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MissionCreep

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Everything posted by MissionCreep

  1. MissionCreep

    SEAL Team Six 4

    I am really enjoying this campaign ... I'm not using ACE, but it works fine (so far) with Arma2, p1.08. Strangely enough SchnapsdroSel reports missing components when I add it as -mod (I did a directory name cut-and-paste but I checked the spelling too), but works fine when I dump it into Addons. Weird. I really want some better AI (not just here but in Arma 2 in general). Whenever I implement Zeus AI mod @zeu_AI, I cannot revert anymore. I can play fine until the first save, but when I revert to a save, I get errors about "CAWeapons_E" not present. Anyway, I don't expect a fix on your end, but thought it was odd. I played around with different configs using, Arma2 and CO (1.08/1.57), and noticed some curious things ... At the start of the campaign, weapons choices at the insertion point differ depending on what config I use: - Arma2: I can take a M136 launcher and just one M136 round - Arma2+Zeus AI: I can take a M136 launcher and two M136 rounds - Arma2CO: Much more limited selection and no Eastern Bloc, AT or heavy weapons Thanks for the campaign, I'm downloading Delta Force right now.
  2. MissionCreep

    Jackal Mission

    You have to complete the mission ...
  3. Yes .. it was in multiplayer co-op and this appears to be the same issue. It stopped saving after I suspended the game ad returned. I had problems with saving in single player mode in Manhattan. After a certain point, it said it was unable to read the save file it had written (both user and auto save). All I could do was go into My Documents/Arma 2 and delete the last save and start again at the last good save. This was patch 1.05. Unfortunately, I don't have time to go and reproduce the problems (I'd rather just play!). But thanks for looking into this on behalf of all Harvest Red players!
  4. And so it continues in multiuser ... after capturing Pogorevka and Rogovo in Badlands I cannot revert to game saves anymore in multiuser. I am commander of this mission. Very frustrating ... as the missions are very enjoyable. I am running CO, latest patches - 1.08/1.57. Mind you, this hasn't put me off ... I've just ordered 2 copies each of BAF and PMC on sale. I'm, a glutton for punishment.
  5. MissionCreep

    Australians in Vietnam

    I liked this, but haven't finished it. What is up with the boat sabotage mission? I could come within arms reach of the boats in the dark, but I am unarmed recon. I couldn't get my squad to attack the sampans in the river even after repeated orders to do so. They just sat and watched from shore. I've played both VTE and Unsung, another Vietnam mod. They are both refreshing, in that they are very different from other Arma 2 scenarios. Aside from the night river mission, I can't say I have ever REALLY seen a Viet Cong or NVA despite taking lots of fire in these missions. I gather this is basically a correct representation of what that war was like ...
  6. MissionCreep

    [CAMP] Bastard Squad

    I actually never encountered this bus everybody is talking about ...
  7. Yes .. that is it! Thanks.
  8. MissionCreep

    [CAMP] Bastard Squad

    No problem Cheese-Wizz .. know I can always force endmission, even though it feels like the coward's way out. Thanks again for your support.
  9. MissionCreep

    [CAMP] Bastard Squad

    For chapter Chapter 3, I'm now running Vanilla CO 1.57, and still can't get the victory Cheesus won on the TOW (any U2 fans out there?). I've eliminated all vehicles, everything on the hillside is flaming, tabbing the TOW viewfinder does not find any more targets (except briefly, strangely enough, a UAZ that is basically a fireball). Then I die. Am I mistaken or has Captain Rendition's driving become even more spastic with the latest update? On the way to the base on the restart of Chapter 3 (my save from the previous version hung on re-load), after I annihilated the Chedaki base, he got the BMP APC hung up on a stone wall and was spining his wheels ad infinitum. I had to restart the chapter. Anyway, admirable work, Cheesus, but I'm having a few difficulties. Don't let it put you off!
  10. MissionCreep

    Ai thread

    AI gunners in helicopter gunships are my pet peeve. The HUD is beeping with lock-on targets, and the gunner won't fire a shot. What's up with that?
  11. MissionCreep

    [Campaign] Operation Dutch

    Yes ... more missions please. How about a weapons cache search or hostage rescue mission?
  12. OK thanks it works now ... so colour me stupid. I didn't realize there was a -mod parameter needed for the server. There is no "i44server.cfg" file in the mod (but I included the -config parameter anyway). I assume if it did exist its entries would override the defaults?
  13. MissionCreep

    CLY PVP missions (beta)

    death by disco!
  14. There are 2 of us and we both have CO (one DVD, one Sprocket), with Arma2 and OA installed in a single directory C:\Program Files\Bohemia Interactive\Arma2 however, we connect to the server Arma2server.exe with Arma2.exe -mods=@I44 It works fine with SP. We have waited a long time (over 10 minutes) with no luck. As far as I know, it is vanilla running inside the CO directory structure (see above), and I44 runs perfectly fine in SP. I haven't tried running anything requiring vanilla Arma2 server before (I have run Arma2 Campaign multiplayer through Host, and it worked fine).
  15. MissionCreep

    [CAMP] Bastard Squad

    I saw the row of dead MiBs standing, in pergect single file, between the 2 hangars (behind the 45 gallon drums). The MiBs in the hangar with the tank in it (there were about 4 of them) were still standing after taking a large amount of fire - it took some time for me to determine whether or not they were dead. I am running the latest patches (1.57/1.08), and the only mods I run are the Proper Projects vegetation and building mods. I will run vanilla CO and see if the weird stuff goes away (I am using BS CO) ... I keep mods to a minimum per campaign/mission by using a series of desktop shortcuts, each containing only required mods.
  16. I run Arma 1.08.7445 and I44 v2 mod with the 3 I44 hotfixes, and I cannot play multiplayer. SP works just fine. When I go into multiplay for 2 players, we connect to the server fine, vote our levels, and the Server console says everything is OK. We have stripped down to one mod, @I44. Here is the output from a 2-player mission, (Players XXX and YYY) playing mission I44_COOP_D+1: 13:50:36 Dedicated host created. 13:50:37 BattlEye Server: Initialized (v1.112) 13:50:37 Host identity created. 13:51:51 XXX uses modified data file - CA;@I44 13:51:52 Player XXX connecting. 13:51:52 Player XXX connected (id=9915904). 13:52:10 YYY uses modified data file - CA;@I44 13:52:10 Player YYY connecting. 13:52:10 Player YYY connected (id=5299335). 13:52:52 Mission I44_COOP_D+1_1-32_v1-1 read from bank. The 1 minute vote time runds down to zero, and it just hangs, and does not continue with our usernames displayed on the screen.
  17. MissionCreep

    [CAMP] Bastard Squad

    You have a 40mm grenade launcher (or at least I did), but not appropriate at close quarters. I tried blasting the second story with 40 mm HE rounds. In a realistic situation, you have what you have, and almost inevitably, just when you think you have the perfect instrument, Murphy's Law says otherwise. You use the TOW because those are your orders.
  18. MissionCreep

    [CAMP] Bastard Squad

    I disagree with regards to the lack of freedom ... just taking one example - the Lumber Mill mission requires some flexibility and ingenuity in clearing the office space of insurgents. I didn't see any narrow scripted confines to what I could do. I found my squad mates unwilling to do much heavy lifting, so I had to do the clearing mostly alone. The insurgents had good tactical positioning inside the building, but thankfully, I think their AI failed them in the end. As the creator said, the missions are HARD! If you fail, try something different. I'm stuck at Tour De Force ... no matter what I do at the TOW launcher, I end up getting killed. I've reached the point where I run out of targets (destroying the T72, BRDM and assorted thin-skinned vehicles), but still get taken out by what seems to be small arms fire. Any hints?
  19. MissionCreep

    [Campaign] Operation Dutch

    Nice campaign. Played it as Co-2. - Dialog does not appear on the on the non-server member's screen. - When its time to leave Utes, I board the C-130 for Takistan, but get kicked off the plane as the other squad members come on because it is overloaded, leaving me on the Tarmac. I cannot get back into the plane. I run and get into a white Mi helicopter, and then I receiving orders from the squad leader to get into the chopper. The chopper had a pilot, but he did not want to take off. I finished that mini-mission at the Utes Air Base with a Shift-Num(-)-endmission. - Another major glitch I noticed was when the last mission was saved (close to the end, I think), the revert did not continue with the save point, but reverted to the main US Marine airbase in Takistan, with the dialog from the remainder of the mission playing on-screen. I'm not sure how it ends or how we all got back to base, but all in all, a nice play. - Would be nice if you added a twist, like we get cut off by the insurgents and have to fight our way back to base, looting the fallen for weapons and ammo. There should be more co-op campaigns like this!
  20. MissionCreep

    [CAMP] Bastard Squad

    Great missions ... a few glitches I thought I'd mention. Mission 2 - Those Chenarussian farmers at the party are tough as nails. The fat guy with the shotgun just floats in the air when I light him up on full automatic. He only dies when he walks right up to me letting me spray him down liberally. Another one of those farm boys (nickname "Tank" or "Hank the Tank" ?) took 3 hits from a RPG-7 before succumbing. Mission 4 - The men in suits don't die when you shoot them. They just go catatonic standing up. I'm working through "Tour de Force". Very entertaining mission. Thanks ... truly a celebration of Peace on Earth!
  21. More issues ... I was having this problem even after ugrade to 1.57/1.08 (Dec 2010 patch): In "Badlands" multiplayer/co-op, after a save point (user or autosave), Cooper is unable to communicate, summon or give orders to anyone on Razor Team. The team members icons on the Squad Leader's screen are blank. When you select the blank icons, you get a different menu than the action menu.
  22. Does each patch always break the game saves under the previous patch? Would be nice to know in advance. Seems to happen each time I patch.
  23. After upgrading to 1.08/1.55 in Manhattan, and playing through several saves and reverts, Arma II reported failure to load my save files after a certain point (around the time I started to approach the Chedaki Main Base near the dam). It applies to both manual and autosaves. It would crash saying "Cannot load C:/pathname/savefilename" (or whatever). I can't resume have to go in and manually remove the new save each time it happens and can't really save at anytime during the attack phase on the Main Camp. Really annoying.
  24. MissionCreep

    Eagle Wing (Spoiler alert!)

    Hmmmm ... got to the "Conclusion" that was totally at odds with my ending of End of the World.
  25. MissionCreep

    Gabe Ruckus's WW2 mission release thread!

    Thanks Gabe! Didn't have too many problems. The Germans at the first line of defence have pretty poor AI, but they get better as I move inland. At one point, I crawled up against a wall at German MG strongpoint (the second ruined archway on the far left as you come from the landing) and ended up crawling up the wall ala Spiderman. When I crawled back to the ground and stood up, I was permanently stuck pointing my gun (I traded my Thompson SMG for a BAR at the crate on the beach) vertically in the air, as if I was still lying prone . How did you enable game savepoints in the MP Demos?
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