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Clayman

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Everything posted by Clayman

  1. Clayman

    [SP] Zero

    There's a laptop inside the small building between the relais stations. Once you're logged on you can select the different hubs from each sub station. On the right side you'll see some information how these are connected to each other. Find the one for the northern airport and disconnect it. The objective will be complete once the correct one is offline. You can also deactivate the Chernogorsk power plant, turning all street lamps in Chernarus off, if you want.
  2. Clayman

    [SP] Zero

    Hey, glad you finally got it working after all that struggle. It's still weird, I have no idea what caused that crash and why it now works with the beta. Very strange. However, I hope you have fun playing.
  3. Clayman

    [SP] Zero

    @BlackADD3R I'm sorry to see that you still are having problems with the mission (and glad you didn't give up yet). I don't know what might cause that ctd. The first error you posted refers to a (maybe corrupt?) savegame. The second is some kind of crash report, but I have no idea what exactly it means. I never had any problems with ctd's in this mission and as nobody else mentioned anything so far, I doubt that it's the mission itself. Have you tried to re-download the mission? If it still doesn't work, do what Tonci said. Let Arma create a new RPT and post it here. @josche Glad you enjoyed the mission. Vielen Dank. :) @Tonci Thanks for helping out. :)
  4. Clayman

    [SP] Zero

    Do you have the latest version of the mission (1.30)? The problem with the captives staying in the truck should be fixed. I have just tested it again and for me they disembark as soon as the convoy is being attacked. For each of the relais stations you need two satchels. Only one of the four stations inside the compound has to be destroyed to complete the objective, but it must be the correct one of course. ;) I don't use ACE Mod. I'm not sure what exactly it changes, so I can't say if it breaks any parts of the mission. If in doubt, I'd suggest to play without ACE. Thanks for your feedback. :)
  5. Clayman

    [SP] Zero

    That should have probably been "the next couple of weeks". :p Sorry for the delay, had a lot of stuff to do before christmas and also I was waiting for final 1.60 patch. So, here is the updated version 1.30 of Zero. Have fun and merry christmas. :xmas_o: Download: CLAY_Zero [V1.30]
  6. Clayman

    [SP] Zero

    Sorry for the late reply.^^ Was quite busy with RL stuff the last few days. I've talked to one of my testers about the missing equipment, but he too wasn't able to reproduce the error. So I'm still quite lost about what might have gone wrong there. However I've reworked some of the group manager scripts and I'm going to look over some other parts of the mission, like convoys, camps and patrols. I hope for an update in the next couple of days, but I don't know how much spare time I have for A2, so I can't promise anything.
  7. Clayman

    [SP] Zero

    Just checked your savegame and I see the missing equipment in the last two saves (1:56 and 1:59). But with your described method I wasn't able to reproduce the error. Loading 1:55 save, wait untill #4 reports "out of ammo", open equipment editor and all equipment is there. I gave #4 new ammo, took care of the remaining paratroopers, wait another 10 minutes and still no sign of missing equipment. :confused: I've also checked the scripts. But as the equipment is read from an ammobox, there shouldn't be much that could go wrong. Does it happen every time you load the 1:55 save? Have you checked the .RPT for anything suspicious? Right now I'm pretty much out of ideas what could be the problem. I'm going to look into the add/remove buttons and also check the high command part, to avoid "Null-Group" entries. I think I know which gas station you are talking about. Actually there should be punishment... going to check it, too. ;)
  8. Clayman

    [SP] Zero

    @ataribaby I'm going to add another check to make sure the civs leave the truck. Those paratroopers can be nasty. :D But what do you mean with "my whole stock depot was empty"? About the reinforcements: The gas stations don't have any fuel. It would be too easy otherwise, wouldn't it? :icon_twisted: Thank you very much for giving so much detailed feedback. It really helps me to sort out all these issues. :)
  9. Clayman

    [SP] Zero

    @langgis08 Thank you. :) @ataribaby I'm glad to see you enjoy the mission, hopefully without any further bugs. :D About the civilians:
  10. Clayman

    [SP] Zero

    Oh gosh... where did that come from? :o Should be fixed now. Sorry once again.
  11. Clayman

    [SP] Zero

    Alright, now it took me like four hours to find the probably most stupid mistake I have ever made in Arma2 editing. It's so unbelivable stupid that I don't even want to talk about it any more. :banghead: The good news is, I was able to fix the problem and now the group manager should work again. New Version 1.21 is up and can be found in first post. I'm deeply sorry for any inconvenience. :icon_redface:
  12. Clayman

    [SP] Zero

    I have updated the mission to V1.20, which should fix the black screen bug. I've done several tests and it didn't happen once. So I hope it's gone. ;) Download link can be found in the first post.
  13. Clayman

    [SP] Zero

    Well, yes. That should work.^^ The next change is from 6:30h to 7:00h the next morning. After that there are no more changes. (I don't think anybody plays the mission longer than 24 hours. :D) However, I think I have found a solution. Going to do a few more tests and hopefully I will have an update ready by tomorrow. @langgis08 I'm not sure what might cause your ctd. I doubt it's the mission, as noone else has reported any problems with this. The only thing I could think of would be some conflicting addon. Have you tried it without any other mods / addons running? If that doesn't help you could maybe try to re-download the mission. In that case you might want to wait for the update, like I mentioned above. Sorry, but that's all I can think of right now.
  14. Clayman

    [SP] Zero

    First of all thanks to all of you for the comments. :) @Stalkermight, Kevaskous, asa, touristo So far I wasn't able to reproduce the black screen bug. But now I have an idea what might be the problem. I use different color settings for day and nighttime, with a transition time of 30 minutes. I think the bug occurs when loading a savegame made while this transition was in progress. I'm going to do some testing and hopefully I can find a solution. Thanks for reporting. @mortyfero99 Thank you. :) @Kommiekat There is no auto-refuel / repair / reammo option. You will have to find support vehicles to do the job. I have to admit, they are very rare, but there are refuel, repair and reammo trucks in the mission. ;) @touristo Thanks alot. I'm glad to see you enjoyed the mission so far. I never tested it with any mods like ACE or SLX. Not sure if these mods might cause other bugs or unpredicted behaviour. But I'm sure it makes the mission a lot harder. (Not that it's easy at all by default. :D)
  15. Clayman

    [SP] Zero

    Does it happen when loading any savegame or only sometimes?
  16. Clayman

    [SP] Zero

    Hi Wiggum. I understand your point about the atmosphere. I believe your picture of post-apocalyptic differs from mine. :D I didn't want to create a horror, zombie style feeling. It's a more subtile kind of "darkness", if you know what I mean. ;) Which fog script I used? Well... 0 setFog 1 :D While the script you posted has a great effect, it's not quite the look I was after. Anyways, thanks for your input. Although I don't fully agree with you, it really is appreciated. :)
  17. Clayman

    [SP] Zero

    @KBK I'm sorry about the corrupt savegame. No idea what might have caused this, as I never had any problems with saving / loading during the mission. Also none of my testers reported anything. I don't know if there is anything you could do to resolve the issue. But I'm afraid the only solution would be to restart the mission and hope that it doesn't happen again. However, thank you for taking the time to write about your experience. It was really entertaining to read. (Though I wonder where the second MI-8 came from, there should only be one at a time. Going to check that for the next update.) I think reading such small stories is the biggest reward a mission maker can get. Thank you very much, really appreciated. :) @Wiggum Maybe they are moving slowly because the enemy is near? I don't know, they are guerrilla fighters, not some kind of highly trained SF guys. Normal people prefer walking instead of running.^^ Not sure what you mean with the weather. There shouldn't be any clear sky during the whole mission. At least not during daytime. The only issue is with the fog instantly getting less once you reach the first village. Unfortunately there is no way around this except having less fog from the beginning. But that was never an option for me. The stuttering must be a problem at your end. Especially at the beginning there is not much going on. Most scripts run only after the first objective is complete. Maybe you want to try what zapat suggested. @zapat Thank you for your kind words. :) I know what you mean with "empty world". There are some vehicles in the towns (randomly damaged) and a bunch of wrecks scattered over the landscape. And that's pretty much it. I wanted to add a lot more "atmosphere", I even tried destroying some of the towns. But I noticed quite a big performance drop (especially with destroyed buildings). Might be a problem with my outdated computer. :( However, as there already is a lot of stuff going on in the mission I decided to keep the "eye candy" to a minimum. I know it kind of kills the immersion, but I guess most people spend more time fighting the enemy than looking at destroyed buildings. :D
  18. Clayman

    [SP] Zero

    @tom3kb Thanks. Actually I came across Forgotten Few while working on the Group Manager, and I was kinda surprised that someone else already had the exact same idea. :D @Wiggum Just some small config tweaks, to overcome the limitations of spawning Opfor / Independent units on Blufor side. @Psycho Thank you. Well, those BRDM's are a piece of cake once you get your hand on some decent armor yourself. The problem is, you'll need some luck to find decent armor. :D And good luck for trying to complete the mission within half an hour.^^ @KBK Haha. Yeah, that probably would have been better. :p :D @McLupo Thank you, once again, for all your kind support. All the time you spent for testing, giving feedback and of course the great trailer, you have been truly helpful. Thanks a lot, mate. :)
  19. Clayman

    AI Helicopter Evac help.

    You don't need waitUntil in a trigger condition. getPos returns an array with x, y, z position of the object / vehicle. To get the height you have to select the z element of this array. (getPos heli2 select 2) < 2
  20. onToolBoxSelChanged returns the selected entry as _this select 1. Just save this in a global variable: onToolBoxSelChanged = "MyToolBoxSelection = (_this select 1)";
  21. :popcornsmilie: Just out of interest... apart from some peoples opinion that it's ugly (something being ugly has never been a reason for anything) and the risk of being attacked by baby-godzilla (I can live with that risk), is there any real reason why goto is so bad, bad, bad?
  22. cutText ["Jungle Trek\n\n by Rip\n\nVersion 1", "BLACK FADED"]; 10 fadeSound 1; 10 fadeMusic 0.5; sleep 5; titleCut ["", "BLACK IN", 5];
  23. timebetween = call compile format ["%1", ctrltext 1234]; ;)
  24. You could spawn a Satchel via createVehicle and then use the SetTimer action to set the timer to 30 seconds. _bomb = "PipeBomb" createVehicle markerPos "someMarker"; someUnit action ["SetTimer", someUnit, _bomb]; Edit: Or use TouchOff action instead to make it blow up instantly.
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