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xbladecz

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Everything posted by xbladecz

  1. xbladecz

    Cold War Rearmed III - Resistance

    There is no info, it is not necessary. As you have passed mission 11 counterattack you have the information the enemy has such machines. In mission 12 Contraband you can get some stingers to knock them down. There is no shame restarting a mission. I do it all the time and change the strategy. This is how I enjoy the game, replaying same missions over and over and trying different approaches. This stats info option helped me to find out there is a bug in rank system. I can add "Enable units stats" addon option, which would enable this in action menu - default off. I can also add "Quiet promotions" which would disable the promotions dialog at the end of the mission. I will consider C&C Generals style of promotions, but it would require to watch every unit rating in loop with some sleep while they are alive using HandleScore event should do the job. It could be a standalone mod with some own settings. It is really not necessary to add backpacks to the pool as there are plenty of them laying around and you can always equip units during mission (after you finished the tasks). Some info about the weapon pool. It seems to be buggy. Maybe it was not maintained in a long time. For instance the clearItemPool function does not clear backpacks and chest rigs, or if you store an empty backpack with preconfigured deault items, he will be inserted to the pool filled. I will have to check this bugs are still there, it is some time this occured during campaign development.
  2. xbladecz

    Cold War Rearmed III - Resistance

    Beta 1.2 has been released Added: teamswitch support (U key) and new addon setting, default off Added: force regroup action to individual units, global action will be probably removed in the future Added: ability to open Viki's inventory by any unit for better onfield weapon management (If you want to pass something to another unit) Changed: m04 ammo low - waypoints for second wave, tanks should go further, it should be easier to destroy them Changed: m04 - some weapon and ammo balance in crates Changed: m04 - disabled original trigger, now allows for trucks to flee and not be destroyed Changed: m05 scrap - one repair truck is changed to slightly damaged fuel truck Removed: m03b no turning back - extra uniforms are not added by default on mission end, the crate is in one of the tents instead, player decides what he needs
  3. xbladecz

    Cold War Rearmed III - Resistance

    It is experimental feature and it was not in original campaign. I dont want to ruin people experience by default if someting goes wrong during fixes/development of this feature once some breaking change is provided. I have released hotfix shortly which solved set skill issue. I will update the readme here. If you turn it on it will have no effect as there is a second variable in effect which helps evaluate the campaign was started with this feature enabled. However, If you have experience with debug in arma you can force it by issuing [] call CWR3Ranks_fnc_startCampaign; Progress will start now counting current rating. On success mission end, you should get dialog with promotions. Keep in mind units cannot be promoted to your rank. You have to be one rank ahead.
  4. xbladecz

    Cold War Rearmed III - Resistance

    Campaign has to be started with this option enabled. It makes no sense otherwise because you have lost many oppunities to make progress.
  5. xbladecz

    Cold War Rearmed III - Resistance

    I will remove those items and add a special uniforms crate to mission 3b so anyone can grab what they think they will need. You can take various backpacks from dead bodies along the way, so it is not necessary to add them to the pool directly. I don't know about any period accurate addon. Pool is special, it is not limited, just cars, trucks, tanks, ... has own cargo limits. It is good as it is. Current mission is 15 minutes later than the original. Yet it is perfectly doable with or without nvg. You have to avoid any contact with enemy soldiers. Probably go prone near chateau. I have just tried it on veteran and did it at first try. Yes, this is quite difficult mission, but doable. You will probably have to destroy BMP yourself and let your units be hidden in Mirov for a while. I am always avoiding close combat in this mission. Next enemy base is tough, but doable as well. For me I like to search for the best strategy in this kind of missions. You can strike from north or west, wait for reinforcements to come and then allow armoured team to attack from south. - You can have 13 men already. Original had 3 we have 6. - If you have Rank System active, the skill of your units is in your hands. - It looks like soviets are already at 30% in this mission. - You cannot play like soviets "nas mnogo", choose best strategy to preserve your units. I am always attacking from distance taking out at least half of the enemies and then let my units to clean out the rest. No, there is no trigger attached to first wave. There is just long enough time for you to prepare for tanks as in original mission (waypoints timeout 300s). If you kill all those tanks or make the crew get off, the trigger for chopers should be activated. Once the chopers arrive, you have to flee to the safezone. I will review the cutscene. I didn't noticed that. Maybe he just died, like a movie hero 😉
  6. xbladecz

    Cold War Rearmed III - Resistance

    Force regroup for selected unit will be available in next update. Every object in mission has limited storage. Weapon pool is put to truck or ammo box for later use in some missions. Once you have plenty items in weapon pool and that pool exceeds object cargo capacity, you cannot put anything in there. There is one thing to remember. If you want to add stuff to the pool, the vehicles has to be at max 150m away from the player at the end of the mission. Something similar was in the original campaign.
  7. xbladecz

    Cold War Rearmed III - Resistance

    No, the campaign is not 1:1 but the story is. The Engine has changed a lot since OFP. There have been some fixes and improvements here and there. @W0lle sent me a work in progress version of the campaign with many bugs and I had to fix many things to finish it. During the way I have added some enhancements to make the story/play more immerse. Original campaign allowed in crossroads (2) to save status of 4 available vehicles and the status was then loaded into vehicles in mission no turning back (3b) along with their placement. So vehicle perseverance is by design/scripted not like items in weapon pool. Campaigns will preserve tanks between missions scrap (5), field exercise (6) and first strike (7) but then you don't have them for a long time just in the hills (15), chase for rabbit (16) and offensive (17). "Scrap" In this mission I have added real condition checks for rearm, repair and refuel. It was not implemented in the original mission, yet the task existed. You can refuel at the barrels. Maybe it is a good idea to switch one of the trucks to fuel one. You can take repair and ammo trucks with you and at least repair and rearm later, but not refuel. These trucks were not preserved in the original campaign. The state of vehicles is loaded in the next mission. "Field Exercise" Yes, If you don't refuel, some of the tanks can be pretty useless. As for the units count. In the mission not turning back (3b) there were 2 units left behind in the original campaign. Now I let them join the squad. You can have up to 10 units in your group including you in this mission. In the scrap you get another 4 units, which makes a total of 14 units including you. If they don't get killed, you can play with 14 units along the way. Btw. you can set your units to speak polish in addon settings for cwr3 and resistance. There is a screenshot on steam, if you don't know how to get there. I have tried the force regroup for a single unit and it is pretty usable. I have also tried the team switch and added a new addon option. It is pretty usable and will be released in the next version.
  8. xbladecz

    Cold War Rearmed III - Resistance

    Hi @kromka, yes I agree with the RPG75. The sight is unusable now. I will try to search for some solution. It is probably some kind of memory point misalignment in the model. The campaign contains a boost for them, they can destroy bmps very easily, but they are usable only for short distances without sight for now. Some tips for you. If you are patient enough, you can commandeer 3 rpg7 and probably 12 grenades for them in mission 2 crossroads and stash them in ural. I am always waiting for incomming reinforcements and take their smgs, satchel charges, binoculars, nvgs, whatever. This are available in next mission in vehicle you drive to to reaiatance camp. The v3s should also contain one in next mission. You have a good point in the force regroup. I will research the team switch and the individual force regroup action. The last one could be in next version. I have to replay the ammo low in original version to be sure what they do. This is compromise for now as they not moved on the road before and it was much worse. Probably I will force them to move to the last known location of the ammo truck and then search and destroy will do the trick. Another tip, if you do not destroy the tanks, next mission will have alternative beginning. I don't know why, but original arma is unusable on my linux now, all units are stuck in the ground. I will have to try the mission on windows. I dont know if I will have a spare time for those SP and MP missions. This is quite time consuming hobby 😉 Btw, are you Polish ? I wonder if there was a translation back then.
  9. xbladecz

    Cold War Rearmed III - Resistance

    Beta 1.1 hotfix 1 has been released. Added: hint to m11, player is informed there will be counterattack in 10 minutes Added: hint to m14 fireworks briefing section, how to destroy bridge Added: house collision detection for tanks, then it gets destroyed Added: flip detection applied only to groups using watchAndFollowLead function, then it gets unflipped Fixed: first cutscene, some parts rewritten to better follow original, truck and car should not stuck Fixed: m03b pilots not in helicopter and helicopter too early Fixed: m11 helicopter not taking paratroopers Fixed: m11 waypoints behaviour, now more close to the original Fixed: missing aug ammo in m12 contraband Fixed: rank system should now set skills properly There has been report of exploding T55 in mission first strike, which I was unable to replicate. If anyone has encountered this and know the cause, please let me know.
  10. xbladecz

    Cold War Rearmed III

    Hi, I will create own thread for the Resistance campaign, probably on tuesday. It will be dedicated to new releases, bugs and enhancements.
  11. Hi, during some cutscenes tuning I have found out the engine behaves differently in the intro and the mission. I have tried to shoot down a guy in the intro and it looks very weird, like there is no ragdoll effect, guy falls to the front. If I run the same in the mission, the ragdoll takes effect and guy falls down more realistically on back. I have been trying to find some information about this problem, but had no luck so far. Questions: 1. Can we use same physics laws in intro ? ( secret setting in description.ext or property of Intro in mission.sqm) 2. If not, can we use Scenario for cutscenes and modify menu to be able to skip such cutscenes ? I have been tinkering with this and was able to use Scenario for cutscene and BIS_fnc_holdKey to execute BIS_fnc_endMission to skip the cutscene. I would like to know the options we have, so I don't waste time for cutscenes conversion. [Edited] I have actually found an issue on this problem at https://feedback.bistudio.com/T84773
  12. xbladecz

    Cold War Rearmed III

    Hi, I have great news for czech players. The Bohemia Interactive gave me a permission to use the czech dubbing. I have made the czech campaign publicly available at steam workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2818061507
  13. xbladecz

    [Poll] ArmA Reforger / Arm4

    I fully agree. I am a big fan since Operation Flashpoint. I have bought first Arma on cd, but was slightly disapointed at the end of the campaign. I have skipped Arma 2, but believed in Arma 3 and bought early too, if I rember correctly. Now I have been eager to know, where the Arma is heading and I am very pleased and look forward into the future. I hope our money will not be wasted on this 😉
  14. xbladecz

    Arma Reforger - Mission Editor

    I have very good feeling about the workbench editor and how it works. I was discovering it's abilities for a few minutes and found out how AI soldiers can be added from resources and prefabs. Then I have simply run the game directly in the editor by using F5. USSR AI killed the US soldiers instantly. Now it will be time to find out how to control them, i.e. place waypoints, make them enter vehicles, etc. Good job Bohemia Interactive, the Reforger was a good investment and I look forward to it's evolvement.
  15. xbladecz

    Cold War Rearmed III

    Hello guys. First of all I want to really thank you for your great work on CWR3 and its addons. Back in time I have played Operation Flashpoint in czech language and it was a great time. I have also played CWR2, when it was released and I have used original czech ogg files, to fully reanimate the Operation Flashpoint experience again. It was solely for me and did not went publicly. Can I ask this way for the permission to do the port of the CWR3 campaign to czech language and make or help prepare a release of it, when it's ready ? For now all my work is available on github, no links have been provided to anyone and no pbo is available yet. I have made a short video of what can be expected. I have also found few bugs during gameplay and testing of the campaign. description.ext should have briefingName defined AH-1F in training mission and cutscene is slightly below the surface radio titles are not visible in first cutscene. I tried to fix that and a solution was to fill x00.bikb with apropriate text, comment out all cutText in script and fill properly all titles in description.ext hint in 05b was not localized, I have moved the text to stringtable and used hint localize "STR_cwr3_cwc05b_h_trucks";
  16. xbladecz

    Episode 3, "Game Over" mission

    No, Arma is not about war, it's about it's simulation. But in this early stage, AI is so dumb, there should definitely be some saves. Teammates are literally enemies. For instance, I found HMG Hunter, Fuel Tempest and Repair Tempest in this mission and decided to took them with me. I used squad from construction yard as gunner and others as drivers. Those drivers are constantly damaging those cars, especially when driving through town or avoiding obstacles on the road. Oh, they are not avoiding them at all, they are unable to break safely. I saw them stuck on the wall with all wheels spinning, quite funny to see, but then you feel desperate in this mission, because they are not helping at all. They actually managed to kill me once, yes my mistake leaving driver in truck and scouting horizon. It was 2 hour carefull gameplay, scouting with nighstalker, sniping enemy squads. btw playing on expert
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