take smaller bites at a time. It could be a good idea to begin something bigger in a way that you're able to realease it a portion at a time for people to enjoy and head for the bigger picture as you make progress. But going for something "epic" and after months of work just giving up is a pitty as you can guess. This is my two cents.
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