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h34dup

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Posts posted by h34dup


  1. So, after fixing my lag issues for the most part I managed to play through to M6. Horrendous AI and saving was in my way a couple of times but I managed, only took me the whole night.

    I'm running into issues during M6 with the Special Forces part. After spending an hour or so clearing out the camp and the ZU I had to go back and forth to plant the Satchels etc, and when I finally reached the OP and called the CAS on the village nothing happened. :(

    I tried in various ways. Have my Laser Marker on Target for 5 mins straight, use sniper rifle for targeting, call Radio Trigger without targeting at all. Nothing helped. I think you missed a 0 here, as it clearly says "1 Minute 30 seconds", but I feel that you kind of meant 10 minutes 30 second.

    What I liked about the mission though that if you die you an just switch back to Rusty and do nothing (except hear the radio clutter from the Canadians dying 1 by 1 to the ZU or the camp haha), not sure if this was intended or not.

    Man, sry to hear this isn't working out for you-- fortunately, it sounds like an isolated or rare incident, as I haven't seen others report having an issue with this mission. Not to sound like a broken record, but you are using ONLY the addons in the required addons list and none others, right? Have you tried restarting the mission? The mission end script should be triggered when the A-10s enter the area and fly over Ishfaaq-- you'll get some dialogue and the screen will black out with some narrative. I can't think of anything that would prevent the pilots from doing their job than an accidental crash or some kind of mod that messes with the AI.

    That looks pretty great, but apparently only supports official maps.

    Here's the topic for it: http://forums.bistudio.com/showthread.php?119820

    I'll drop you a line sometime this weekend, h34dup. Just need to slap together an example for you.

    I was pondering using Zargabad actually, but decided (initially, at least) to stick with Dilshad in Reshmaan. I could give this a whirl too tho, thanks dondaddah! No huge rush on getting the example together Harzach, but thanks for doing it! I'll look forward to checking it out...


  2. h34dup -

    I have managed to create "traffic" of a sort using Norrin's AI Vehicle Respawn Move to Waypoint script in conjunction with the deleteVehicle command. Basically, just choose a few terminal (spawn/despawn) points then connect them with waypoints as needed. To achieve a regular flow of traffic, you'll need to start most vehicles somewhere along their planned routes, which will require each vehicle to have its own waypoint .sqf, but it's all cut & paste once the first couple are finished. I'll be honest, it does take some tweaking to find the optimal placement of waypoints to keep everything flowing, but when it's working, it looks pretty good. The read-me provided explains the basics fairly well.

    There is probably a better/easier/more efficient way to do it, but I can provide you with an example mission for this method if you'd like.

    This looks interesting and makes sense looking at the page, if you can go ahead and PM me a link or something to the sample mission you created that may help save some leg-room. I'm starting to lean more toward having something happen during the intro that brings all traffic to a halt, but I'm still open to seeing how it could work.


  3. I'd say someone should make some good old fashion no revive/respawn missions on Namalsk. It's as pretty nice island. Either ACE or vanilla would be fine :) . I'll probably work on a few myself.

    I started working on a small project on Namalsk - planned a branching 3-mission Camp or at least a release of the one scenario I put together so far...all the set pieces are in but there's no story, mission or structure yet-- just lots of PLA soldiers patrolling around, a hostage in a server shed and a nuclear site with HAZMAT crew. I decided to stop distracting myself from working on Lions of Kandahar bonus missions, but maybe I'll get back on it and release soon.


  4. Did a bit of work on the ANP/ANA scenario last night-- does anyone know of a script or addon or technique that can add heavy vehicle traffic GTA style? As of now, I just put a bunch of stationary civi-populated vehicles on the streets, I need to decide if I can/want to make the traffic move and how to if so.

    Pretty excited for this, even though it doesn't have all that much to do with the source material for the Campaign, it will be as immersive as I can make it and using ANP/ANA seems rare, especially in a SP scenario with a narrative. Stay tuned, updates on the bonus content will begin to become more substantial hopefully.


  5. @NacroxNicke

    Thanks, yeah i didn't think JSRS was likely to cause any problems. It sounds like it's just the way the mission plays then.

    I enjoyed M3, although there was a minor bug after we cleared the compound and we got an incoming radio message but it jumped to the debriefing screen shortly after that started, so I didn't get to hear what was being said.

    Whilst I totally appreciate the hard work put into them, I'm not really a fan of any cutscenes I've seen in Arma2. They just don't really tell me anything useful and just show me some vehicles driving across a desert, or some people standing around and there tends to be long pauses or pans where nothing at all is happening and I'm just looking at empty scenery (and when there are conversations, they always seem to have long pauses between characters speaking, which makes it very jarring). I guess a short flyover if there's a large base to give the player an overview of (like in this campaign) can be nice at the start though. Just my opinion but I feel the time spent on cutscenes can be better used giving the player as much information in the briefing/map as possible (and if players have just been impatiently watching cutscenes they're probably eager to get on and play and might not read the briefing as carefully as they should).

    This is a good point-- from my perspective, it was my first time doing intros/outros ever, so it was new territory. I too am not fond of cutscenes that just feature guys standing around without animations, so I tried where possible to zest things up, but things could always be better and I will definitely keep in mind the usefulness of a cutscene that shows off the AO a bit more and helps the player get a sense of the operational conditions on the battlefield. Still, as an adaptation, I tried to use these cutscenes tie the book in (for example, "East bound and down playing as they exit the desert in M3's outro," or Maj. Gen. Freakley's visit to Sperwan Ghar in M12's intro) and, most importantly, the Canadian side of the story (since they really were the main subject of what happened during Op. Medusa)-- so people who read the book may be likely to get more out of the cutscenes.

    Anyway, I have started doing some of the due-dilligence and research for each of the bonus scenarios. Trying to tie in as much fact as I can find so playing the mission is something of a learning experience at the same time. I myself find it highly interesting to explore the interplay of the Afghan National Police (ANP) and the various branches within and those of the ANA-- you will experience both perspectives in Bonus Mission #3 as you respond to a cowardly attack in a civilian-filled area and then take the fight to the enemy in-response. For mission #2 (Dutch Apache), I have found specific details on what air assets the Dutch contingent had at Kandahar Airfield, and I hope to find out more about what specific role they played during Medusa-- you will fly in to KAF and land there for a more specific briefing, and then you will take part in providing CAS and escort of MEDEVAC/CASEVAC. Finally, for mission #1 (Canadian Motorized Inf) I have been reading about the Battle of Panjwayi, which took place about 6 wks before Medusa commenced, and the struggle for the infamous "white schoolhouse" (which I assume is the "Objective Rugby" described in Lions the book as Charles Co.'s objective).

    So yeah, things are beginning to pick up slowly, I've learned a lot over the course of the past few months working on LoK-- looking forward to giving all you guys some more content to sink your teeth into.


  6. There is something about one of the addons that are used that makes anyone in a helicoter appear to be standing. I cant figure this out why.

    Yeah, I've learned it's from some kind of missing config in one of the mods, but I'm not sure specifically which one. It's likely either ONS or SGW's ANA/ANP, I am fairly sure Tier One Operators is not the culprit. It may for some wacky reason be Reshmaan but I doubt it.

    This may make things a little tricky for the Apache bonus mission I have in the works, but since it's standalone, the mod that is causing this issue will be removed from the required addons.

    I have a problem using the UAV and the AC130. As I approach the terminal and select the option, I get a message saying something LDL>init and nothing happens. I have the ldl_ac130 pbo in the mod folder..

    Try playing without the addon version, the Camp makes use of the script version instead, so this may be the cause.


  7. ah k nice thanks, I was a JTAC over there and it can get intense. If you want real radio traffic between a JTAC and an A-10 you should check this one out: http://www.youtube.com/watch?v=YEVgBCTVLws

    I'm sure you've seen it already but its a good one, and it could be good for your next release.

    I actually haven't, it's wild how much material can be found on YouTube (refining audio for .ogg conversion is enough of a PITA) buried in certain search strings and related videos. Thanks for linking, and although yes the O2 system would complicate repurposing the audio, it could certainly be done-- I edited and chopped up the above-linked chatter a number of times throughout the Camp (mostly in M1, the intro to M7 and M10). I'm trying to think of where this could be put to good use, possibly for the Canadian bonus scenario. Slayer, do you think you'd be willing and able to voice the main character (whoever that ends up becoming) of this Canadian bonus scenario? This would be at least a month from now.

    h34dup -

    A small issue I had in M3 Red Desert: The supply drop spawns in an unnatural way. I don't know how you are accomplishing it, but it seems as though one is created normally, then the positions of the other two are indexed off of the first? On uneven terrain, this tends to result in the other two crate piles either floating in mid air or buried a bit. Not a huge problem or anything, but an aesthetic issue you might want to look into later.

    And speaking of aesthetics, WOW. I'm moving pretty slowly through the campaign due to work, but so far I am simply blown away by the atmosphere you have created. The airbase is so well done - bravo. All of the bases, really. Just the right amount of clutter to bring these locations to life. And the target range...and the cut scenes...and DJ Dave!

    My only real complaint (and that's really too strong of a word) would be the inconsistency of sonic character in the voice files, but it's understandable given the the way it was done.

    This is a MUST PLAY campaign.

    This is correct, though a bit tough for me to remember, since M3 was the first mission I created. IIRC, there is a game logic which is grouped to a number of markers where the supplies might spawn-- but rather than attaching all 3 crates in netting to the GL, I think I may have attached just one to the GL and attached the other two to the one crate already attached to the GL (make sense?). This could definitely be addressed, but I never saw the crates floating, only buried, which actually made sense to me after being there all night and into the morning with the mild sand storm.

    As for the voice acting, you gotta take what you can get, and I was thrilled to have what I got-- but yeah, different recording setups will mean vastly different levels. I did try to do a bit of mastering with each, but the issues still arise with levels being pretty far apart. I'll try to address this further in the next update-- even got some offers to help re-record some characters. If there are any specific instances you can think of that need tweaking, that would be a huge help!

    Anyway, glad you dig the all the effort I put into achieving a certain level of atmosphere! It's something I strive for in all missions I work on. There is more to come, things are always percolating in my imagination, and the notebook I've been using to keep track of this hobby is filling up with ideas.


  8. Im sure that few times one of front wheels was destroyed (I used rengfinder to check where that car is). Maybe enemy soldier hit that wheel or maybe driver hit a rock.

    In mission 12 im not sure on 100% but after we finish task: BDA on Ishfaaq, wenn we defeat that ambush first part of radio message has only text, no voice.

    Now im in 13 mission so i'm close to end. :(

    Yes, Dave's radio line is what should be the only missing voice line at this point. You'll see in the outro that the Camp is "To Be Continued..." - there is more content in the works so turn that frown upside-down :)

    Now, question for you since I haven't had a chance to test this since releasing the fixes- do you see any error messages during Mission 13 (they don't affect anything) about missing entry in the Camp's Description.ext? I am thinking I fixed the issue, so if there's no error message that will confirm it.


  9. Thanks for reporting this-- I haven't experienced this since the very beginning of making the mission, so I guess when you don't see a bug for so long you assume it doesn't exist. I have made Greg and Steve's HMMWV invincible, so to hear that is has been damaged somehow is a bit unsettling... perhaps a hint is all that can be done to address this issue, but fortunately I believe it's a freak occurrence (in a Camp that has had it's fair share of them already). Thanks for reporting this and thanks for having the patience to see the mission through and figure out what was going wrong!

    I'm going to be out in the sticks for the holidays, but I'll be checking back here as often as possible-- happy holidays all!


  10. I tested both way (module and script) for the AC-130, and (maybe it's just me) I find that, using the modules, the 40mm makes explosion where it hit, whereas with the script version, the 40mm doesn't explode and we have to hit right on the target to kill it.

    has anyone experienced the same?

    I have not had a very effective 40mm either, I just thought that was because the 40mm was intended vehicles or something... makes sense that it's not perfect in the script version but I didn't want to add the module as an addon requirement. Perhaps in the "mod maniac" version down the road.

    Small feedback:

    Campaign v0.6

    Mission6: in radio messages before and after optional task-Locate Intel i have only text no voices. The same situation before task: Phase 3 coordinate CAS and in radio message wenn I use 0-0-3.

    Mission8: overview in campaign menu: all text is the same as in Mission 7.

    Ps: sorry if you know about that already i didn't read all posts :)

    So far nothing gamebreaking :D

    Hm, I thought the voice stuff was all fixed in M6, I know the recordings are in there. Wasn't aware the text was the same in M7 and M8 in the overview either, thanks for reporting these.

    Started to mess with ideas for Bonus Mission 2: Dutch Apache, I will need some Dutch voice acting! Thinking of using DAF for this bonus scenario, since I have specific details on what was stationed at Kandahar AF and the models are all essentially there. Still, I need a bit more of a break before I can jump back in, this break may see some progress tho, I'll keep everyone updated of course.


  11. Just got around to trying Sand Storm out-- really enjoyable little bite of combat in Duala, and a nice showcase for the SOAR Chinook! Everything felt very well-structured, and yet the developments as the mission progressed kept me on my toes. It was a challenge, but not insurmountable. My only crit would be that you should add some intros/outros! And let me know if you ever need some voice acting, I'd be willing to pitch in...


  12. There's also one caveat with dying in the AC130 mission, is that if you have a save point and reload that, the 105mm and 40mm guns will not work. I can't quite remember, but I think I reported this or a similar bug a long time ago on LDL's forum. Best to just keep an eye on the hill from time to time and kill the non-strobers as h34dup mentioned.

    Yeah LDL has its plusses and minuses, but this mission is one of my favorites-- the temptation is to go for the objectives, but you are literally forced to split your attention, there is a sense of urgency you feel that I don't think it gets quite as close anywhere else, even when you are rescuing fallen or besieged comrades. I wasn't even aware that you could save while inside the LDL AC-130 console...


  13. Great campaign.

    Chapter XI V0.6

    Can't zoom in the AC130 and die for no reason after some minutes.

    Hey Eric, glad you're enjoying it! Before dying, do you get a radio message from Hodge that the Talibs are on the hill, get the AC130 over or they're gonna be "up shit's creek?" If so, get eyes on the hill ASAP and take out any guys without strobes-- if OPFOR breaches the perimeter of BLUFOR's defenses, you are killed instantly. Otherwise, I'm not sure, being hit by your own AC-130 fire is really the only other way unless you get hit by chance at some wierd angle. Zooming varies depending on the active weapon of the AC-130 too, so if you use #3- the big bomb, your zoom will be most limited. There is a Help menu you can access while using the AC-130, I admit I found all the nuances to be a little confusing myself, and I don't really explain how to use LDL's masterful AC-130/UAV scripts. Even still, I gave a slight spolier hint in the "Editor's Notes" section of the briefing. Check here for a strategy tip:

    Call the AC-130 in right on top of your position, so you will always have eyes on Sperwan Ghar (the area you have to defend) if you need to divert your fire that way. The mission will start out with a ton of enemy heading your way, so it's best to hold off on trying to destroy the other objectives (unless convenient) until the combat dies down on the foot of the hill. Ishfaaq will be a primary rally point for the Talibs, so try to ensure that there isn't any movement whenever possible. Once all the groups on the attack have been put down, you can shift to focusing on the rally points.


  14. well, just after the explosion, if can just use the "setdamae 0.8" for the hmmwv, and to delete the bodies inside the hmmwv, use this command:

    {deleteVehicle _x} foreach crew name-of-your-hmmwv;

    or use this command:

    deleteVehicle name-of-the-driver; deleteVehicle name-of-the-gunner;

    that way, after the hmmwv gets hit, the guys onside will disappear

    Yeah, I tried deleteVehicle for each individual driver, perhaps {deleteVehicle _x} foreach guy would be better. So the HMMWV in your experience did get damaged though right?


  15. in mission 10, after the hmmwv SOV gets hit by the IED, it's still intact and satying in the middle of the road.

    Is the HMMWV damaged or undamaged? It's supposed to stay where it is and become a wreck-- I am also trying to use deleteVehicle to delete the gunner and driver (I use a little setPos magic trick to swap in the wounded bodies of Greg and Steve), but the driver seems to just wanna stay there dead in the driver's seat. Something to try and address as I continue to work on the Camp.

    Also, the latest updated version (v0.6) is now live on Armaholic!

    Download from Armaholic: http://www.armaholic.com/page.php?id=18194

    Alternate Mirror #1: http://www.armaholic.net/colombia/scenarios/campaigns/LionsOfKandahar-v06.rar

    Alternate Mirror #2: http://www.h34dup.com/uploads/arma/LionsOfKandahar-v06.rar

    Remember, this is a new "version" of the Campaign, so it will be essentially like resetting, although this .pbo will not replace the previous version. Still, this version has tons of bugs fixed and is going to be the only update for a little while-- I'm still very interested in hearing feedback and bug reports, by no means is the Camp perfect yet. Now comes work on the bonus content, which may even be interspersed with other smaller releases...

    I have been meaning to do an update to Battle of Tora Bora, and I've already started playing with making a research-backed Night Raid SP Scenario that uses the SOAR MH-47E's and possibly Tarin Kot, although it seems like this awesome island is still in-development.


  16. You came pretty close? Don't you mean you got it absolutely spot on? :P You're right, the Tier-1 units are perfect for SFs around this time period. This looks incredibly well researched and I'm currently 2 weeks from being able to play the campaign (away from PC!!:( )

    I would also like to point out to everyone here that medic Sgt. 1st Class Riley was KIA in Wardak about 2 months ago (28th of Sept) if you didn't know. This campaign is truly a great tribute to those who continue to pay the ultimate price for Afghanistan's freedom, thank you :)

    Yes, this Campaign is dedicated to the memory of both Riley and Bill, who both gave their lives fighting in Afghanistan. Rusty says, it wasn't they way they wanted to go, but it's the way God intended. The kind of selflessness these men exhibited is rare, and entirely worthy of retelling, I hope my efforts come close to accomplishing this, though no words (certainly no game) could really come close.

    @h34dup: Very well done man. I am a Canadian soldier and spent 8 months in Panjway and specifically at FOB Masum Ghar and the horn of Panjway. This is a lot of fun and I'm glad you've payed respect where it was due. I very much like the detail you've put in to this Campaign. Just a quick observation (I'm only on mission 4) I have not read Lions of Kandahar so I'm not sure if this is how he wrote it in his book, but the desert in mission 3 is actually called the Reg Desert short for Registan Desert, at least thats how it was written on all our maps (and wikipedia) But other than that attention to detail has been very good.

    I've also noticed that you're thinking of making an update about Charles company during their big offensive. If you need any help you should read "No lack of Courage: Operation Medusa" (I wanted to post the link to it, but this is my first post so I can't) it is a Canadian book and goes in detail about Operation Medusa and goes as so far as talking about the Taliban defensive positions, which I feel would be good for your SP mission.

    Anyways just my two cents, I will probably add more when I finish the campaign, but job well done!

    Slayer -- wow, really glad you are enjoying the Campaign so far, and as a soldier who served in the very area this Camp takes place you deserve our thanks for your bravery. I'd be highly interested in hearing your thoughts on the rest of the Camp, especially Mission 6, which takes place on a fictional Masum Ghar. (Though you may want to consider waiting for v0.6 to be released on Armaholic today or tomorrow, 99% of the bugs have been patched in it, but you have to restart).

    In fact, in the Epilogue mission I plan to release, I already created renditions of FOB's Sperwan Ghar and Masum Ghar based on the *very* limited bit of photo intel I could find. Of course, I had to alter a number of things based on the constraints of the game and my limited perspective, but that is an inevitable result of adapting something like a book. I plan to make the Epilogue a sort of treasure hunt where the player can travel to placed like these FOBs (and visit other scenes from earlier in the Camp) and see some sights.

    Anyway, thanks again for playing and for your service, I hope you will continue to share your insight here in this thread. Anything you can offer is appreciated-- about either FOB Masum Ghar, or about the initial assault of Op. Medusa (I'll definitely check that book out, I really wish I could have recorded some of the sound bytes from that Nat'l Geographic Documentary about Charles Co.-- I remember a callsign 'Fang' was being used a lot), I don't have much definition around what happened or how to structure the mission at this point, so anything helps.

    EDIT: Heh, reading this No Lack of Courage book, I can already see where my Camp was inaccurate in Mission 6-- looks like Masum Ghar was already under ANP control when Medusa kicked off, but even still, it's fitting for a game to go in and clear it out... I'll have to be sure to stick to the facts with this Charles Co. bonus scenario...


  17. Working on submitting v0.6 to Armaholic. Unfortunately, as I version the Camp, it will get "reset" upon installing it. Of course, you can always go back and finish it in the previous version if you leave the v0.5 .pbo in there.

    Lots of fixes, pretty much everything in the known issues list:

    Mission 1 -

    * Minor fixes to outro - misnamed fire GL's

    Mission 2 -

    * Added map icons to IED site and taliban compound

    * Adjusted conversation with civi #2

    Mission 3 -

    * Fixed mis-named groups in section III of briefing

    * Added hint for player to use an IED from the explosives stash in the tent to clear checkpoint 14

    Mission 4 -

    * Increased volume of Jared's voice during initial briefing

    Mission 5-

    * Moved 'initializing scripts' message to beginning of mission 5 intro, instead of mission where it is no longer being loaded

    * Added random patrols between objectives

    Mission 6-

    * Fixed radioEnabled false error that disables much of the dialogue from the beginning

    * Removed NVG's once at OP Caroline and sun is up

    Mission 7-

    * Gave Bill's group a name (to replace standard number jargon in radio)

    * Removed unused IED variable from IED script or use more simplified IED method

    * Corrected Talon 30's group ID with a space

    Mission 8-

    * Added a hint when near the mortar tripod to aim at it while carrying a mortar backpack and use the "Assemble M252 81mm Mortar" action to progress the mission

    * Remove unused IED variable from IED script or use more simplified IED method

    * Fixed radioEnabled false error that disables some dialogue toward the end

    * Checked/tweaked outro where camera seems to glitch

    Mission 9-

    * Adjusted school chat with proper timing

    * Fixed missing fire GL variable names

    * Decreased chance of spawn in enemy forces on Sperwan Ghar (objective Delta)

    * Tried to make the dogs act or sound a little more vicious

    * Added 'advanced' first aid modules, kept Simple First Aid

    Mission 10-

    * Removed unused IED variable from IED script or use more simplified IED method

    * Adjusted 'hey Jude' chat with proper timing

    * Added vehicle transports bringing in enemy reinforcements, decreased spawn chance of foot mobiles, and an RPG7V

    Mission 11-

    * Added a hint to the init and revise briefing advising the player to use AC-130 support using the satellite phone sitting on the hood of the GMV next to Ron

    * Adjusted player's starting position

    Mission 12-

    * Adjusted 'god-fearin' chat with proper timing

    * Fixed Zangabar Ghar trigger, which activated prematurely

    * Fixed radioEnabled false error that disables some dialogue related to Zangabar Ghar objective and can disable end-mission radio dialogue

    * Added a medical tent or replenish the player's health and set their unit pos to UP when teleporting after an objective is completed

    Mission 13-

    * Wounded Bruce, he appeared to be un-hurt, but in reality was hit

    * Removed the nuke sign that appeared where players place the marker for fire missions

    * Fixed chat subtitle citing Ben vs JT

    * Investigated (and hopefully fixed) campaign description.ext-related error after completing the mission but before the outro - does not seem to affect the Campaign otherwise.

    Will update all the download links soon hopefully, along with a news item on Armaholic...then that should do it for the holidays. Looking forward to a little break, although I can't deny I've been poking around in the editor with other...ideas.


  18. in M6 The Voice of Death:

    -you should add a GPS to the Canadian guy

    -you should write a dialog when we call CAS

    anyway, no major bug till here.

    congrats again for this release!

    There actually is a dialogue-- but when I was experimenting with things and foolishly tried using enableRadio false and enableRadio true to fix something the wrong way, it got deactivated. This will be fixed with the update I plan on finishing and releasing within the next 24 hrs or so. As for the GPS, I'll look into it and add one.

    Just let me know if you need help with ACE or ACE configs

    Yeah, I think it is really more so a matter of having experience with ACE and the plethora of additional functionality-- it seems that the biggest differences that come from converting non-ACE to ACE or just playing a non-ACE mission with ACE active are the toughest to observe and pick up on because of their subtlety. Still, if there is enough demand for an ACE-version, I may be down to take that plunge further down the road.


  19. What's that thing on his left arm? Some sort of writing tab or solar thingy?

    It's an admin wrist pouch with the map I'm pretty sure

    Just FYI .... the real Lions of Kandahar (this is the author himself)

    http://threewise.webs.com/kand.jpg (103 kB)

    I think I got pretty close with my choice of cfgIdentities for Rusty, Tier One Operators happens to have some dead-on faces for these grizzled soldiers.

    RustyBradley.jpg

    CPT-Rusty-Bradley-Photo-by-31-500x375.jpg

    I'm about 1/3rd of the way through the updates, the rest will get done tonight and likely submitted too, so stay tuned. The Camp should be mostly stable with this update.


  20. Just some quick things I noticed in the first mission.

    In the warehouse you go into to get briefed, the doors are closed and people simply walk through the doors as a result. Also, the default Operation Arrowhead U.S. Army units are anachronistic for mid-2006, not a game-breaker, although Binkowski's 2005 U.S. Army units (replacement pack here) would be more time-period appropriate. I know you probably don't want to add more addons to the campaign than there already is, so it's alright.

    The campaign's great; I liked the little dialogue boxes that appeared during that tiring morning run in the ANA mission. Great writing there. ;)

    ^^^^^

    Laquesha has a good point about the units you used and the time frame.

    "Binkowski's 2005 U.S. Army units (replacement pack here)" would most likely fit in well and no, it's not fun installing another mod, but this is a Campaign and people are willing to download the mods for Camps.

    Yes, this is an excellent point - it begs the question once again of an exhaustive, mod-heavy "hardcore version" that would have all the correct units (including the Dutch Armed Forces mod for the Apaches - something I'm actually considering for the standalone bonus SP scenario, Boeing/SOAR MH-47, some kind of F/A-18, and more!) and perhaps a few other additions to the list-- what would be awesome is an actual GMV unit, customized HMMWVs with .50 cals and M249 in the front, but with much of the frame still intact, the SOV I'm using is a bit more naked than what ODA 331 used. I'd also like to figure out how to make weapon addons optional, so if you have them, they are added to the briefing selection, if not, then they aren't there and don't disturb anything.

    This branching of versions would need to be done after a few updates to ensure maximum stability, but if enough people express interest in it, that is something I could do (I'd opt for it myself). What I'm not as familiar with is ACE. Still, it isn't off the table as an option further down the line.


  21. I noted what I'm hoping are all of the specific instances of the dialogue overlapping in my recent play-through, so they should be listed (including the one in M2) in the known issues list. I'll be updating the Camp likely tonight or possibly tomorrow night and I'll submit that soon- this should address a bunch of easy fixes and help the Camp become more stable.

    I have all these other projects on my radar, outside of Arma 2 and inside of it, so right now I'm trying to deal with the void that has been created by no longer having to make progress with this project. Still, the overall response to this Campaign is far beyond what I was expecting, I'm so glad you guys have been enjoying things. I played through a number of Campaigns when I first got into Arma 2, and tried to bring in as much as I could that inspired me in those Camps. Working with real source material is also both a challenge and a pleasure. I'll be interested to hear from people who read and picked up on things as subtle as direct quotes or stuff from the cutscenes. More interestingly, the points where I was forced to depart from the book.

    I'll be frank, I don't like desert missions per se but this is a me thing. Overall the campaign was as professionally made as they come and having a realistic basis for it elevated it above many other well made ones too in my book. There rightly was little in the way of any glorification of the tasks required during it. The timing on the camera work and the cinematics were very good and set many a scene to come I felt overall, as did many of the poignant quotations throughout. The unforgivingly realistic nature of it as a whole cannot be understated, as I found to my detriment many times.

    As said, I don't like the desert much but then maybe this put me in the right frame of mind from the off, as I don't think anyone is actually meant to 'like' war. This campaign is harsh and feels about as real as they get and for me should be everyone's "must play" lists.

    My next attempt will be on veteran and yet again, I fully expect to have my 'ass handed to me'.

    An outstanding piece of work.

    Glad you enjoyed it, and thanks for commenting, I feel like good ratings and positive feedback really help the page when it's not in the recent newsfeed on Armaholic.

    As for the Red Desert mission, I'm not sure what about the mission you didn't like, it sounds like you don't prefer the island itself much? Either way, as you seem to have noticed-- it's part of the book, it was something Rusty and his team had to do in order to divert the attention of the Taliban from the larger Canadian ground force. Many times, the convoy got bogged down, vehicles would need to be dug out, etc. While I didn't include this, I wanted to include a little bit of a sense that you're tangling with the elements, especially when you have to scan that huge area for the supply drop (Hint: search for it from atop the hill near Checkpoint 15 for the best vantage point).

    Speaking of Mission 3-- in the intro and outro, are the vehicles taking a little too long to enter the frame or do they show up after 5 or so seconds? Longer than 10 is what I saw and that's too long, not sure what caused the delay as things move fine in the editor.


  22. Just dropped by to say thank you for the fantastic campaign. I loved how you named the Canadian SF on M6 after some Canadian heroes lol, thank you again for all the time and effort you put into it.

    It simply had to happen... glad you appreciate the reference. :cheers:

    Just finished my own playthrough-- phew! No game-breaking bugs per-se but there are a few easy fixes I will release ASAP. Here is the known issue list, if I missed something, feel free to post it up here-- not a guarantee it'll get fixed, but it will definitely be noted at least:

    Mission 1 -

    * Minor fixes to outro

    * Misnamed fire GL's

    Mission 2 -

    * Add map icons to IED site and taliban compound

    * Adjust conversation with civi #2

    Mission 3 -

    * Fix mis-named groups in section III of briefing

    * Add hint for player to use an IED from the explosives stash in the tent to clear checkpoint 14

    Mission 4 -

    * Increase volume of Jared's voice during initial briefing

    Mission 5-

    * Move 'initializing scripts' message to beginning of mission 5 intro, instead of mission where it is no longer being loaded

    * Add random patrols between objectives

    Mission 6-

    * Fix radioEnabled false error that disables much of the dialogue from the beginning

    * Remove NVG's once at OP Caroline and sun is up

    Mission 7-

    * Give Bill's group a name (to replace standard number jargon in radio)

    * Remove unused IED variable from IED script or use more simplified IED method

    * Correct Talon 30's group ID with a space

    Mission 8-

    * Add a hint when near the mortar tripod to aim at it while carrying a mortar backpack and use the "Assemble M252 81mm Mortar" action to progress the mission

    * Remove unused IED variable from IED script or use more simplified IED method

    * Fix radioEnabled false error that disables some dialogue toward the end

    * Check outro where camera seems to glitch, it seems to get fixed if you hit "Again" in the pause menu

    Mission 9-

    * Adjust school chat with proper timing

    * Fix missing fire GL variable names

    * Consider a minor reduction of enemy forces on Sperwan Ghar (objective Delta)

    * Try to make the dogs act or sound a little more vicious

    * Add dogs to enemy list

    * Check First Aid module setup, consider advance first aid setup

    Mission 10-

    * Remove unused IED variable from IED script or use more simplified IED method

    * Adjust 'hey Jude' chat with proper timing

    * Add vehicle transports bringing in enemy reinforcements, reduce some of the foot mobiles

    Mission 11-

    * Add a hint to the init and revise briefing advising the player to use AC-130 support using the satellite phone sitting on the hood of the GMV next to Ron

    Mission 12-

    * Adjust 'god-fearin' chat with proper timing

    * Fix Zangabar Ghar trigger, which activates prematurely

    * Fix radioEnabled false error that disables some dialogue related to Zangabar Ghar objective and can disable end-mission radio dialogue

    * Add a medical tent or replenish the player's health and set their unit pos to UP when teleporting after an objective is completed

    Mission 13-

    * Wound Bruce, he appears to be un-hurt, but in reality was hit

    * Remove or replace the nuke sign that appears where players place the marker for fire missions

    * Fix chat subtitle citing Ben vs JT

    * Investigate campaign description.ext-related error after completing the mission but before the outro - does not seem to affect the Campaign otherwise.

    Global considerations-

    * Add more music

    * Try to better-outline what is going on during the intros/outros, possibly using cutText / titleText

    * Consider additional uses of disabling user-input during mission openings

    * Consider implementing body-removal script (examples welcome)

    * Add fail triggers for friendly fire-- specifically from player (examples welcome)

    * Audit all vehicle locks to prevent irrational player behavior where restricted

    Now, I'm not sure if patching the Campaign will affect saves or progression, can anyone provide their insight?


  23. Yes and yes

    Not sure what to suggest otherwise. To be honest, I wish that ONS removed this as a requirement from the mod, as this Campaign doesn't really use it anyway, outside of in cinematics bc of the default AT loadout. It's difficult to be of much help when it comes to getting required addons to work, but rest-assured it's likely a fixable problem.

    I'm noticing user Saving seems to be disabled in Mission 9, which makes it a lot harder to complete, is anyone else having this happen?

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