TangoCharlie
Member-
Content Count
26 -
Joined
-
Last visited
-
Medals
Everything posted by TangoCharlie
-
MultiTask - Multiplayer tasks made easy
TangoCharlie replied to Deadfast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the update Deadfast, nice work! :) To aid my own laziness with the development of a few new multiplayer missions, I have finished developing my LazyTasks script. If you don't mind, I have linked below a link to the script. LazyTasks, for MultiTask ================ If anyone else is looking for simple and/or lazy creation of tasks with one line of code, this might interest you. I figure this might be of use for amateur mission makers or scripters looking to use tasks with the minimal of fuss. It eliminates the need to get involved with all the complexities of the code and the various tasks commands. Particularly, a certain individual who derailed this thread and had a fit of frustraton may be the ideal target audience... ;) LAZY TASKS script ================= - An easy 'MultiTask' handler for quick and lazy task management in m/p or s/p. - This script by TC. Heavily dependant on the MultiTask code by Deadfast. - v1.2, 19th Feb 2011 * Who is this script for and what does it do? --------------------------------------------- - It allows for the super easy creation, assignment and update of tasks. - Requires no knowledge of the various separate BIS or MultiTask commands. - Simple one-line call to the script for all task commands. - Uses the power of Multitask to make tasks sync in multiplayer & JIP. - No expertise required with arma scripting - can be called from the editor. - Task information is stored in the stringtable for easy content editing. For example, using the script you can type out your task information in the stringtable file using your favourite text editor and then with ONE command: * Create a fully featured task: [1, "rescuers", "Assigned", true, true] execVM "LazyTasks.sqf"; - Create a new "assigned" Task1 for the "rescuers" squad (which includes full description, title, hint, map marker and caption), will set it as the current task, and fire an additional hint popup. * Update a task: [1, "rescuers", "Succeeded"] execVM "LazyTasks.sqf"; - Update Task1 as "succeeded" for the "rescuers" squad. Further / full information can be found in the README (click). Included are full installation and usage instructions, which I have tried to keep as simple as possible. You can DOWNLOAD the script here (click). The RAR file includes the Readme, LazyTasks 1.2, MultiTask 0.2.1, 'example use' file, an example stringtable.csv and a very basic example mission demonstrating it's use (LazyTask-Example.Takistan). This may seem pretty pointless for advanced users happy to manually code in all the task information, I wont deny. But if you are phased by complex scripting or if you have a LOT of tasks (as does one of my current projects), this may make life that little bit easier. -
MultiTask - Multiplayer tasks made easy
TangoCharlie replied to Deadfast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, excellent, appreciated. I hope I haven't unnecessarily made you update the script on my account. :o EDIT: Fixed! After a brainwave when digesting the above ramblings, I came to realise that upon re-commit'ing a task, it will re-parse the entirety of the task including all text, not just the changes. And it would seem it retains all the referenced variable names, so hence upon running my "successful" 'if' statement it no longer held any record of those strings. Simply by moving the string-table -> var statements to the top of the script, the taskState and taskCommit was able to rebuild the tasks and sync them in their entirety with all the expected text. Thanks for nudging me along in the right direction. -
MultiTask - Multiplayer tasks made easy
TangoCharlie replied to Deadfast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow, that was quick response - thanks! With regards to language and localization, that isn't really a major concern (yet). The main reason for using stringtables is lazy / readable editing of the task content. I'm probably a bit out of my depth understand the scope of variable declarations, certainly in a client/server environment. However, this said, the "assigned" creation code you quoted DOES work, whereas the simple "succeeded" code (which doesn't reference any of the highlighted _task_* variables) DOESN'T? However, even though I may be missing the point, you may have flicked a switch on in my head in terms of thinking about the locality and scope of variables. EDIT - Additional: Made a quick empty mockup mission in editor to test with and demo the problem (alternatively, separate files here). Most interestingly, using the radio triggers if you create task 1 then task 3 (alpha, charlie) they both work fine and stack up, but if you then radio bravo to 'succeed' at task 1, it will locate the correct task and make it 'successful' but just the other fields are lost. I think this may be what you were trying to tell me, but I cannot understand why just updating the status requires the task to recall how the other fields were constructed. Surely it just relays the command to all clients to "turn task1 green and signify it is successful"? My belief was once the Task object had been constructed using the script it is 'done' - however, is it that the Task object retains all the component strings, variables, references and such bundled up, and this is why updating it causes it to be lost like you say? Think I'm slowly getting there but still so very confused! :( Still, thanks for the pointers. Slowly the cogs in my brain are turning... -
MultiTask - Multiplayer tasks made easy
TangoCharlie replied to Deadfast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Deadfast, I have experience of using your script successfully in my last mission, albeit manually typing out all the DFS_ commands in the mission file or seperate small SQF files. Being a fan of the script in my next mission design I am cobbling together an even lazier 'framework' for adding / updating tasks, which compliments your script and the use of stringtables. As I begin to use MultiTask more I am seeing some issues. For example, I can create a fully fledged task (with marker, status, description, title etc) which works fine and seems to sync well. However, upon some operations such as simply updating the task state for an existing state (to "succeeded", say) it seems to wipe out the task ("any" replaces all fields ingame). I am no scripting wizard, but would appreciate it if you could look over this simple script and explain why updating the task causes mayhem: My script Example use in a mission Example stringtable As you can see from the simple script, to update a task with "successful" it does the same DFS_setTaskState + DFS_taskCommit + DFS_taskHint as "assigned" (creating the task), yet one works, one does not? Whilst my expertise is limited, I have also encountered similar issues in my last mission when it came to updating task state and hinting, so not sure if there is something I'm doing or if there's a bug? Appreciate any feedback / ideas. edit - Oh, and thanks for the awesome work!! :) -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
Gah! Sorry, it would appear my colo server / host has taken a brief absence from the internet. Also why the images are broken. Should be resolved by this evening (UK GMT) when I get a chance to take a look. Perhaps I will upload it to a mirror for just this kind of reason... :) EDIT: FIXED - download now available, see OP. Stupid apache webserver crash... -
Mission Title: COOP 12 Coastal Raid Players: 1-12 (S/P also supported) Developer: TangoCharlie (aka. TeeCee) File Name: co12_Coastal_Raid.Chernarus.pbo Latest version: 1.06 Mission Briefing: Objective: Coalition forces seek evidence of WMD's suspected to be being stockpiled at a factory in the destabilized former USSR state of Kazakhstan. They are tasked with returning with any evidence of this and disabling any immediate threat, whilst minimalizing civilian casualties. Situation: The suspect factory is located near a dense civilian population. An all-out airstrike has not been authorized due to the risk of civilian casualties, resulting biological agent leaks or the possibility of bad intel. The area offers no easy mainland insertion and heavy air defences are reported in the area. Two squads of Royal Marine Commandos will land by sea and are tasked with undertaking the main assault. They will be supported by a Special Boat Service specops unit responsible for sniper cover, recon, and CAS spotting. The area is defended by a garrison stationed at the port which must first be neutralised. AA defences are an early priority to facilitate opening of their airspace. A small command post has been erected at the nearby train station, which must be decommissioned to prevent early warning of our attack. This needs to be a swift operation, with units extracted before further forces can react from the city or nearby base. Location: The factory suspected of storing biological weapons is located near the coast close to Drakon Port, to the east of the city of Elektrozavodsk. Coalition forces have no base of operations in the area, and as such a British led coastal raid has been sanctioned. The operation will be undertaken just before daybreak, around 4am. Features: Approx 30-45 min mission designed for small coop teams to enjoy. 2 distinct task lists for RMC and SBS teams offering standalone infantry and specop missions. Action orientated with no trecks across the entire island. Fully guided waypoint and task system to guide you through mission. Boat infiltration, helicopter extraction, A-10 CAS lasering. Script and addon light for easy accessibility. Mixture of night and day action, with the mission beginning before sunrise. Custom radio dialogue sounds and load screen. Scripts Used: Revive Script 0.50 - Norrin MultiTask 0.1.4 - Deadfast AI Skill Script 1.0 - GeneralCarver Required Addons: NO CUSTOM ADDONS REQUIRED! Built and tested with vanilla install of Arma2 + OA (1.57). BAF DLC recommended (but not required) due to BAF player units and weapons. Known Issues / Notes: Lighthouse island is not navigable by AI, and as such non-player specops units are AI disabled to prevent them self-drowning. They will be auto-relocated and awakended once objectives are met. The AI is not scripted to complete 'DESTROY' objectives (satchel static targets etc). You must complete this yourself or proceed with your task list to meet the ultimate objective. For the best experience, I would recommend a human player leads at least 1 squad. :) Download: Privately hosted server with direct download - link will be updated to reflect latest version (1.06). CHANGE-LIST: [b]V 1.01 [/b][i](added 1/1/11 8:30pm GMT)[/i] [list][*]Fixed ability for SBS squad to bypass initial objectives unders certain conditions. [*]Hopefully fixed chopper waiting for AI indefinately when they are stuck/AWOL - 30sec timer should kick in. [*]Removed 'no opfor present' trigger at port camp and factory which was occasionally holding up mission progression.[/list] [b]V 1.02 [/b][i](added 3/1/11 10:30pm GMT)[/i] [list][*]Replaced all hints with radio chat dialogue. [*]Added (admittedly amateurish) radio sounds for HQ dialogue. [*]Amended some objective condition checks to stop early accidental triggers. [*]Added TOW missile at factory for player use.[/list] [b]V 1.03 [/b][i](added 5/1/11 6:30pm GMT)[/i] [list][*]Ammo crate placement altered to feature more prominently at objectives. [*]Added AI skill level selector script at lobby, allowing for player choice of difficulty. [*]Altered behaviour of littlebird loading - only AI units are teleported aboard for transport now. [*]Lighthouse shilka + comms target initial health correct to 1/4 (previously wrongly set to full). [*]Extraction location moved to flatter and less treacherous terrain. [*]Tweaked some reinforcement triggers to account for some scenarios.[/list] [b]V 1.04 [/b][i](added 5/1/11 8:30pm GMT)[/i] [list][*]Corrected coastal reinforcement APC not following waypoint. [*]Removed objects blocking patrolling enemies at factory. [*]Added additional patrol for SBS squad to encounter near dropoff point. [*]Corrected a mistake in radio text/sound dialogue regarding reinforcement direction (NW -> SW). [*]Added a friendly med-tent for forces to use at factory should SBS be only friendlies left.[/list] [b]V 1.05 [/b][i](re-added 7/1/11 11:00pm GMT)[/i] [list][*]Corrected helicopter extraction failing to land and load. [*]Changed SBS littlebird despatch to radio trigger (0-0-1) on demand. [*]Widened mission end trigger to account for sloppy pilots! [*]Added enemy ambush firefight at extraction point. [*]Added a few additional enemy units, patrols and another APC. [*]Added flares to signal some early triggers during darkness. [*]Fixed enemy units being destroyed during AI respawn due to bad respawn markers. [*]Other minor waypoint changes and tweaks.[/list] [b]V 1.06 [/b][i](added 1/2/11 10:00pm GMT)[/i] [list][*]Improved helicopter extraction logic to cancel late boarders. [*]Changed city reinforcement trigger and position (more time to man defences). [*]Made the code more robust with publicvariable sync'ing. [*]Prevented unwanted extra flares triggering. [*]Added walls to prevent AI 'noclipping' through factory defences to mortar. [*]Labelled the squads on character select screen. [*]Tried to improve chopper AI flight reliability (but not much, a game bug...). [*]Added intro credits. [/list] TODO: Any new bugfixes...:rolleyes: Hopefully nothing, as I wish that 1.06 is a final release. Thanks for playing my 1st publically released mission for OFP/ARMA. I hope you enjoy, and feedback welcomed. Cheers, TC.
-
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
Version 1.06 released to address a few minor bugs and tweaks I wanted to implement after numerous playthrough's. Changelog and download link in the OP. I hope this is a final release of Coastal Raid. Enjoy! -
co5@ Lingor =RTY= BAF Commandos
TangoCharlie replied to shark-attack's topic in ARMA 2 & OA - USER MISSIONS
These were really good fun scenarios of just the right length for small groups, and has just the right amount of pacing and action. Great atmosphere and 'drug cartel' feel to it. Makes great use of the Lingor island and will definately be staying on our server. Nice use of sound samples and clear briefings, which add to the 'feel' with satellitte images etc. That extra bit of attention goes a long way. I'd actually be keen to see more in this series as a larger drugwar campaign! Only minor criticisms were: - Mission 1 and crossing the river after destroying the boat - tried at thinnest point but we still lost our weapons by the time we crossed. since then we've resorted to driving around the inlet, but this seems to be not the intended route judging by enemy spawn locations. - LAW soldier always starts with a LAW launcher but no M136 rockets. And there aren't any in any of the crates. You can access a few in the briefing Gear screen if you remember, but that's it - and many people won't know / check. - Dying in mission 3 with the satchels, respawning and failing to recover them from your corpse means that upon arriving at the drug factory you are left with no means to destroy the building than go alllllll the way back to the start (guh). A satchel crate nearby may be helpful here. - Bagpipes (lol) and outro length (long flight path just to reach a random ship and credits to roll on for some time, certainly mission 2). -
[CO20/ACE/BAF/PMC] Lingor Force Dynamic Missions v1.0
TangoCharlie replied to zuff's topic in ARMA 2 & OA - USER MISSIONS
Really looking forward to playing this when a non-ACE version lands. Looks really promising. -
A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
TangoCharlie replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can someone confirm that ACRE (1.1.1) does work for local player hosting a coop game? Despite receiving no errors, and having updated all components, addons, plugins etc and receiving ingame CBA / transmission graphic / headset confirmation - nothing seems to work. Do player hosts have to do anything special? (I can confirm our setups did work when connecting to a acre dedicated server recently, and we've avoided all the common pitfalls like run-as-admin etc). -
ArmA 2 Game Launcher
TangoCharlie replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Okey. Probably useless to you at this point, but I have assembled what you requested anyway, not that it seems to show much. You can grab a screenshot and the user-profile config files from my latest clean install HERE. Other info: Vista 64 SP2, Steam based Arma2 + OA installs. Very, very odd issue or bug for sure. :confused: -
ArmA 2 Game Launcher
TangoCharlie replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Yep, CO is definately selected. And as i say, the modpath looks as I would expect (having familiarised myself with the necessesary CO'fication of Steam OA): Presently, at the bottom it shows: "-mod=D:\Games\Steam\steamapps\common\arma 2;Expansion;ca;@acre;@cba;@fallujah1_1;@jayarma2lib;@lingor;@okt_noblur" "-name=TeeCee" -nosplash -maxMem=2047 -cpuCount=4 -exThreads=7 ...with "D:\Games\Steam\steamapps\common\" being my steam app root. Testing further, even selecting "Arma II - OA" it STILL loads Arma2!?! I have: - Uninstalled, and ensured c:\progra...\sprited machine\.. was wiped clean. - Cleared out C:\users\<me>\appdata\local & roaming of "sprited machine" saved data files - Reinstalled using download from your site in 1st post - Re-setup the app double-checking exe location paths etc - Identical behaviour - any option loads Arma2 irrespective of dropdown choice (and even if I point the arma2 exe at the OA one...). The main app claims to be v1.4.0.0, but despite the clean reinstall I can see that in: - "Help - About", it reads 1.3.3.0 - <appdata>\local\spirited machine\ , it reads 1.3.3.0 Is that normal? Are there any registry entries that need clearing? Why / how else is this application finding my arma2.exe, even when I trick it? Can I provide any form of debug / error / test files, or further info? -
ArmA 2 Game Launcher
TangoCharlie replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Spirited Machine - a little help please if possible. I have just downloaded and installed your launcher (v1.4.0) and configured it with my Steam-based Combined Ops installs and mods. However, despite the summarised launch line at the bottom looking fine, it insists on loading Arma2 (not OA engine / combined ops) no matter what I do. I even changed the "Arma II" path from the A2 executable to the OA one to trick it, yet somehow it is still loading arma 2 1.08?!? I am at a loss as to 1/ why it is doing this, and 2/ how does it even know what/where to load arma2 having reconfigured it and hidden the path? Is this a known issue for the latest steam versions? Any workarounds? Unfortunately the launcher and its handy grouping features are rendered useless to me as it plain refuses to work. :( -
Insurgency[ACE] and Insurgency[NO ACE]
TangoCharlie replied to sowens's topic in ARMA 2 & OA - USER MISSIONS
The biggest show-stopping bug is when you 'win' and clear all the caches. It attempts to enable a 'superman' mode which just sends everyones PC's tits up and locks you out of the menus - you can't even return to the menu / quit out. The only way out is to abruptly Alt-F4. I'm sure this 'feature' was for debugging or messing about anyway - can this be axed and just end the game instead? -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
Bloomin choppers! :p With the feedback from my buddy, I changed the littlebird to be "on demand" now via radio, so the specops snipers can make their own judgement call when it is safe to call him in. Hopefully that will negate the kind of crazy scenario you describe, so do update to the latest 1.05 download. The respawn is auto-moved to the relocation drop zone at this point for safety should such an event occur, like dumbass pilots crashing or getting sniped. That bit is intentional to stop units being marooned. Glad you guys are enjoying it. I've pepped up the ending a bit, so try it out! :) -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
Hehe, ta ... I think :-P Saying "best mission of the year" on 1/1/11 hadn't gone unnoticed, lol. Unfortunately i just had to re-upload v1.05 due to a last second couple of issues (now also added to changelog). That realllly should be it now... please... hopefully! -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
Released v1.05. This most importantly fixes the helicopter extraction failing to land / load most of the time. It also add's a new firefight at the helicopter extraction as some additional units rush the LZ, to keep people on their toes. I've also added a few more units (but nothing major). This includes another APC, and upgrading another APC, as well as a couple more units / patrols. For atmosphere I've added some flares too, and corrected a long-standing bug with the coastal APC still not showing up as desired (tracked to AI respawn glitch). [EDIT: The littlebird calling / boarding behaviour for specops has been simplified / changed too - now radio it in when you require it (0-0-1). This provides more flexibility and less dependance on A-10's behaving themselves.] At this point I have no gameplay 'todo's or any known bugs (but keep em coming). The only thing on my wish list is to make some decent radio recordings. Now, for the newbie editors out there, a tip on vehicle boarding script syntax for what should be a pretty simple couple of routine commands... For any other poor soul struggling and happens upon this in forum search it's: "{_x assignAsCargo heli; [_x] orderGetIn true;} forEach units grouptroops;" - with emphasis on the use / absence of []'s... bleedin' thing. Not even sure what the difference is when the command is being fed a single unit / object and not an array anyway. Grah. Lesson learnt. :) -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
Bummer. This happened once for me since I relocated the landing zone... so I will get cracking tonight on a fixed version, along with some of the proposed new things above. Shame it ended poorly for you, but ta for playing - and registering/commenting too :p (seems the one saving grace is the little cheat I added to the chopper to repair any damage to full health every 3 secs, to prevent unforeseen consequences...) -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
I think what frustrates me is that rewind back to 1998, the OFP cold war crisis campaign proved that an excellent single-player experience with linear playstyle could and did work really well. Open world play offered by the engine worked well to accentuate this and provide some freedoms, without devolving into "go here 2km away". Since then the bundled campaigns and missions have been, to be blunt, awful for a professional studio release (in my opinion), and too much importance is placed on the dynamic scripted missions and open-world theatre. What I want to remind people is that a tight, linear and crafted mission can be just as fun as 'different every time you play' or 'island-wide-combat' offerings. If this makes people crack open their editors and return to some of the simple, non-scripted mission making, then this is a Good Thing [TM] to me. There are some corking missions and campaigns out there, but they seem to get overshadowed by addons and uber-scripted dynamic missions. Anyhoo, blog-esque post/rant over! ;) -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
Heh thanks. The look and feel is important to me, as well as the overall perceived structure, pacing and enjoyment. I can see the argument for making it more re-playable, which I still might investigate with randomised enemies at some point, but I'm more concerned with offering one or two really good experiences, than mindless repetition. IMO it's still pretty challenging - back in the day of OFP and squad respawn (at best), even 1 death was failure and seagull-idle time. I think if even a veteran gamer is taking losses on his 2nd run through then it's certainly not a pushover. Additionally, at some point it would just get silly on the realism side of things if a 10 man assault team was sent in against an entire army. This said, I do intend on adding in the near future: - An enemy attack on the extraction point as the chopper lands - A few more patrolling enemies at the mid point of the mission - Perhaps 1 or more additional enemy APC's - AND... some much-needed better radio sound recordings ;) (these were semi-placeholders recorded late one night so excuse them!) -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
And another quick edit for minor things... v1.04 is out, summarised in OP changelog. These aren't showstoppers, but do correct a few minor issues I only just somehow spotted. The mission seems to be in a pretty robust state now, so unless there are any major or glaring issues, I wont update it for a while so that people can test it with a synchronised and stable version. Download, play and feedback please! :) -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
Ok - a bundle of fixes to the above issues! :) v1.03 is out, with the summarised changelog in the OP. To address the above post, here's a little more detail: - SATCHEL / AMMO CRATES: I've made the satchel charges more prominent at the trainstation (in the open and lit, near the objective and an ammo truck) and at the lighthouse (in addition to the boat, another at the comms truck in open). - DIFFICULTY / ACCURACY: I've added a small difficulty select script allowing the host / server to determine the AI difficulty in the lobby. Values from 0.2 (easy) to 1.0 (elite). Have at it and play your own way! - LITTLEBIRD TELEPORTING : Hopefully removed! I found the solution was very simple, and isPlayer is used to determine and teleport only AI specops units. My understanding of this command was wrong before. You can now remain on the island to snipe targets as long as you wish! - SHILKA HEALTH / SATCHEL DAMAGE : I... ahem... found I had actually reverted the health during an old build by mistake to full... whoops. Health is now set to a lowly 0.2 for both island targets - 1 satchel will easily blow up each target now! - EXTRACTION LOCATION : Moved from the rather treacherous hillside to the specops camp, north of the factory in an open and level field. No more hill climbs or iffy chopper landings! Also, tweaked a couple of triggers to perform as desired. Enjoy! :) -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
Yeah, 1 bit of feedback I already knew from my friends was that the weapon stashes need highlighting more clearly. I will work on that, but not sure cleanest way to do it without spamming more text, waypoints and clutter. Perhaps just better placement in a prominent position near the target in the open. I will experiment. Ooo poop. That sounds one seriously nasty bug. However, the guts of my mission file is actually quite horrendously basic, with very few complex script commands and zero external script files bar the externally sourced ones. My theory is either there is something wrong with Norrin revive script (but there is no other reports of this on his thread, and nor have I ever encountered this issue), OR, is it possible your server has some kind of conflicting addons like ACE etc? I dont have / use any of those so I have no idea if they may present an issue. Any suggestions welcome on this one, and of course if anyone else has experienced this show stopper. I'm not sure if I should address that in my mission file or recommend you tone down your host's AI skill levels. During an early alpha build of this with a friend with stock game settings we died a total of 45 times running hapahazradly through the mission. I then turned my AI skill and precision settings down from 0.8 to 0.3, and in the next run we died about four times. This immediately got rid of those godlike laser-beam machinegunners and jeeps that headshot you 1st bullet across the map. Try it, it makes the game soo much more fun for me as bullets spray around your feet! :) Did you by chance download the 1st version before I could pull it off? I had a "NO OPFOR PRESENT" trigger as you describe, but this has since been removed as of 1.01 I think it was - it is now a simple MOVE waypoint and I've replaced the port waypoints into a more linear path. As long as you destroy the armour or kill the gunners, it is now a simple waltz over to the trainyard, clearing as you go. Yeah, sorry this is a known issue / limitation at the moment. As per my 1st post notes, this is because I have to forcibly place any AI specops into the chopper to ferry them on due to disabled movement AI (they love to drown themselves on that island and cannot navigate it). I confess to not spending long looking into a solution, but I will try to find a way to detect which players are and aren't human controlled, and only move AI into the littlebird in the next version. It is a bit of a freedom and realism killer. It only takes 2 if you plant them on the rear of the Shilka at its weak point, and this is with the Shilka starting at 50% health. Annoying I know, but satchels just seem so ineffective. I will see if I can trim its starting health down lower or devise a way to make this less tedious. Noted. Although some people have obviously found it hard already - I think this is going to differ wildly between gamers and what they want from the mission. If anything my preference will be towards the fun and easier side, rather than the realism, as my intention was to make this akin to a S/P action experience. Randomisation however.... yes, I will definately consider doing as a new feature. Good question. When starting out building the mission I was scoping out the terrain and with the waypoint plan I just settled on there as a midpoint between the RMC and SBS squad paths out of the way of any potential vehicles. However, I agree - it needs reviewing and is a little silly. I will maybe move it to the RMC forward respawn point (by the 2 x T72 laser ruins), or by the enemy specop camp on open level terrain. I will maybe have a crack tonight and see if I can resolve these issues. Thanks a lot for taking the time to feedback bugs and ideas. Hoping you enjoyed the break away from all the open-world realism missions, as I won't deny this has a more linear and hand-held feel to it with the tight waypointing. Regards, TeeCee -
[CO] co12 - Coastal Raid
TangoCharlie replied to TangoCharlie's topic in ARMA 2 & OA - USER MISSIONS
I've updated the mission with radio chat and audio dialogue to improve clarity of objectives. Apologies for the low quality voice acting (hint: it's me). An additional couple of trivial things were also corrected. Apologies that this makes the PBO file just shy of 4MB. If anyone has played this and has feedback to give, good or bad, it would be very welcome. Thanks!