

Speedle
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Posts posted by Speedle
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Yes, this definitely sounds like something related to SGW's ANA/ANP -- just to be sure, is the mod installed correctly (inside an addons folder?) and is it activated in your mod manager/launch app?Same error for me, solution:
- open the folder "@SGW_Afghan" inside ArmA 2 main directory
- check if inside there is a folder called "Addons", mine was missing so I just created it and I moved all the ".pbo" and ".bisign" files in it.
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Do you have 1.59 patch for Arrowhead installed?Yes I have
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I installed the patch, and it works (sort of: it is still full of bugs) with standalone Arma 2, but when I use CO all the fixes from 1.10 (for example, Trial by Fire sound volume) disappear like if it uses 1.09 when CO is running.
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Arma 1.10, JSRS mod.
I'm talking about this cutscene:
In my case, the audio went well but all the animations from 1:15 didn't show up. The people who should have died got the damage (you could see the blood on them) but they kept standing and Sabre team didn't enter the room. At the end, just after Coops said that the bad guys had just left the room, everything happened: Sabre Team entered and killed everyone (without audio, of course)...
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Fully updated and have both Arma 2 and OA installed downloaded as combo from steamsystem is a Dell XPS1730 9500 cpu and 9800m GTX Sli using 266.58 official Nvidia drivers, OA runs no problems but arma 2 crashes - screen freezes and sound continues, have to cntrl alt del and use task manager to shut down game
significant error is as follows from ARMA2.rpt file
Version 1.08.74450
Item str_disp_server_control listed twice
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02
String STR_SOM_Transport_BRIEFING_2 not found
String STR_SOM_Transport_BRIEFING_ACCEPTED not found
String STR_SOM_Transport_BRIEFING_NOT_ACCEPTED not found
String STR_SOM_Transport_BRIEFING_TIMEOUT not found
String STR_SOM_Transport_DEBRIEFING_END1 not found
String STR_SOM_Transport_DEBRIEFING_END2 not found
any ideas what I can do to fix this ?????
got it sorted thxHow you solved this?
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I was talking to the power plant guard when the game got frozen. Plain ArmA 2 1.10 with JSRS soundmod. Never even gone near the red crosses...
Collected evidence: map on the bench at the castle, dog tags.
What the hell does this mean (from .rpt)?
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02 Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02 String STR_rt_comes_to_staroye_F_3 not found String STR_SOM_Transport_BRIEFING_2 not found String STR_SOM_Transport_BRIEFING_ACCEPTED not found String STR_SOM_Transport_BRIEFING_NOT_ACCEPTED not found String STR_SOM_Transport_BRIEFING_TIMEOUT not found String STR_SOM_Transport_DEBRIEFING_END1 not found String STR_SOM_Transport_DEBRIEFING_END2 not found String STR_rt_comes_to_staroye_F_3 not found
EDIT: changed place, same story. After 12 o'clock the game freezes. (or after I disembark from the helicopter?)
EDIT 2: tried to wait on foot, it freezes at 12:02...
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Nice mission, you may want to try using a silent hint: after a few minutes the constant "ding!" of the hint drives you crazy ;-p
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Mission 4: I just got the message that I've killed Gen. Makarov, but I didn't shot once... I'm still near the Light house... Bug? Maybe he got killed under a UAZ...
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cutThose are very good news! ;-)
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Just finished playing 3rd mission: TOP QUALITY, I really felt the atmosphere. Very good job ;-)
Can't wait to play the next mission, the "real" ones (the last mission was a training op)... but tomorrow I have to go to work, so maybe it's better if I end it here XD
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Ok, played the first two mission. My comments:
- first of all, good job ;-)
- loved the firing range qualification, flawless mission, very nice. I suggest everyone reading the "Sharpshooting guide" on ACE website;
- about the "sneaking qualification", I'm sorry, but I've to say that it's quite boring and not so realistic; no sniper goes alone and no sniper gets "50 meters from the target" moving on a plane surface with lots of men wandering in such a small area (basically, it's just a corridor full of patrols, over-covering an area). I understand that you wanted to focus on the stealthy aspect of being a sniper, but the point is that a sniper would think alternative ways: I've got a rifle that can put an 8 mm piece of metal at thousands of meters per second in the precise spot I want from hundeds of meters away: why the hell should I get closer than this? Just find a good, high, concealed place and blow that f***er's head up.. Also, I think no enemy would put so many patrols in a so small area, because there will be empty areas not covered by patrols. I'll replay the mission, trying to see the thing from your pov: I'm not used to judge at first sight ;-)
Anyway, good job. I've got a similar idea for a campaign and I really appreciate the way in which you have managed to represent the sniper training (I know the Army's way of sniper training, you're mentioning HOGs that are Marine's snipers, but I think the matter is the same XD).
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Thankyou for your reply Carl!It was my code of course - notice I removed all items and then didn't give my guy back a radio? Surprise surprise, that is why I'm not getting radio messages. The game engine is working perfectly! :386: Duh!
RE the curly brackets I know it's important to open and close with them from tinkering I have done with other games but I'm very rusty.
If I were to use them in the above .sqf where would I put them and why? I have looked through the scripting guides but they do not cover this. Some of us need something that teaches the very basic ABC's.
The custom loadout with backpack works perfectly like this at the moment:
(Always add magazines before weapons to start with the weapons loaded - solves #4)
_soldier = _this select 0;
removeAllWeapons _soldier;
_soldier addBackpack "US_Backpack_EP1";
unitBackpack _soldier addMagazineCargo ["PipeBomb",3];
unitBackpack _soldier addMagazineCargo ["20Rnd_762x51_B_SCAR",4];
_soldier addWeapon "NVGoggles";
_soldier addMagazine "Laserbatteries";
_soldier addWeapon "Laserdesignator";
_soldier addWeapon "ItemGPS";
_soldier addMagazine "20Rnd_762x51_B_SCAR";
_soldier addMagazine "20Rnd_762x51_B_SCAR";
_soldier addMagazine "20Rnd_762x51_B_SCAR";
_soldier addMagazine "20Rnd_762x51_B_SCAR";
_soldier addMagazine "20Rnd_762x51_B_SCAR";
_soldier addMagazine "20Rnd_762x51_B_SCAR";
_soldier addMagazine "20Rnd_762x51_B_SCAR";
_soldier addMagazine "20Rnd_762x51_B_SCAR";
_soldier addMagazine "1Rnd_HE_M203";
_soldier addMagazine "1Rnd_HE_M203";
_soldier addMagazine "1Rnd_HE_M203";
_soldier addMagazine "1Rnd_HE_M203";
_soldier addMagazine "1Rnd_SmokeRed_M203";
_soldier addWeapon "SCAR_H_STD_EGLM_Spect";
_soldier addMagazine "SmokeShellPurple";
_soldier addMagazine "PipeBomb";
_soldier addMagazine "17Rnd_9x19_glock17";
_soldier addMagazine "17Rnd_9x19_glock17";
_soldier addMagazine "17Rnd_9x19_glock17";
_soldier addWeapon "glock17_EP1";
_soldier selectWeapon "SCAR_H_STD_EGLM_Spect";
Have you read this? It covers the basics of sqs and sqf scripting.
You don't have to use { } in the above .sqf, because they are used to "contain" something, usually between control structures.
Don't forget the semi-colon!
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Distance between Chernogorsk and Zargabad- about 100 milesDistance between Prague and Kabul- about 3000
The Caucasus is a very diverse place, with all those mountains and water bodies affecting weather patterns, but you'd better get to expanding those distances, because it's going to take a while.
And it's not the distance so much as the orientation. Why couldn't they have expanded the map in the other direction. Central Asia is opposite the green Caucasus on the Caspian Sea.
Mmm, yeah... I agree, 70%. But what about story making? If the distances were greater, it would be difficult to write a plausible plot...
Some math, just for fun ;)
Kabul metropolitan area = 425 sq km
Zargabad area = 70 sq km
Ratio between areas = 6
Ratio between distances = sq root (6) = 2.46
I'd like to think that every km in the game would be 2.5 km in real life XD
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Its 100km from me to the nearest city, and I gurantee you, it doesn't change from: dense forest and grasslands with a freezing climate all year round, to a frigin desert speaking a completely different language; with no cultural ties between the two. :DYes, maybe the world is a little "compressed", but so are the battles and the maps in the game (no one wants to travel hundreds of km before starting a mission)... In the real world, there are similiar circumstances: for example, the Republic of Dagestan and Azerbaijan: different climate, different language, different culture.
Expand a little bit the distances and you'll find that the Armaverse is quite plausible ;)
http://www.trekearth.com/gallery/Middle_East/Iran/West/Azarbayjan-e_Khavari/Sofiyan/photo438267.htm
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Very nice mission!
Some bugs ("destroy fuel depot" task didn't check as complete) and a typo ("escape"), but I loved the ambush part: I waited on the other side of the road, and after some gunfire between my team and US forces I opened fire on US soldiers that thought to be behind cover. Cross-fire, really deadly.
Very well planned AI behaviour: not a single delay, and we all managed to stay alive. Played at "veteran".
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I have this problem too. Some audio parts are missing when calling an artillery strike.
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I used the mortar to destroy the helicopter (I knew where it was) and to destroy the villa (that crashed on Raynolds, killing him). Then some other mortar shells around the house to kill the guards. Then a nice trip to the house to collect the evidence and kill survivors ;-)
To deploy the mortar: http://forums.bistudio.com/showpost.php?p=1662940&postcount=2
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[...]. This is ARMA 2 ;)Yeah, don't forget it...
;)
[...] There's a reason why I still not dare touch my EW campaign :D.Well, flying in EW will be easier, trust me ;p
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I agree, they threw realism out of the window. The more you proceed, the more "CoDish" the game is... I bought this DLC with trust in BIS, but next time I'm going to think twice and read the impression of others...
And also: no scenarios?
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Am i the only one who thinks this DLC was worth it to see and hear the difference between what Tanny was saying and what was in the subtitles? :)You're not alone, mate XD
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I've noticed that gunner's accuracy drops greatly when you fly faster than 100/110 kph, so I kept myself below this speed, constantly circling anti-clockwise (counter-clockwise for you american ;-p) over the target area. Never fly below 80/90 kph because you'll became a sitting duck for ground fire.
After a few circles, there should be just one or two enemies alive: you have to spot where they are and fly towards them, so that your gunner can see and engage them.
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-i killed Dixon, ambushed the UN, but spotted next and killed
Oh yeah, I forgot this part. I have to try it...
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BUG: in the Proving Ground map you can't enter the two cow sheds by the small doors... You can only use the big doors.
The Hornets Nest
in ARMA 2 & OA - USER MISSIONS
Posted · Edited by Speedle
Nice mission, I really enjoyed playing it. Good job ;-)
I think you left some debugging messages in the mission (for example, the hint that appears when you clear the stronghold, or the radio trigger "charlie", who basically activates the counter-attack).