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deltafiveone

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Everything posted by deltafiveone

  1. Or playing as any OPFOR or a Takistani/Chernarus insurgent would be COMPLETE freedom! Of course the bad thing is that would change your whole spectrum/story of your original mission.
  2. I think I may have found a small bug, I cannot initially control the "PMCs" when I'm "BIS US Army" and I barely manage to get my hands on a radio. This happened during Lost in Takistan. They don't respond to orders unfortunately. I had them join my personal player group and had to split each of them in their own platoons/fireteams for me to be able to take full control of them. Small bug regardless, not sure how much of a perfectionist you are markb50k hehe.. ---------- Post added at 03:07 AM ---------- Previous post was at 03:01 AM ---------- Correction: None of my units (non-player groups) respond to waypoints.
  3. Beautiful, one of my favorite missions of ALL-TIME!
  4. This is a good explanation, I wanted to just add a 'wrinkle' to the analysis. I'd hate to name other non-related user created missions in your thread but it also happens to me in "The Forgotten Few" with the menu commands after a resume to the mission/campaign, just wanted to add that I think it's more of an engine issue than your mission in my honest opinion. The orders/artillery/support menu (another custom action type menu) in that mission (TFF) starts to do the same lag in-game and it forces me to go to the map to make my chosen selection finally activate. I thought it could've been something as serious as a corrupt installation on my SSD. Wonder if that custom script priority could be tweaked by BIS? Maybe I should bring this up in Dev Heaven or the beta bug reporting thread. May just be an engine issue completely. Thanks again!
  5. Yeah I wouldn't worry, it's not your addon. I also get that problem during other user created missions with custom interfaces that use no addons. Just wish I knew what the Hell exactly is causing that problem so I could eliminate it once and for all.
  6. Not sure if this is the right place to post this (as opposed to the beta v92333 thread) but does anybody ever experience custom script lag on a mission that is resumed a few times? I ask here because it happens to me especially during this mission. When I go to the map, I try to select a unit (i. e. 'High Command' script actions) and I get heavy lag between the click and the actual response of the unit to my selection click. Sometimes I get tired of waiting so I just hit the 'F#' keys to skip the wait. It also seems to happen to custom script specific actions (only affects mission creator added actions, standard/vanilla actions all still work perfectly) in the action menu, I get about a 3-7 second lag of no action until my menu selection actually activates. The weirdest thing is sometimes it goes away for a couple minutes and I think all is fine again until the lag comes back. After the lag finishes, all my compiled scripted actions happen simultaneously. During the action/command lag, if I go into the map and switch back vice versa between in-game the action(s)/command(s) immediately works. Everything else in-game runs perfect, these resumed game script actions have been plaguing me a lot recently. Has anybody else ever experienced this or is it just me? Happens to me a lot now on resume/loaded missions with custom menu actions and I can't pinpoint the reason as to why I'm getting that specific lag. I don't think it's something as serious as a HDD/defrag problem, I run ArmA 2 off a SSD. Any help would be GREATLY appreciated.
  7. Just wanted to say thank you for all your hard work and support of this project King Nothing.
  8. Lol yeah, I've come across a lone Hind sitting out in a field. It was locked and I didn't even know about the "shooting out the windows to get in" functionality. I honestly never knew BIS even implemented that! I'd always find a vehicle at the beginning, unfortunately most of the time for me, they'd have flats.
  9. Markb50k, thanks for the reply! I remember in one of your earlier versions (I've been following this mission for a while hehe) there was an option to speak to civis with an option about enemy intel. Sometimes they wouldn't answer and sometimes they would help if I recall correctly. Maybe I'm wrong though, either way I was thinking along the lines if the town has high enough morale/trust in the player's forces, they could give intel about recent sightings around their town or what not? I. e. say you're in Vybor, "In the outskirts of Vybor, I saw a T-90 at *0045*" or something to that effect. I know mission making is EXTREMELY difficult and time consuming, especially a mission of this caliber so just suggestions. Adding dialogue is a huge task in itself. Love the mission as already is though! Just a few moments ago I had to hide from a lone Russian tank who just happened to be cruising down the road as I was nearing the first civi house, took a couple of pot shots at the exposed crew but missed LOL..after that they floored it and doubled back, saw me running to a building to cover and opened up. I had to hole behind a house and finally crawl away as I hid behind some haystacks while the tank lost sight of me. Pretty intense situation! I know this following additive would be difficult to implement as well since it's a random generator but maybe an option at the beginning of mission start to have your remaining forces away from combat and just hiding out away from any towns? Most of the time when I finally get control by radio or vicinity of my remaining forces they're already wiped out. I just tend to move on out extra careful because I'm all alone and that costs me a lot of time to get to the remaining forces unfortunately. A lot of times the first vehicle I find either has a flat or is completely locked. Too bad I can't break in and hotwire it lol. Rarely is anything ever neatly created for a soldier in combat though I guess. I don't have much time myself but I could lend a hand for what it's worth. Didn't want to give suggestions without at least attempting to lend a hand! More of a mission consumer than a creator these days haha.. Thanks again.
  10. Just wanted to thank markb50k for creating this mission. I'm enjoying it immensely! With each update it's getting even deeper. ---------- Post added at 01:01 AM ---------- Previous post was at 12:51 AM ---------- Also I wanted to ask, is there any way to interact with civilians to gain any intel on the enemy?
  11. Glad you're still working on this mission King Nothing! Definitely one of my favorite missions/campaigns of all-time, was hoping you hadn't left the project for a while there. Anyway, just wanted to report a couple of bugs I've been having with your Chechnya addon version, I've been getting mission hangs after briefing where the screen states "Mission starting" and nothing happens from there. More or less usually occurs (at least to me) during joint operations with Spark. It may have happened at the start of other types of the campaign missions as well but mainly during joint ops like I said. Also another bug I encountered (and this one is probably my fault) was when I called for extraction, my Specnaz was trying to call in for ground extraction all the while I was trying to issue orders to my squad to "keep low/spread out etc" and at that moment due to circumstances I couldn't wait for the call to be completed so I gave the team orders during and forced my Specnaz to keep repeating the call to complete it. Yeah I know, I should've just completed the call AND THEN gave orders but yeah, a small bug I witnessed nonetheless. So long story short, no ground extraction ever showed up after my repeated attempts to call it in. After the call, the option for extraction (0-0-3) would disappear and I'd go over to fire support (0-0-5), cancel out of that and the option for extraction would show up in the menu once again. To reiterate, after repeated calls in that manner no extraction still ever showed up. Better to just run out 2 clicks away from the AO and have the mission end that way in that case? Again, GLAD you're still working on this great campaign. Thanks, sorry for the long post and more problems lol. Running a relatively fast PC btw, slightly overclocked i5 2500k CPU, 12 GB RAM, and Crucial SSD w/ Windows 7 64-bit OS. Update: Also Non-addon version, no ground extraction picking my team up after completing first mission. Never showed. Happened during another joint ops mission with Spark (still not sure if mission specific however). v.52b for both situations.
  12. Thank you for this patch BIS! After the 1.60 CO full patch I was getting CTDs when I'd go back and forth between the map and gameplay as well as slow FPS. This patch helped my stability a lot so far. Hopefully Humvee GPK M2 issue can be sorted out easily. I repro'd the steps that F2k Sel stated and had the same result, driver is standing up while in first person view and 3rd person view reveals no driver.
  13. Excellent campaign as I've stated a few times before, definitely one of my favorites, I have a few minor bugs to report so far: 1) The briefing will state that a mission is at 0100 - 0500ish (1 AM - 5 AM) leaving the player to think that the mission is going to occur at night when it turns out the mission should be stated as scheduled for daytime at 1300 - 1800 hours. I loadout ready for a night mission, and it's broad daylight when the mission actually starts. Again small bug if not reported already. 2) The orders menu for the secondary team "Spark" should be stated as set to 0-0-6 in the popup box (upper right text box) but is incorrectly stated as 0-0-3 (if I recall correctly, an errant number nonetheless lol) which coincides with extraction communication after the mission is done. Another small bugger/quick fix.. 3) I'm sure the debug menu may be gone upon full release (or moved maybe) but a few times I have already accidently pressed 0-0-9 and had no way to cancel out of the errant key selection. I had already chosen that I wanted to extract and I was stuck with a "Click on map for extraction" but it wouldn't execute after I warped back to my team to get rid of the teleport action if that makes sense. The extraction command (0-0-3) was then also absent from the radio menu as a result. My team was stuck out in the wilderness to die lol...Does extraction/end mission still occur if my team is 2 clicks away from the finished objective foot-mobile? Should've just tried that in retrospect. Small bugs, but thought I should at least report them in since this is a beta. Hope these haven't already been reported in an earlier post.
  14. deltafiveone

    METAL GEAR SOLID Campaign Project for Arma2 CO

    Looks very promising, hope to try it out..
  15. Yeah that must be it, my fault for not mentioning I was using ASR AI at the time, no cars/vehicles were available as I wanted to try to run it down as well. I was actually going to run tests with the new beta patches that allow AI to now crawl under fences on their own, because the hostage would try to crawl underneath the invisible barrier but still manage to stay stuck inside the tent. Thanks again.
  16. 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?
  17. deltafiveone

    Rejenorst's Missions [SP/MP/COOP]

    Love your missions Rejenorst, takes real talent to make dynamic missions such as these that require tactical change and adaptation based on circumstance. Thanks again for these.
  18. deltafiveone

    FlexiAI (WIP) discussion

    Ah ok, I thought so since we hadn't heard anything from the developer in over three months. Thanks for the reply.
  19. deltafiveone

    FlexiAI (WIP) discussion

    Is this AI project still in development or was it scrapped? Looks very promising.
  20. deltafiveone

    [SP]AdvancingPower - A 4F Dynamic Mission

    Honestly I can't remember the last time my PC has crashed with this mission. At the beginning/first release of Advancing Power, this mission was pretty unstable to run for me. Now I can easily say it runs really well, at least on my machine. Should work fine for you now IMO..
  21. Waiting diligently on your next release King Nothing. This sounds like the shiet! The mission was already good to go as was. Good work!
  22. deltafiveone

    [SP]AdvancingPower - A 4F Dynamic Mission

    No problem Dragon Zen, thanks for the update.
  23. deltafiveone

    ARMA 2: OA beta Build_85330

    Thanks for the reply, I can send you the mission (non-addon LAN MP) it occurred to me with if anything? I was also using the COWarMod v1.1 f.y.i., may take about a good 15-20 minutes for the bug to reveal itself. Not sure if you guys have the time but I will send it to you via PM. Appreciate it.
  24. deltafiveone

    ARMA 2: OA beta Build_85330

    I'm also still getting the AI binoculars bug as well. It's not as bad as in 85248 where the AI would just freeze up and not respond (only to stance change commands), I can order the affected AI to change stance and then they rejoin my formation but only after I pay special attention to that specific AI. Was happening quite often while I was squad leader where I'd be pushing forward and I'd stop to look around at my squad only to realize that one AI is stuck behind looking through their binos in a useless state. Slight improvement but still needs some tweaking. As stated before, stance change helped that AI to regroup, still a hindrance but better than before. Thanks.
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