h34dup
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Posts posted by h34dup
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Yes, this definitely sounds like something related to SGW's ANA/ANP -- just to be sure, is the mod installed correctly (inside an addons folder?) and is it activated in your mod manager/launch app?
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Also, like Kommiekat I really cant set the mortar up in mission 8. When i pick up the mortar bag from Ole Girl, run over to the tripod bag and look at it, I the only action available is "pick up tripod" or ACE action button "drag tripod". Maybe the campaign is not Ace compatible at all times?Thank you for this awesome campaign!
Really glad to hear everyone is enjoying this Campaign! Definitely makes all the hard work and near-obsession that went into this project worthwhile.
As for ACE in this Camp, I'm surprised you made it as far as you did with ACE activated-- this Camp was neither designed for, nor tested with, the ACE mod. You should only play it with the required addons listed on the download page, using any other mods, even small or minor ones can have unpredictable effects, especially ACE.
In Mission 7, there are a few sync'ed waypoints that require the convoy to remain a little bit of structure before moving on, so it's likely one of the vehicles got stuck (this may actually be ACE-related somehow). Restarting this mission and running without ACE should address this issue.
As for Mission 8, since I'm not too familiar with ACE, I'm not sure if the mod removes the vanilla action to "Assemble M252 Mortar," but as stated earlier: with the mortar backpack on your back (use the action near Ole Girl to get the mortar backpack), you walk over to the tripod on the ground at the marker, aim at the tripod, and you should get an action to assemble the mortar. Pretty sure that once the mortar is assembled and you are "in" it, the mission continues accordingly, even if you don't participate in the mortar volley.
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Not at all my man, this is a rough beta, there will inevitably be bugs and points of confusion. It is good these things are being identified now so they can be addressed, it takes no time at all to add a convenient hint for a point of confusion like this.
Speaking of, now that I'm hearing more from testers, another potential source of confusion in Mission 11 ("Holding on at all costs") which I will address in the next update - there is a satellite phone on the hood of the GMV next to Ron, you are supposed to use this to call in AC-130 support to defend your position. Takin the Talibs on by yourself will inevitably result in failure, use the firepower of the Spectre to even the odds!
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next to come:"Zero Dark Thirty"!
:cc: do want
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I think went to the tripod with the mortar carried, then looked at the tripod and mouse wheeled to get the deploy or create the mortar option, but I can't remember exactly sorry.You are correct-- with the Mortar backpack on your back, go to the Tripod bag and aim at it, then you will get an action to assemble the mortar. This is outlined in the Editor's Notes of the briefing too.
EDIT: I'll make a note to add a hint for this in the next update.
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As I'm enjoying my first full playthrough of the Camp myself, I have picked up one bug worth noting in Mission 6:
In Mission 6, the radio, and as a result, much of the dialogue, is disabled during the Canadian mission. The task hints and descriptions are enough to help guide you, but be aware of that-- easy fix in an update probably in the next week or two.
A few more very minor tweaks to be made for the next update, but nothing major on my end. The key is to play with only the required addons, even unrelated mods can potentially affect the experience.
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Guys, do you also have error window with message "Cannot load texture ONS_core\inv\cc_130h.paa" wenn you launch this campaign with all needed addons. I have operation Northstar v0.5 for OA/CO.Yes, this error message is a known issue and has to do with the ONS addon, not the Campaign. It's nothing to worry about and can be disregarded as it won't affect anything.
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Update-- Lions of Kandahar is now out! 12 of the Campaign's 13 missions take place on Reshmaan Province, check it out, hope you enjoy:
Download from Armaholic: http://www.armaholic.com/page.php?id=18194
Alternate Mirror #1: http://www.armaholic.net/colombia/scenarios/campaigns/LionsOfKandahar-v05-beta.rar
Alternate Mirror #2: http://www.h34dup.com/uploads/arma/LionsOfKandahar-v05-beta.rar
Big thanks once again to the MAD team for creating and releasing this fantastic island!
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Woo-hoo!!! It is now live on Armaholic! First post updated, links can be found here as well:
Download from Armaholic: http://www.armaholic.com/page.php?id=18194
Alternate Mirror #1: http://www.armaholic.net/colombia/scenarios/campaigns/LionsOfKandahar-v05-beta.rar
Alternate Mirror #2: http://www.h34dup.com/uploads/arma/LionsOfKandahar-v05-beta.rar
If you enjoy this Campaign, please do me a huge favor and rate it or comment on it on Armaholic! Help other players find this Campaign and enjoy it too!
Thanks to everyone who helped me over the past 4+ months as I went from an intermediate editor with a lot of lofty ideas, to having a Campaign with full voice and intros/outros under my belt. Special thanks go to Wiki, Kommiekat, Laqueesha, and AZCoder for being the core support, contributing to everything from Voice Acting to Play-Testing, nothing was too much to ask from these guys and this Camp would not have been possible without their help!
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No probs at all. I'm loving the feel of this thus far and I knew some of the 'funnies' would be from my setup.A couple of minor 'quirks' after completing the training run if I may :-
* The square box that comes up on the right, containing Abdul's thoughts mentioned the market twice or possibly three times, but we were at waypoints about halfway round the course in the scrub at the time.
Yeah that was sort of just me writing stream-of-consciousness style to give players something to read, the run is rather long (as it should be)
* This probably me being very picky sorry, but should Col.Jarred (the company commander) really be taking the training run?
Probably not, but the book mentions he is an avid runner, and since he isn't introduced in Mission 1 but plays a central role throughout the Camp, I wanted to give players some time with him.
By all means keep it coming, your feedback is great to hear! Glad you are digging the feel of the Camp, this is something I am really proud of in terms of the result.
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Headup, where is the link for the campaign?Not yet on armaholic nor on first post...
Correct, until the link is public on Armaholic I am holding off on posting it here, only hidden in my earlier post at the moment for the more observant.
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Great so far...Here's a few little things that I've noticed so far :-
* Just a thought, but it might be worth adding Mad_Buildings to the requirements list as it's a separate download and required by Rasmaan : http://www.armaholic.com/page.php?id=17250
A very good point, thanks for reminding me about this, I'll try to PM the Armaholic guys and I'll update the first post
The following might just be on my game, so worth seeing if others get the following :-
* Lt.Col.Bolduo was outside of the hangar at the start, not behind Capt.Shef as he stated. Consequently the 8 hour debrief was done outside of it.
This is downright strange, never heard of this happening to myself or any of my 5 testers-- I'm pretty sure there was only one release of Reshmaan too right, or I'd be inclined to suggest it's the island and a moved building. Either that or if you are running any mods outside of the requirements it can definitely lead to unpredictable behavior. Hopefully that's just a freak occurrence.
* Sgt.Zack was also outside the hangar, a little way from the marker.
* There's a big camo net inside the hangar.
This is supposed to be on-purpose, part of the decor ;)
Hey there, thanks for the early feedback and glad you are liking it so far, my comments are above in red.
And I expect a lot of people will experience Variable's problem with ONS A2 version versus OA/CO version (I did myself initially). I tried to call this out in the download pages and the first post of this thread, but it's inevitably confusing.
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Submitted to Armaholic! Keep an eye on it Friday for a link to download the public beta. I'll update the thread when it's up in the newsfeed.
As a thank you to those observant followers of this thread, you can download it now if you want from here.
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Packed everything up into a single Campaign, aside from a few missing voice lines, everything should be good to go for the initial release. I'll take some time tomorrow to go through everything once more before submitting.
As a beta and a first release, there are bound to be bugs and fixes to be made. My plan is to release a first update around Xmas time.
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Cool stuff Nick!
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More tweaks and improvements made last night, test builds were sent out to my testers, along with the last minute voice lines. There may be one or two bugs or voice lines missing from the public release, but things should be pretty much good to go by Friday!
To everyone who has posted their words of support, offered to help, or even just lurked and followed this project's progress, thank you! In a couple more days you guys will get to check out the result of 4 months of work (surprised that's all it took!), I hope you will enjoy.
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Here are a few real-world situations I'd love to see adapted for Arma2/CO:
Mali - France urges foreign military intervention in growing Al-Qaeda stronghold, an international coalition is mobilized and moves to dismantle the new hotbed for extremism
Afghanistan - US Navy SEAL member is killed during an operation to rescue a kidnapped doctor- 12 hours earlier, the team was training and planning the operation
Syria - The UK has expressed a new sense of urgency to intervene in the bloody civil war that has been raging for 22 months, amidst worries that the regime will resort to chemical weapons, an SAS team is inserted to neutralize a suspicious factory
Syria - As a member of the resistance, you must fight both Assad's regime, and the fractious alliance of Taliban-leaning foreign militants, in order to protect your neighborhood and avenge your brother's death
Afghanistan - Afghan and Coalition security forces apprehend prominent Haaquni leader in Paktia province (see my Op. Razor's Edge for precedent)
Iran - Iran claims to have shot down an American drone in their airspace. As a member of the CIA's Special Activities Division, you must insert undetected and destroy the drone before the Iranians can get to it.
Afghanistan (or Iraq) - The conflict has evolved, the enemy you face is even more elusive-- blue on blue attacks and hidden IEDs along your patrol route. Use your RG-31 MRAP and lead your squad through a volatile region notorious for militant activity.
So many more... I may decide to take on that last one at some point soon...
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Thanks guys, yes this Friday looks to be the ETA, I'm going to submit to Armaholic Thursday evening EST, assuming there are no disasters (everything is triple-backed up).
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Great news all: this weekend I finished the last of the intros/outros and checked off most of my project list! All that is left to do is to tie up some loose ends, get a few voice acting lines in, and have my little QA team do a second round of play-testing.
The planned public beta release date for the Lions of Kandahar (LoK) Campaign is this Friday, December 14, 2012!
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Cool, glad development is still active on this map, I remember really liking the older versions, I'll look forward to all the improvements in this new version! Thanks for your hard work and contribution!
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Holy schnikes! Incredible. Speechless. These look fantabulous, can't wait for release!
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Decided this morning that I'm going to cut M14 - Epilogue from the initial release, and I'll release it in the first update (or as soon as it's ready). This is in the interests of getting the Camp out ASAP, so I'll have 2 less cinematics to worry about and I'll have more time to actually make the scenario and work out the voice stuff, etc.
I've been really inspired by Far Cry 3 and Skyrim, and would like to give the Epilogue enough time to make it a more detailed "treasure hunt" that allows you to revisit scenes from the Camp and collect intel, hunt down randomly-spawned enemies and IEDs.
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Well good luck then and don't burn yourself out. I'm sure they will be on the level of the official BIS campaigns although I must admit I've never played those :pSo let's hope it will be even better hehe...
I am beginning to feel confident that this Campaign will go over well, and perhaps for some players it will be up there with BIS-released content or Op: Cobalt / Blood on the Sand (which set the standard in my eyes). If people who have played one of my SP Scenarios enjoyed them, they will get more to like in Lions. My style of editing is pretty simple and rather safe, but I tried to bring as much variety into the missions as possible, within the confines of Rusty's actual story.
The intros/outros are going well- they serve their purpose either by providing a closer look at the story, or by helping set the stage for the missions by showing conditions in the AO. Good progress last night saw me get through the outro for M8 and the intro to M9. Should be able to get even more done in the next day or two.
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Things are getting a bit intense-- my obsession with this project is at what I hope is the height, feels like it's getting a bit unhealthy. Talk about an artist suffering for his art-- my mind is constantly occupied with this Campaign, I sometimes have dreams about the story, or dreams that I'm trapped in the editor somehow haha. It's tough to focus sometimes when I'm not working on this project, but I know that this Camp has the potential to be really well-received, and I'm at the home stretch here basically.
Just need to finish off these cinematics and make the fixes uncovered during testing and then I can have a break and maybe do a short and quick SP scenario release.
[CAMP] Lions of Kandahar
in ARMA 2 & OA - USER MISSIONS
Posted · Edited by h34dup
Not to worry- this is listed as a known issue related to ONS itself-- it will not have any effect on the Campaign.
EDIT: Oh wait, that's a diff error msg than this one. Do you have the proper version of ONS installed (the one linked? OA version not A2 version)? Also, is INKO properly installed in it's own addons folder?