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KingN

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Everything posted by KingN

  1. Nice video Tonci, thanks, smoothly done! Once question though: What the heck is lagging the scripts in that vid? You can see the lag especially when you assign the LZ and the marker animation comes in. It's like from a slow motion film. It shouldn't be like that. Is it ACE? I once had immense lag like this starting to occur over time when I was using the BIS ALICE module. Then I found out it was this module and when I removed it everything worked smooth again. Thanks alot for your report and the nice words. I have to investigaste the hang in the mission start sequence. I haven't experienced this myself. And nice find about the reappearing of the extraction menu if you open & close the fire support menu. I have fixed this. About the rest, I'm aware of these and I'm currently fixing/already fixed them. I have thought about this but it means some work. I'm currently busy with other stuff so I won't add this feature anytime soon. But let's see.
  2. Um, I don't understand your question. Update your GRU addon and continue from there maybe?
  3. I have problem and I think it's a bug in the game. I have enabled respawn="BASE". When you join a game in progress as a unit which has joined another group, the unit that you take control of won't be this actual unit that already exists in the game but will be a new unit with an identical id as the existing unit. If you have respawning disabled the player will just start off as a bird even though the player was available in the lobby. For example: 1. Respawn="BASE" in description.ext 2. You have playable units that are named player1 and player2 and you make them join a new group during the game 3. A new player joins the game and has selected the unit that is named player2 in the game 4. He will take control of a freshly spawned unit named player2 instead of the existing unit named player2 5. Now there is one player named player1 and two units named player2. This is an obvious problem. Why is this happening? Is this a bug, a feature or have I done something wrong. I think the problem is triggered by making the playable units join a new group during the game. But I need them to join a new group so how can I make this work? Thanks in advance.
  4. Yeah and I was just fiddeling with my campaign and the positions finding took just about a second so now it takes a lot less. Can't tell for sure what it is that causes the freeze you mentioned. ---------- Post added at 00:01 ---------- Previous post was at 23:35 ---------- There's more to do with the ground vehicle extraction thing than adding a line or two and I need to improve it still. I'm afraid you'll have to wait for the next release, it's better that way. Saves time for me. I'm sure you'll understand.
  5. Hmm actually the vehicle crew classname should be replaced with RU_Soldier_Crew when the vehicle is an armored vehicle but something's wrong with it, good find, I haven't noticed it before. Thanks, I'll fix it.
  6. Ok I think it could be related to finding enemy reinforcement spawn positions. A script analyzes the surrounding area and looks for suitable places to spawn reinforcements. This takes some time, how long did you wait before you gave up? For me it takes about 20-30 seconds or so, I'm not sure, could possibly take longer for slower computers. But I don't think it could possibly to have anything to do with the tutorial mode.
  7. Can you tell some details, was it some specific mission type and in what point did it freeze? And what addons where you using?
  8. I've found a quite serious bug in the non-addon version. There's a wrong classname in the unitslibrary that might cause the mission generation to freeze. This problem doesn't exist in the addon version. Good thing is that the bug can be fixed quite easily by you: -> unpbo the scenario file -> open up UnitsLibrary.sqf -> line 360, inside S_Unmanned array, replace "Ural" with "Ural_INS" -> line 361, inside the same array, replace "UralOpen" with "UralOpen_INS" -> repbo and it's fixed I suggest you to do this since I don't know when the next release will be. Sorry for this.
  9. Ok, I think I repaired the extraction vehicle not moving bug. The problem was cause by the vehicle group split in two groups by which I tried to improve the AI behaviour when encountering enemies. From what I've gathered this causes vehicles with a crew more than one to not move. I've fixed this for the next release.
  10. There are indeed still some bugs with extraction, either nothing happens or the extraction vehicle can't find a route to the given destination. Usually the extraction should go without any problems but your case seems to be worse. I'll try to fix this. Remember that 2km is enough, while I try to fix it you can just extract with your squad by jogging, it's good for the health. And use the 4x speed, shouldn't take long. Yes.. yes I did, I wanted to add a settings dialog window. I also wanted to convert the campaign to Takistan with a desert theme but this one I have to skip as I just don't have enough time to do all the things I have planned. The dialog window shouldn't be a big thing so I'll try to implement it. I have one big project going on at the moment and I will tell about it a bit later when I have it somewhat done. Feels like I could easily spend 3 more years to polish this campaign into perfection but time is limited and Arma 3 is on it's way.
  11. That would be identities.hpp ;) Note that there are separately english and russian version identities for the platoon members with different transcription of names, so english version uses p1-24id and russian p1-24idrus
  12. Yeah, I'll consider adding an option in the future. Yes I added that feature in one of the updates. I didn't want the heli to go in the hot zone blinking and flashing like a christmas tree but it's more for immersion as I don't know if it affects the AI. However the pilot is actually in careless mode and the navigation lights still stays on.
  13. Do you also get a hint message that the extraction vehicle can't reach the point and that the vehicle crew reports about their arrival? I have the same problem. The problem is caused by the AI not being able to move to the assigned waypoint and therefore the wp being cancelled by game default. It's a sort of AI problem. I need to do a some sort of workaround, reassigning the waypoint or repositioning the vehicle until it's able to get a move on. Remember that you can still extract by moving 2km away from the main objective and this is quite often a faster way anyways as it takes quite a while for the extraction vehicle to arrive.
  14. Yes, 30 seconds sounds good already. The mission load times are highly random as everything else. It doesn't correlate directly with the amount of spawned units because there are a lot of different other factors effecting the load time. There are a lot of scripts analyzing the terrain, wieghting the settings, you get the picture. Sure, the FSB fits the campaign world and the "storyline" too. I just preferred the GRU for a more conventional look. The link you posted is just an automatic replacement version of the Staglers rebels I'm already using in the addon version afaik. Btw. If you want to tune the set of addons the campaign uses you can quite easily de-pbo the campaign file, change the classnames in UnitsLibrary.sqf to your favourite addons and re-pbo and you're set. Thanks for the kind words and still glad you're enjoying. And yeah, the AI sucks at driving, that was a bad idea, heh. The loading times are a bit long, the games way of reading sqf isn't as fast as I would have hope to when I started making this campaign. But I think a little wait between missions is still a totally acceptable trade-off for random, dynamic and enjoyable missions. It's not like typical arma players are these typical ADHD gamers, lol.
  15. Hi BlackADD3R, You should definately try to fire up the campaign without any addons first to check that your comp isn't choked up by them. In general, addons slow down the loading sequences depending on the type of the addon. Some people have reported problems while using ACE, like crashes and freezes. Originally I used to play this with a low end machine (by now it would be 5 years old rig with 20-25fps while playing, yay) until I bought a new very high end comp. I have also played this with a laptop and I've never had such long loading times. I actually sped up the loading by optimizing the scripts in one update and with my new rig the first missions takes like 10-20 seconds and the last missions which are a lot heavier with usually a lot more unit and groups takes like 30-60 seconds. In other words you're having some unusual problem and it's hard to say what it is. Something is definately going on there. It is possible to further speed up the loading by using a loading screen with simulation and user input disabled but then upon a problem this freezes the whole game so I haven't liked it so much.
  16. The heavy weapons are needed by the T-80 pack, it says in the armaholic link. I added the link to it to the first post to clear up any confusion. And yeah sure, I'll consider adding some camo and balaclava for the next release.
  17. This is an excellent idea and I would like to add this option, in some misfortunate cases this might be the only option. Although it might seem like a small addition, I will have to implement this to all the mission types, add an exception to the scoring sequence (a serious score penalty should be given for aborting a mission) + all mission types with different objectives must be tested. But I like this idea and will definately look into it. Thanks! I don't know what happened with johncage, I definately loved the Russian units but there were some errors and they were left unfixed. Hope he will show up some day with some updates. I thought it was time to switch to another great set of units, thanks for the GRU. And for still working on the rebels. Love both of them!
  18. Hi! New build is here. Added new randomized enemy classes with randomized loadout and some changes and small improvements. Bugs fixed. As this is now closing the first non-beta release I also removed the debug "cheats". Have fun and please report any problems you encounter! The addon version is updated with replaced spetsnaz units and new rebel units. The work on the old spetsnaz seemed to be ceased by the author and some bugs were left so I thought it's time to let them go. Along with that the need for vilas east weapons are no longer needed. Build 052B Change log: Chechnya Addon Version 1.2 Change log First post is updated.
  19. Don't worry, the player-not-leader bug is already fixed, I ran to this myself and I was surprised, maybe the latest arma patch triggered this problem along with the mission planning shed being all screwed up (only a cosmetic problem though). They were not there before the patch. I'm finishing up the next build and it should be out in about a week or so. Quite a few fixes and tunings. There's also a new feature: randomization in enemy unit models and their loadouts by role, both customizable. It's nice, especially when using the latest version of Colonel Staglers chechen rebels.
  20. No, like I've explained this earlier, the campaign is supposed to be dynamic with random missions and the conventional arma campaign structure doesn fit this concept. Besides editing this campaign/mission/whatever you want to call it (I call it a campaign because a mission of 7 missions doesn't sound right, heh) is easier when the whole package technically works as single mission. Plus IMO it's better to have destroyed buildings etc remain destroyed after finishing a mission so all in all, I personally like it how it is.
  21. Hi everyone! It's been a while. I'm back to inform you that I've started to work on this campaign again. I've been busy and after that it has been hard to gather the motivation to roll up my sleeves and get back onto this big project. This time my aim is to wrap up this campaign and finish up a release version with mainly just fixing bugs, issues and problems. I want to see a this campaign "finished" before arma 3 and I don't know how much time and energy I have for this project before the next generation of arma. That's why I'm not sure if I will add anything bigger for now. I have read your comments and I will look into the issues mentioned here, like before. I've noticed the new patch for arma has screwed up some things in the campaign, I'm still investigating this. I will try to fix those problems along with the ones you have reported here. Plus like before, I want to add some little features of some kind, just for the fun and to add at least some fresh excitement to the campaign.
  22. Yes I'm using the default city center locations in my campaign. Are you saying this broken in the 1.60RC? I hope they fix it before the final release then.
  23. Yeah those aren't related to my mission I'm sure, have no idea what those errors are. I can see only 1 script error repeating and I don't have that kind of line in any of my scripts. Must be something else.
  24. Script errors? Could you post what the .rpt says about them? If you get script errors there's usually something wrong. I always use -showscripterrors param and try to fix all the errors that I get.
  25. Thanks for the feedback, I'm really glad you're enjoying it. :) You didn't find the hostages? I haven't had this kind of problem before and would have been interested to see if it was true that they didn't spawn at all. For a small spoiler: About the problem with ground transports. Sometimes, due to some unknown problem the ground transport can't find a route to the destination. I have yet to find out why.
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