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xbladecz

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Everything posted by xbladecz

  1. xbladecz

    Cold War Rearmed III

    I can only agree, too much work. But feel free to do it yourself. You can begin with isolating a list of squad missions.
  2. Some of you have already noticed, we have released public beta of the long awaited Resistance campaign. This thread will be dedicated to discuss bugs, new feature requests and to keep you informed about the updates. You can get the Resistance here. It is 1982, after the collapse of the coalition government and the betrayal of some party members, the Soviet army has invaded the island of Nogova. The majority of the inhabitants think that resistance is futile and resign themselves to their fate. A few, however, are ready to resist and bring freedom back to Nogova. They try to recruit Victor Troska, a former soldier in the British Special Forces, to lead their fight for freedom. Will they succeed and push back the Soviet occupiers. Or is the superiority too great and there is no escape? Witness how the confrontation between the Soviet Union and the partisans of Nogova develops. Welcome to Cold War Rearmed III : Resistance! As always, it took longer than expected, but we are happy to release a first public beta of this legendary campaign. But it was worth the wait, we spent a lot of time making the campaign more interesting, but without changing the original story. And without the following people it probably would have taken even longer: Lamasutra - The driving force behind the campaign, without him it would probably still be a mess CnotK - We used a small part of his Resistance campaign SHJ Studio - He reworked most of the cutscenes and intros Ataribaby - Tested first half of the campaign Palermo - Tested whole campaign before release Special Thanks W0lle - For the CWR3 and great support Bohemia Interactive - ArmA, we could not fly or dance in tanks. Ondřej Škaroupka, Nillers, Jan Libich, Marek Španěl - for help and permission to use original Czech dubbing in campaigns. Improvements We have added some improvements to the campaign. Configuration Options Addon Options / CWR3 "Unlimited" view distance. You can choose between the original engine limit of 5km or allow your settings up to 12km. Experimental rank system allows you and your units to be promoted and gain better skills. Victor can be a specialist. It allows defusing mines 😉 and satchel charges. You have to bring a toolbox. Victor is engineer - It allows vehicles repair. This skill is very OP. It can be enabled in easy mode or by playing veteran skill after you have finished the campaign. It allows the repair of critically damaged vehicles. Cars, tanks, choppers. You have to bring a toolbox. You can choose your and your unit's language. English, Czech, Polish, French, German, Russian and Chinese languages are supported. For German you need at least Data Compatibility addon for Global Mobilization dlc. Enable Team Switch. This can help you if you unit is stuck, or just to have some fun. Do not left Viki too long, things can turn pretty bad shortly. (U key) Rank System Experimental system which allows units from your group to be promoted. How it works: Every unit gets points from kills (rating). If the unit gets enough points, it can be promoted. After promotion, the rating is zeroed. Here is a list of possible ranks and required rating for unit to be promoted: 500 CORPORAL 1500 SERGEANT 2500 LIEUTENANT 3500 CAPTAIN 5000 MAJOR 7500 COLONEL Every rank should have skill upgraded. PRIVATE 50% CORPORAL 65% SERGEANT 78% LIEUTENANT 86% CAPTAIN 91% MAJOR 96% COLONEL 99% Nogova heightmap hotfixes Thanks to deformer tool, we have managed to fix some issues, they improve gameplay and some cutscenes. Victor's house and shotgun We have added a preconfigured shotgun, which could be placed properly outside the weapon box. Victor's house is filled with assets. They were converted from the initial cutscene and saved as script, which is being initialized on every mission. Nerfs and boosts Boost RPG75, it is now more powerful Speed nerf of V3S and Urals. Nerf of ammo and weapon boxes. Weapon pool Yes, it is working, but the engine does not support backpack and chest rigs removal. We advise not to store those types of equipment. Tips If you want to stash weapons and items to the weapon pool, the car or crate has to be at least 150m far from your position during mission end. Some missions have a weapon pool in the V3S, you can freely take it with you. But you will shortly find out it is full and items cannot be stored inside, only take, so think about items you need carefully. Multi Dubbing Thanks to our own function library, we can use both english and czech dubbing in one campaign addon. The Czech dubbing is available only for Czech game language. We will be able to implement the same way in CWC campaign. ... and others, but we don't want to be boring 😉 Known Issues AI units can get stuck in objects / buildings, you can free them by using "force regroup" action. It's available only when no enemies are detected - area clear. Weapon pool does not handle chest rigs and backpacks very well, it can make some difficulties. Some addons can change CUP or CWR3 addons' behaviour and use their own profile for the Resistance campaign in ArmA 3 launcher. TODO Implement reward and punish cutscenes Fix some flaws in cutscenes
  3. xbladecz

    Cold War Rearmed III - Resistance

    This one is tricky to explain. I spent few weeks tuning this mission to be playable. The game engine changed so much since the original ofp, it was not doable using the old path layout and believe me, I tried. Placing move waypoint on vehicle is not working anymore. Turning convoy around on alarm is not working too. In some cases tanks ends in the lake, are stuck in rocks, drive through trucks and so on. I laughed and cried a lot. If you want the old version, you will have to help me with that. I can send you both original converted mission to 3d and the current version. Otherwise it will stay as it is. PM if you are interested or shut up!
  4. xbladecz

    Cold War Rearmed III - Resistance

    Hi, new version has been release, T55s in mission First Strike should not explode now. When those tanks gets destroyed in previous mission, their state of damage was loaded causing them to explode.
  5. xbladecz

    Cold War Rearmed III - Resistance

    Sorry, it is not possible to play this mod in coop right now. There are too many custom functions and all of them are not multiplayer ready. (no remoteExec) Maybe me or someone else will add this feature in the future.
  6. xbladecz

    Cold War Rearmed III - Resistance

    Do you mean to play in COOP ? Unfortunately this can not be played in co-op right now. Maybe I will create a fork in the future. This is quite a requested feature, but I have to handle the OFP campaign upgrade first.
  7. xbladecz

    Cold War Rearmed III - Resistance

    You can set the campaign behaviour using OPTIONS - ADDON OPTIONS - ADDON = CWR3: Resistance
  8. xbladecz

    Cold War Rearmed III - Resistance

    Hi, you can also use it in easy mode. Some people were struggling with some mechanics, so I have decided to make it easier for them. FYI, there is also instant promotion feature on easy mode. I should probably update the info on the first page to not confuse new players. It should be now more precise: * Victor is engineer - It allows vehicles repair. This skill is very OP. It can be enabled in easy mode or by playing veteran skill after you have finished the campaign. It allows the repair of critically damaged vehicles. Cars, tanks, choppers. You have to bring a toolbox.
  9. xbladecz

    Cold War Rearmed III - Resistance

    Hi, yesterday I have released 3rd hotfix for Beta 3.0 Added: small 0.3s sleep before bullet time start Fixed: take command action title in m07 first strike Changed: T80(T72b1) vehicle damage set to 0 for easy mode in m05 scrap Changed: making sure all vehicles are rearmed at the beginning of the mission m06 field excercise for easy mode Changed: m14 fireworks trigger for easy mode, enemy is alerted only when player or tanks are near bridge The previous hotfixes contained just the m08 fix
  10. xbladecz

    Cold War Rearmed III - Resistance

    The Resistance Campaign is fixed. You should not need the rhs or csla compat mods anymore. The optional mod you are mentioning adds rhs compatibility for T-80. It replaces the T-72B1 in the campaign. The original campaign had T-80. The mods dependency is intended. It would not work without the rhs otherwise. The main problem should be fixed now, as there is no csla or rhs in the mission.sqf anymore. Just run the game as before without the optional mods. I will take precausions next time when I edit or test something. The game should not be spawned with optional stuff as the editor can include it as required and it brakes the game for others. My bad. My apologies.
  11. xbladecz

    Cold War Rearmed III - Resistance

    I have release the hotfix, please close the game and steam, reopen the steam and wait for the update to be downloaded. I have to ensure, that no optional dlcs and addons are active during mission edit next time.
  12. xbladecz

    Cold War Rearmed III - Resistance

    Good lord, CSLA leaked there too. Wait a while, I will release next hotfix. I have to run the editor without those optional mods enabled.
  13. xbladecz

    Cold War Rearmed III - Resistance

    Hotfix has been released. Sorry for the inconvinience and thank you for the report.
  14. xbladecz

    Cold War Rearmed III - Resistance

    I have found out the cwr3_rhs_to_cwr3_compat_vehicles mod is mentioned in the mission.sqm. I will have to publish a hotfix for this mission. Please standby. You can also enable this mod, finish the mission and then remove the mod. The next mission will have to be reverted. The mod can be subscribed at https://steamcommunity.com/sharedfiles/filedetails/?id=2949105329.
  15. xbladecz

    Cold War Rearmed III - Resistance

    Hi @yannara, try to backup your campaign saves and then try to revert one more mission. Is there an error displayed ? There is a Show Script Errors option in parameters section in the launcher. It enables all script errors to be displayed on the screen. The error should also be in the rpt log file. By OFP main mod you mean the CWR3 Resistance mod or anything else ? I have finished whole campaign one more time before releasing beta 3, but with such a big update, there could be some incompatibilities with previous saves. In such cases a debug console can be handy, but first I have to know what went wrong. To backup your progress you can check directories mentioned in this thread https://steamcommunity.com/app/107410/discussions/2/312265327167678342. Feel free to send me a PM.
  16. xbladecz

    Cold War Rearmed III - Resistance

    Hi, new version has been published. Beta 3.0 (0.3.0.0) Added: new setting Improved Missions, it should allow us to change mission logic by your preference - stay with classic game play as close as possible to the original or try our enhancements Added: alternative end for improved missions option in m07 first strike, you are able to wander around now and use action to end mission Added: 2 drivers to the castle ruins in m05 scrap if improved mission setting is in effect Added: high command support in m07 first strike Added: player gear save in mission 18 to allow the next cutscane to use it. Added: possibility to save Peter from Dolina (Peter Anton) in m02 crossroads if improved missions options is selected Added: if Peter is saved in m02, he will rejoin in m06 field excercise Added: T80 placeholders for mod compatibility patches, we have experimental T80 from RHS compatibility mod prepared Fixed: open Viki inventory action Fixed: marker colors, positions and directions in missions. Fixed: reducing damage during vehicles load to prevent accidental explosions Fixed: uaz drivers not getting in and driving away in m09 information Fixed: instant promotions, squad units cannot gain colonel rank Changed: initial player state in m02 crossroads, player starts without map, compass and radio Changed: settings behaviour, now they should work better, selecting custom before making the particular changes is advised Changed: the squad rejoin behaviour in m05 scrap Changed: civilians language, they should use the same as yours Changed: lowered weapon on back action priority Changed: reinforcement squad unit names in m05 scrap, tribute to czech movies/actors of the time Changed: m03b count of units will join on improved missions setting Changed: m05 end for easy mode and not improved missions option, vehicles should be fully refuelled, repaired and rearmed Changed: start location in m17 for improved missions option, UAZ and crates location, they are hidden in nearby bushes, marker is on the map Changed: m05 scrap, triggers should be better now Changed: RPGs, boosted even more - RPG75, RPG7, RPG18, AT-4, M72LAW Removed: maps, compass and radio from civilians Removed: some trees near castle ruins in Trosky Tested: RPG75 replacement mod for CSLA DLC owners https://steamcommunity.com/sharedfiles/filedetails/?id=2949100460 Tested: T80 replacement for T72B1, but not recommend https://steamcommunity.com/sharedfiles/filedetails/?id=2949105329
  17. xbladecz

    Cold War Rearmed III - Resistance

    RPG75 has been boosted for this in this campaign, but it has screwed sights so try without them first. If using RPG7, try to get behind or aim for tracks. The crew will abandon the tank if it is fairly damaged. I was thinking about creating a CSLA RPG75 compatibility addon for owners to deal with cwr3 sights issue, let see if It is possible.
  18. xbladecz

    Cold War Rearmed III - Resistance

    Hi, today I have discovered a High Command. It will be implemented in mission 7 First Strike along with new Improved Missions setting in next version. First tests looks very promising as the two extra tank squads tends to beet enemy much better. If this setting is not used, the mission will try to stick as much as possible to the original - tank squads will follow your 2nd and 3rd unit. With the new Improved Setting enabled, you will also be able to wander around the map after you destroy enough tanks. You will be able to end mission anytime afterwards.
  19. xbladecz

    Cold War Rearmed III - Resistance

    Hi, new version has been published Beta 2.2 (0.2.2.0) Fixed: instant promotions initialization, only when available Fixed: timetable bug in m01 Fixed: changed heli type in m03b from fia to soviet, nobody noticed 😄 Fixed: Jay behaviour and soviets detection triggers in m14 Fixed: m17 trigger, m16 tasks Changed: tasks flow in m03a Changed: language set is now for all FIA, not just the player group Changed: guarding units waypoints in m14 as they cannot enter the bridge, path finding on neo seems to be bugged. Updated: tasks in missions 07, 09, 10ab, 11, 12, 13 and 14 Added: CWR3Tasks_fnc_setTaskDestination to the function library Added: 2 guarding units on bridge in m14 Now it is time to play it through again and make + publish some videos. Btw. the bullet time is quite addicting, I don't know if I can play it the old way anymore 😉 If you find any critical bugs, please, let me know, so I can prepare a hotfix asap.
  20. xbladecz

    Cold War Rearmed III - Resistance

    Hi, new version has been published Beta 2.1 Fixed: m13 reckoning ending conditions Fixed: tasks flow in mission 03b and 04 Fixed: addTask function Changed: tasks in m05 and m06 Changed: tasks in m08, task1a is not subtask as it prevents location search Added: radial blur during bullet time Added: ux for bullet time, background height of soldier stance changes height during bullet time consumption and replenishment Added: new task to m05 which helps understading the state of the base cleanup I have forgot to inform about earlier hotfix Beta 2.0 # 1 from 30.1.2023 Fixed: bug in finish, cancel and fail task functions Fixed: minor issue in m17 The campaign was not thoroughly tested, but should work as expected as there were no changes to the core systems. Please report any bugs you encounter. The bullet time is now more user friendly. I have added a radial blur effect and soldier stand background changes height as you deplete your time in this mode. Feel free to test this mode in any single player mission, it is quite fun 🙂
  21. xbladecz

    Cold War Rearmed III - Resistance

    Hi, new version has been published Fixed: bad waypoint position in m03b Fixed: m05 crew animation when base in alert Fixed: some translation issues Fixed: loadout after mission retry Fixed: endings in campaign description.ext for m09 information Added: campaign has own settings entry, more categories and presets (classic, enhanced, easy mode), click ok to apply Added: easy mode: allows to use hold breath bullet time, disable fatigue, special gear crates in most maps, instant promotions and use engineer trait Added: arma 3 style tasks, can be enabled in addon settings Added: all original sfx triggers with env sounds (birds, crickets, dogs, wolfs, ...) to all maps as script Added: LAWs to m12 contraband Changed: soviets using RPG18 instead of RPG75 Changed: m05 repair system, now with subtasks Changed: paratroopers can be killed Changed: unit statistics is optionable Changed: weapon pool management, vest and backpacks are safe to store in weapon pool Changed: weapon balance in some missions Changed: many more tweaks in campaign I have forget about 🙂 Removed: SHK Taskmaster, added own solution instead, the old one does not work on mission load from main menu (lost task references) Note: easy mode bullet time is also available in all single player missions and campaigns, it has own addon setting section
  22. xbladecz

    Cold War Rearmed III - Resistance

    Hi, everything goes well, new tasks framework is implemented and pretty stable. I have almost half of the missions updated. As a bonus subtasks are now available. There will also be a new options for the easy mode available. 1. Automatic bullet time for sights and hold breath. 2. Disable fatigue.
  23. xbladecz

    Cold War Rearmed III - Resistance

    I have found another bug. The taskmaster does not work correctly after exit and load. I will have to provide own solution using BIS functions for tasks. I have to postpone the update for a week.
  24. xbladecz

    Cold War Rearmed III - Resistance

    Hi, I have some news. I am preparing next version with some fixes and improvements. If everything goes well, I will release new version this weekend. I have discovered weapon pool bug/feature. 1. To clear weapon pool, its content must be put somewhere first. 2. When weapon pool is transfered to some crate/vehicle and cleared, its content is restored if you exit mission and load a savegame. If you finish mission without exiting, all works fine. This behaviour leads to double items in pool on mission end bug. The fix is ready and will be provided in next version. (every mission has stash trash container for dumping its content before storing anything from regular wp container) The global force regroup action will be removed. The easy mode seems to be ready aswell. Storing backpacks, vests and uniforms to the pool seems to be working properly. There is one bug remaining. Preserving items in vehicles between missions 2 and 3b does not work correctly. If you empty backpack with predefined items, store it in vehicle, it will be full in next mission again. This is not fixed and will be probably not addressed in next version.
  25. xbladecz

    Cold War Rearmed III - Resistance

    Hi, code review of cutscene and mission 2 "Crossroads", missions 3b "No turning back", 4 "Ammo Low" and 5 "Scrap" is in progress. I am also adding an easy mode which will lower skill of enemy AI to 15% and add some backpacks to the weapon pool before mission 4. There will also be a box with some backpacks available near player in every applicable mission for this mode. I will release new version once I am sure there are no bugs. It can take some time.
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