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KingN

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Posts posted by KingN


  1. 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.


  2. well my corei5 2500k is fast enough, i think :). I waited about a minute, and maybe longer.

    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 ----------

    The insertion and extraction vehicels are always driven by the RU_suldier model, that looks a little bit weird on armored vehicels. Is it possible to replace it with RU_Soldier_Crew?

    Maybe by adding a FArmorCrew Array?

    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.


  3. The insertion and extraction vehicels are always driven by the RU_suldier model, that looks a little bit weird on armored vehicels. Is it possible to replace it with RU_Soldier_Crew?

    Maybe by adding a FArmorCrew Array?

    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.


  4. i used warfx, jsrs, and all addons it were requiring for campaign. I can't remember when exactly it happened, but usualy it were freezing at 66% loading next mission. Only reloading latest autosave and reend latest mission helped. But 1 thing i believe i noticed, it doesn't happen to me, when i play a campaign without "campaign help/tutorial" thing.

    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.


  5. 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.


  6. hi King Nothing, awesome idea and campaing u made, big ups! I have an annoying problem, using latest mission beta + addons. Every time i finish a mission, and call a transport - nothing happens. I set timespeed to 4x and waited like half a hour, no transport came to evacuate my team. Is this a bug, or im doing something wrong? Luckely at "rescue convoy" mission, i could board into 2 UAZ and drive back to base by maself. But not every mission has cars nearby to use. Pls help.

    Neuro.

    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.

    Thanks, my ACE+ SG_GRU Version is ready again, lets see how it plays out^^

    Didn´t you plan to add some kind of First Aid System? (BIS First aid)

    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.


  7. I read further back in this thread, and I agree (and know you have acknowledged it) about an abort mission option. I didn't have enough AT (although intel did not mention much about any hardware) on the convoy ambush mission, so to abort / retreat .. re asses and gear up to return would be good to see, or at least the option to retreat anyway and save your men.

    Yeah, I'll consider adding an option in the future.

    Hey man, I noticed on a night mission using Helo for insertion, the helo's lights go off as it gets close to the hot zone. Have no idea if that was a script you used or that my AI dudes are getting smarter but I found that interesting. First time for everything!

    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.


  8. I´ve got a little Problem with Land Extraction Vehicles on Version 052B.

    After calling the Vehicle via Radio, i can see on the Map that the Vehicle spawns at Krastonav Airport. Then it will be teleported on the Streets somewhere around the Extraction Area, but it won´t move. I didn´t got such a Problem in previous Versions. Curious.

    Thanks for the Update anyway! :)

    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.


  9. Thanks King Nothing. I am addicted to your mission by the way. I have followed those historical events in real life and i am amazed that as obscure as they are to the west, someone actually put such effort in incorporating it in a video game.

    Played again last night with no addons and mission 1 and 2 loaded up within 30 seconds. I presume its something at my end, I was just scouring the forums to see if anyone else had encountered long wait times. I guess it also depends on the mission types. I have MANY addons on my pc.

    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.

    I was wondering out of curiosity, how do the players unit differ from Spetsnaz FSB Replacement in as far as responsibilities and duties(here's the link btw:http://www.armaholic.com/page.php?id=16528)?

    And seems that Chechen Rebels Replacement is out on Armaholic (http://www.armaholic.com/page.php?id=16533)

    Should we be updating that as well?

    cheers

    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.

    I started a fesh mission yesterday after getting the replacements and updates of the units and it was all ok for me, I must admit I am not looking at what was changed, I was looking at them as separate downloads as opposed to testing them, but they were running together and mission was fine.

    As regards loading times, mine is taking some time to init but then I am using allot of mods, and for that I can live with it and understand why & what its doing before gameplay. After that and the inital save you can pass that issue anyway. I haven't played Arma2 much recently and went back to this one, first mission was hostage rescue, had a flawless time setting up units of fire and flanks of the camp, getting sniper in position and targeting them to specific units, unleashed them and within 2 minutes all AI had done the job without me firing a shot and all were untouched, I love it when a plan comes together.

    BTW half my men got injured .... by embarking on a parked bus to get back to LZ of which the AI driver (I know .. fatal idea) trollied the entire thing doing a 3 point turn, lets just say that my medic was busy for all the wrong reasons :)

    One of the best SP missions out, in some ways calling it an SP mission limits what it actually its, more like a Ghost Recon 1 Campaign with soldier management.

    I hope BIS are studying this for Arma3 ideas, I think most SP missions or at least one should be bundled with Arma 3 in this format.

    I would love to see a conversion to US or BAF units with a theme based on these units on other maps, the time gone into this is clear so unsure that would be easy, but it would be great to see. Something like T-FOR MP mission style but scaled to SP and using the same management system.

    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.


  10. 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.


  11. Hi,

    I'm trying the addon-on Chechnya version because I want to see all the cool stuff and I like colonel staglers work as well.

    Seems that either the T80 or the BTR70 requires Red Hammer Studios Heavy weapons

    http://www.armaholic.com/page.php?id=13720&highlight=RHS%2BHEAVY%2BWEAPONS

    Maybe you can check that just to be sure?

    Lastly, any way to get Stagler's Spetsnaz GRU units with head gear and face camo?

    Thanks!

    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.


  12. although something i would like is a "screw this, its too dangerous!" option for handling missions. like finding your self facing a reenforced tank platoon with only me and my 5 guys with 2 RPGs. and being cut to bits time and time again by said tank platoon.

    volenteerily withdrawing, and failing the mission and its objectives in-favor of keeping your guys alive should be an option. to get it working, i guess you could add a command to the radio for "abort mission". once you call it in, all mission objectives are set as failure and you need to exit the mission area on foot. that is something that really is sorely missing in all arma missions, the option to run away when severely out matched :p

    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!

    Makes me sad to see Johnnys Russians go, and im honoured that my dudes are in as a replacement. Nice work KingNothing man.

    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!


  13. 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:

    •NEW: Randomized and customizable appearance and loadouts for both enemy and friendly infantry by role, see UnitsLibrary.sqf for customization

    •NEW: 12 new speech lines for the player character, thanks to MulleR again!

    •NEW: Medic units are marked with a medic icon in Platoon Management and Squad Loadout dialog windows

    •NEW: Automatically change to 1st person view after loading sequences

    •CHANGED: Removed the debug "cheats"

    •CHANGED: The 5th member of a squad is always a medic by default like before build 051B

    •CHANGED: Ground insertion vehicle won't automatically stop if getting too close to mission target anymore

    •CHANGED: Markably increased enemy vehicle patrol radius when unalarmed

    •CHANGED: Marked danger zone around mission objective redesigned to properly correlate the true danger zone in each mission type

    •CHANGED: Increased the radius at enemy outposts can be spawned

    •CHANGED: Decreased the value of rocket barrage ammunition

    •CHANGED: Helicopter will perform CAS for longer before returning to base

    •CHANGED: Max distance from LZ required for calling extraction helicopter down is reduced from 160m to 80m

    •CHANGED: StrongPoint and StrongPointUrban mission types: Objective now marked successful in advance when enemy officer is arrested and joined the group

    •FIXED: Player wasn't the leader of the squad at mission start

    •FIXED: Mission planning shed was messed up after 1.60 patch

    •FIXED: Extraction vehicles and mode were reset after selecting an extraction point

    •FIXED: "CAS after insertion" validity wasn't checked and updated when the insertion vehicles was changed

    •FIXED: Radio music didn't play after loading mission

    •FIXED: Ammo Cache mission type: Incorrectly named variable in mission load script

    •FIXED: Ambush mission type: Emergency extraction with helicopter was bugged

    •FIXED: Ambush mission type: Weather during Mission planning is logically the same as during mission and no time skipping at mission start

    •FIXED: StrongPoint and StrongPointUrban mission types: Player character won't order to wait for enemy reinforcements if objective is to arrest enemy officer

    •FIXED: Unmanned military vehicles + UAZ with combat radio chatter was deleted upon mission init

    •FIXED: Base tents were sometimes rammed down by spawning SILVIE vehicles

    •FIXED: Helicopters status was updated once landed in base. Now it's updated immediately upon returning to base.

    •FIXED: The voice overs of ground transport and Bulov are enhanced to sound more natural

    •FIXED: A possible problem with vehicle patrol script

    •FIXED: Platoon members spawned with incorrect rank

    •FIXED: Hint message incorrectly gives wrong address to Spark Commands Menu

    •FIXED: Dead players in Unit Statistic dialog window had an incorrect portrait

    Chechnya Addon Version 1.2 Change log

    •NEW: Colonel Staglers Spetsnaz GRU to replace the Chechen war Russians by johncage

    •NEW: Option for an SVD Dragunov with NV scope added in loadout selection

    •CHANGED: Updated Colonel Staglers Chechen Rebels to version 1.5, required by mission

    •REMOVED: Removed East weapons pack by vilas

    •REMOVED: Removed Chechen war Russians by johncage

    First post is updated.


  14. Its a great (big) mission, Ireally like what I am seeing so far!

    But after the first mission, it becomes stuck. As soon as I have finished with the planning and start the 2nd

    mission (convoy), another guy is in charge of my team and wont enter the armoured transport vehicle.

    I am using the No Mods version on Combined Operation 1.60 + newest betas.

    Any workaround or do I have to restart?

    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.


  15. Nice to hear it! Good work mate!

    So you will leave as it is, a mission with campaign elements, or turn it into a proper campaign?

    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.


  16. 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.


  17. looks like BIS_fn_locations isnt working right now, or perhaps they changed the parameters it accepts? it errors saying invalid parameters taken, not sure if King Nothing is using this function, but perhaps a position isn't being recognized as input?

    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.


  18. Keep getting crashes after first mission. Using no addons and no ace. Just vanilla ARMA2 CO. It will preload the second mission then "ARMA 2 has stopped working" when it gets to 100%.

    Lots of script errors keep popping up as well whilst its loading.

    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.


  19. Hey King Nothing,

    after being urged to try your mission in the thread about "Zero", I gave it a go and just want to say a big THANK YOU!

    Although I own many games of various genres, I always referr to all my BIS games (OFP, ARMA, ARMA 2, Arrowhead) as "The best game of the world". Even out of the box they have a lot to offer, but with mods and usermade missions, you come to play your very own interactive movies. This is, of course, especially true with your mission.

    Despite experiencing a few crashes and, having reached mission six now, serious drop of framerate in densely wooded and enemy populated area, I owe your mission some of the most intense gaming hours ever!

    I play with ACE and various AI mods, but never felt the game to be unbalanced. In my "Chechenya War Story" there had every mission it's own story to tell, but I take mission four and five as an example.

    We had to find and secure an enemy weapon&ammo stash in the woods, and right at the beginning we lost one of the choppers to DKSHM fire during a CAS run. Then the battle raged for over an hour with enemy reinforcements coming from everywhere, and I lost two men from Spark squad and one from Torch. I had vowed to reload only if the main character would die, so after I realized we wouldn't get airlifted out because only one available transport chopper with eight seats would not suffice, I had to choose joint extraction by ground vehicle. Some script did not work, disallowing me to get a vehicle big enough for joint extraction, so we confiscated a Truck from the nearby pig farm and left. Really great idea to allow an extraction to get completed if troops are more than two Km away from the mission area. That feature proved really useful in the next mission.

    In mission five we were to rescue a hostage from a remote forest camp during late dusk. After insertion, nightfall rapidly approached; all the better for us. I had planned not for a silent approach, but for a quick simultaneous attack from two directions on the camp with massive firepower. We managed to get into position quite fine, and then it was already dark enough to hope for easy success against the guerillas lacking NVG. But even if the following battle was much shorter than in the previous misssion, I lost all but one of the AI commanded Spark squad. I had totally underestimated the sheer number of enemy presence in the forest camp. In this fierce battle, my AI addons were really shining: AI without NVG was pouring massive amounts of small arms, HMG and grenades onto the muzzleflash-guesstimated position of Spark, and I could not bring enough pressure on the enemy to relieve them in time. It was amazing to see how in this great game you can be a crack shot all you like, but still be a bad leader. Of course we killed the guerillas off at last, especially because the player can avoid to get his position pinpointed by doing shoot n' scoot, yet himself with NVG and the enemy muszzleflash as help still easily score his hits. At last,we freed the hostage, but the day was not yet saved. Again too many for a separate or joint air extraction, we ordered and this time recieved a ground vehicle. Only to get shot by some antique T55 tank roaming between the operation area and the camp. Wounded, we fled into a dense orchard with stone walls around three sides, had our wounds badaged and then under the cover of smoke grenades I repaired the APC. But to no avail, the tank shot again as soon as I entered the APC. While obviously too weakly armed to destroy it altogether, it could endanger the passengers still, so I climbed out in panic and we fled all together on foot to the friendly airport. Mission complete, but how high a blood toll we had paid for the rescue of one hostage...

    Mission six I had to restart because it was again a hostage rescue, but this time I could not find any hostage in all of the camp. Let's hope it works again after restarting this particular mission.

    After I've completed all seven missions, I'll post some pictures of my K.I.A. and score. This experience is what other games only promise.

    tourist

    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:

    There are 3 kinds of compositions that gets spawned for the hostages: A wrecked car on it's side with a fire place, a half cylinder shaped ofp-style tent and a mass grave. These compositions are usually located a bit to the side from the camps. Only few meters. One possiblity is that you just missed it, but could have been a bug too.

    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.


  20. Maybe the Crashes are triggered through System Load or colliding Code or both?

    I mean this Campaign is no Diet Food Codewise, and ACE also. Just my two Cents. :)

    Tonci has a lot of experience in crashes with this campaign + ACE and had very interesting points which were causing these or were symptoms of it. I know much nothing about ACE and it's coding because I haven't used it but I hope someone with better knowledge could track down what's causing the crashes with ACE. This problem is maybe the biggest at the moment.


  21. Anyone else getting random crashes? Cant even finish the second mission.

    Hi. Are you using ACE? I still haven't fully figured out what's causing these crashes for some people. I've played this campaign on three different computers but haven't witnessed it.

    ---------- Post added at 02:51 PM ---------- Previous post was at 02:48 PM ----------

    King Nothing, when I rescue the hostage from the enemy camp in your new v051B, the hostage that newly joins my group tends to stay inside the tent with no hope of getting him to exit out. Just seems that the tent opening is like an invisible barrier for AI. Maybe a team switch option might help fix that? I've always had problems with friendly AI not wanting to leave tents when I gain control of them or when they happen to spawn inside. Maybe this occurrence just happens to me?

    I've had it once too when I was using ASR AI rearming feature. A guy went inside a tent to rearm and couldn't get out. :rolleyes: Have you tried running down the tent with a car or something?

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