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W0lle
Sep 7 2012, 03:59
http://cwr2.arma2.fr/media/images/cwr2_thread_picture.jpg (104 kB)

Aloha from the CWR² Team!

If you asked where the August DLC was, now here's your answer.
We worked hard in the past weeks and we're happy to present you the fourth (and definitely last) Cold War Rearmed² Demo. (Yeah I know, we said that last time too) :rofl:
Besides the many units, weapons, and vehicles from the past Demo and a lot of big and small fixes this one also contains:

* All 5 original Terrains from OFP, all with updated terrain textures and little enhancements
* Assistant MG, AT and LAW/RPG units added
* Squad leaders added to West and East factions
* M151 and Willy's Jeeps added (thanks vilas)
* Ladas added
* Gaz-24 added
* Round parachutes added (thanks ACE2 Mod)
* Upgraded 6G30 and MM1 launchers (thanks hcpookie)
* Some more editor objects from the OFP days are back, e.g. tables with maps
* Old ugly field hospital replaced with one from ArmA2
* All previous 'DLC' added (Scud, Cessna and Kamov)
And a lot more I can't remember now.

As a 'little bonus' we also included:
* Saint Adam Terrain by Jakerod
* Dutch Marines units and weapons by Sander
* British Armed Forces units, weapons and vehicles by Col Stagler

This release is dedicated to James 'Planck' McNicoll (http://forums.bistudio.com/showthread.php?t=97698).
You will be missed and we're sure you would be happy with what we achieved in the past years.

See the included readme files in the CWR² Documentation folder for install instructions.
These files also contains important informations for mission designers, e.g. class names.

------------------------------------------------------------------------------------
Important if you have the previously released Demo and/or standalone Islands:
As before, this is a complete new package! Please make sure you have removed all previously installed CWR² Mod folders!
All of the previously released files are no more required or horribly outdated.
Everything you need to play is in below Downloads.
------------------------------------------------------------------------------------
Please note: Both ArmA2 and Operation Arrowhead (Combined Operations) is required!
------------------------------------------------------------------------------------

------------------------------------------------------------------------------------
Install Instructions:
1) Remove all previous Demo 4 content (if present)
2) Download and install CWR² Public Beta R1
3) Download and install the optional content if wanted

Confirm when asked if you want to replace/overwrite files
------------------------------------------------------------------------------------
Read this:
You are NOT allowed to port this Mod (or parts of it) to Arma 3!
We do not make exceptions, so don't even bother to ask!
------------------------------------------------------------------------------------

Download Cold War Rearmed² - Public Beta:
Link temporarily removed due to technical problems.

Optional Content:

Outdated links removed

Mission creators:
Give Mikeros cwr2ofp a try when editing/converting old OFP missions. It could save you a lot of headache trying to find the correct replacement classname!

How to use our islands without the Mod:
Copy the below files from the CWR² Demo into a new Modfolder, e.g. cwr2_islands:
cwr2_abel.pbo (Malden)
cwr2_abel_data.pbo (Malden)
cwr2_buildings.pbo
cwr2_buildings_config.pbo
cwr2_cain.pbo (Kolgujev)
cwr2_cain_data.pbo (Kolgujev)
cwr2_config.pbo
cwr2_data3d.pbo
cwr2_eden.pbo (Everon)
cwr2_eden_data.pbo (Everon)
cwr2_furniture.pbo
cwr2_intro.pbo (Desert Island)
cwr2_intro_data.pbo (Desert Island)
cwr2_misc.pbo
cwr2_noe.pbo (Nogova)
cwr2_noe_data.pbo (Nogova)
cwr2_noe_buildings.pbo
cwr2_noe_roads.pbo
cwr2_plants.pbo
cwr2_roads.pbo
cwr2_rocks.pbo
cwr2_signs.pbo

See also:
CWR² Coop pack by Sander (http://forums.bistudio.com/showthread.php?p=1965975)
VanhA's CWR² COOP Pack (http://forums.bistudio.com/showthread.php?129565)
Domination Everon - 1985 Edition by Demon Cleaner (http://forums.bistudio.com/showthread.php?t=122772)
CWR² Icon courtesy of Clawhammer (http://cwr2.arma2.fr/files/cwr2.ico)

If you encounter bugs or issues, please report them at our Community Bugtracker (https://dev-heaven.net/projects/cwr2-cbt), here in the thread or by PM or email at :
http://armaholic.eu/cwr/pix/bugs.png

Finally, a huge thanks to the team, our donators and supporters. Your hard work and kind donations are really appreciated. Without you we wouldn't be able to master this giant task.

NoRailgunner
Sep 7 2012, 08:40
Big thanks goes to CWR2 team for making + getting back the old "ancient" OFP into A2OA !! May coffee + cookies be always with you all.... :)

Jedra
Sep 7 2012, 08:59
Top Man and Top Team! Thanks for this. Your hard work is appreciated and the fact that you give it to the community elevates your Karma off the scale - thanks!!

furomeshineru
Sep 7 2012, 10:26
Awsom work!! thank you CWR2 team!:bounce3:

BTW, Is there the plan releasing only Map pack independently?

Variable
Sep 7 2012, 10:28
Thank you CWR2 team! Comrades in Arms coop server will be updated shortly.

GossamerSolid
Sep 7 2012, 10:50
Yay Demo4!

Downloading this roight now.

rundll.exe
Sep 7 2012, 10:52
Thanks for the realease! Ever since it's a standard addon on CiA server, the OFP-nostalgia comes back every time we play on one of the OFP islands.
It's allmost scary how well I remember every little hill and bump on Everon, while I get lost on Chernarus with map and gps enabled. :)

Horus
Sep 7 2012, 12:36
Thanks CWR2 team :pc: ...download server does not respond ATM :(

Variable
Sep 7 2012, 13:40
Two questions:
1. Missions that worked in demo 3 will work in demo 4?
2. Can clients run the demo 3 if the dedicated server runs demo 4?

W0lle
Sep 7 2012, 13:54
BTW, Is there the plan releasing only Map pack independently?

As with Demo 3, you can do that on your own. You just need to copy/move some pbo's in a new Mod folder. You also need a modified cwr2_cutscenes.pbo which I will upload in the next hours.


Two questions:
1. Missions that worked in demo 3 will work in demo 4?
2. Can clients run the demo 3 if the dedicated server runs demo 4?
1. Yes that's no problem. In worst case you little collisions with map objects which were not there in demo 3, like the small poles on Kolgujev.
2. With equalModRequired disabled in the server config, it should be possible though. Some missions may not run then of course because stuff is missing, like Jeeps or some Objects and units.

Foxhound
Sep 7 2012, 14:07
** I am still uploading to one more file server but to support your release already!


Release frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=14567).


http://www.armaholic.com/datas/users/news_donwload_oa_4.png
Cold War Rearmed² : Demo 4 (http://www.armaholic.com/page.php?id=14568)
Cold War Rearmed² Demo³ - Royal Netherlands Army Expansion (http://www.armaholic.com/page.php?id=17577)
Cold War Rearmed² Demo³ - British Armed Forces Expansion (http://www.armaholic.com/page.php?id=17576)

http://www.armaholic.com/skins/Blaster07/img/required_addons.png
Arma 2



download server does not respond ATM :(

Please, dont do the same to us! :)

W0lle
Sep 7 2012, 14:31
Armaholic to the rescue - as always. Thanks mate!


Please, dont do the same to us! :)
Well... we'll see. :)

Snake Man
Sep 7 2012, 14:34
How about a torrent in gameupdates.org? (or anywhere else for that matter, its just that they have some good .se seedboxes there).

W0lle
Sep 7 2012, 14:49
I just added gameupdate torrents to the first post some minutes ago. :)

ffur2007slx2_5
Sep 7 2012, 15:10
OMG! That's amazing!

tom_48_97
Sep 7 2012, 15:27
Upload should be done on Armaholic.
Files are also available on the CFr : http://cfr-arma.net/forum/viewtopic.php?p=17164#p17164

Same as Armaholic, a little news on the frontpage :)

Good job ;)
I'm just disappointed I did not have time to work on the mod :/

Andy Mcnab
Sep 7 2012, 15:42
You can update via cwr2_demo3 Six Updater to version cwr2_demo4...?

TeilX
Sep 7 2012, 15:43
sad .....no optional island pack


Oh yeah?....balalablubs lol Calm down, your heart haha

W0lle
Sep 7 2012, 15:57
sad .....no optional island pack

Oh yeah? Why on earth we should upload another 2.5 GB package when all you need is copying some files into an extra Mod folder? The lazyness from some people we surely don't support.
And how this is done we explained already at the Demo 3 release. And if you would have bothered to read the first thread completely, then you would have noticed the part where it is explained. :rolleyes:


You can update via cwr2_demo3 Six Updater to version cwr2_demo4...?
There's no Demo 4 on SU yet, and downloading Demo 3 from SU first and then update to Demo 4 manually makes no sense as 95% of all files have been changed.
As said in the first thread, please remove the Demo 3 completely and install Demo 4.


Upload should be done on Armaholic.
Files are also available on the CFr : http://cfr-arma.net/forum/viewtopic.php?p=17164#p17164
Thanks mate. And no worries about your participation. You're busy enough with your own things and working with a chaotic team as ours isn't that easy. :)

Brainbug
Sep 7 2012, 16:00
I'm a bit embarrassed to ask because it reveals my glaring ignorance about our efforts, but why exactly is it called "Demo"? Are you planning to make this into a full-blown game that will be for sale in a while? Because for me, a "demo" means a purposly cut-down version of something, e.g. a small map where you can only walk up and down and shoot with one weapon for a few minutes, which is enough to be a technical demonstration and to see if this might be fun and worthy to buy. But apart from that "demo" word it seems to me that this monstrous 3.5-GB-pack is already the real deal, so excuse me if I'm a bit puzzled.

Jedra
Sep 7 2012, 16:01
You can update via cwr2_demo3 Six Updater to version cwr2_demo4...?

I contacted the Six guys this afternoon to request this. As the original links were quickly overcome they were waiting for things to calm down or new mirrors. I have since let them know that Armaholic have the files so it should be up on Six soon!!

W0lle
Sep 7 2012, 16:16
I'm a bit embarrassed to ask because it reveals my glaring ignorance about our efforts, but why exactly is it called "Demo"? Are you planning to make this into a full-blown game that will be for sale in a while? Because for me, a "demo" means a purposly cut-down version of something, e.g. a small map where you can only walk up and down and shoot with one weapon for a few minutes, which is enough to be a technical demonstration and to see if this might be fun and worthy to buy. But apart from that "demo" word it seems to me that this monstrous 3.5-GB-pack is already the real deal, so excuse me if I'm a bit puzzled.

Definitely not going commercial, no worries. :)
Doing so would require to solve a hell lot of problems before, and I'm definitely not up to this.

It's simply called Demo because it's supposed to show the interested people what has been done since we started and what to expect in the full Mod.
Yeah it's a bit huge for a Demo now, that's true. And over the years the purpose changed from "Demonstration" to "Let people play with the Mod". We kept the term "Demo" though to differentiate between this and the completed Mod.

Jedra,
I talked with Sickboy on Skype before. The lad is on vacation until tomorrow, not sure if someone else can update SU meanwhile.

Max Power
Sep 7 2012, 16:26
I'm a bit embarrassed to ask because it reveals my glaring ignorance about our efforts, but why exactly is it called "Demo"? Are you planning to make this into a full-blown game that will be for sale in a while? Because for me, a "demo" means a purposly cut-down version of something, e.g. a small map where you can only walk up and down and shoot with one weapon for a few minutes, which is enough to be a technical demonstration and to see if this might be fun and worthy to buy. But apart from that "demo" word it seems to me that this monstrous 3.5-GB-pack is already the real deal, so excuse me if I'm a bit puzzled.

We're releasing content limited and work in progress assets, with all kinds of things subject to change and no guarantee that it is bug free, in order to give the community something to play with as we work on this very large project. For instance, our demos include a cut down campaign without all planned assets. If we had everything finished, we would be releasing the whole thing. Until that time, we're letting the community have a go with what we have in a playable state.

Wiki
Sep 7 2012, 16:45
this 4th demo is very good news!
so now, as the island are finally done, what is left before we can play the full mod?

froggyluv
Sep 7 2012, 17:34
It's allmost scary how well I remember every little hill and bump on Everon..

Really? I remember Everon being far bumpier :p

colossus
Sep 7 2012, 18:09
Oooh, well this is a very nice surprise. Congratulations on the 4th demo launch, CWR team! :biggrin_o:

Max Power
Sep 7 2012, 18:10
this 4th demo is very good news!
so now, as the island are finally done, what is left before we can play the full mod?

A little here, a little there... a few major things. When we're done we'll let you know :)

---------- Post added at 11:10 ---------- Previous post was at 11:09 ----------


Really? I remember Everon being far bumpier :p

I guess it depends on your terrain cell size.

Ten Bensons
Sep 7 2012, 21:57
:yay: This is awesome! Thanks for all the hard work CWR team!

SigintArmA
Sep 8 2012, 00:48
Seeding the Torrent for those doing it that way! Only reason the torrent >_> Is I would get errors with the other links XD Even from ArmAholic! Hehe But epic work guys! =3 Can't wait to blow stuff up now that it's done torrenting!

SS9
Sep 8 2012, 01:31
Really appreciate the torrents! (and all the hard work ;) )

Robster
Sep 8 2012, 02:37
kudos on the release!!!

downloading and seeding now!

Snake Man
Sep 8 2012, 04:51
Forgot to add my congratulations for the CWR2 Demo 4 release, so congrats :)

Seems like many people are choosing to download through torrent, it indeed is very good method of transferring this kind of large mod.

bazza_1964
Sep 8 2012, 07:43
All the download links are WAYYYYY SLOOOOOOWWWWWWWWWWWW......guess I'll play it next year, lol.


edit: Nevermind, found the torrent :)

Variable
Sep 8 2012, 10:21
Seeding! Seed my fellow enthusiasts, seed away, for torrent is highly fitting a sharing community like ours.

McLupo
Sep 8 2012, 12:12
Hello to all CWR²-Team members!

...what would be ArmA2 without your passion, hard work and joy of the whole team? ...a little bit poorer!
Big thanks to all of you!!

Hello to the com!
...what would be a mod like the CWR², without your substantive feedback, fair minded critism, every single response?
...mostly unnoticed, disrespectful towards the team and the mod!

Thanks to all who downloads the mod, playing the stuff and writing reviews ...to show up your respect for this huge and awesome mod!


Once again congrats and many thanks to you W0lle, for the release!
Cheers
McLupo

GossamerSolid
Sep 8 2012, 14:45
Finally had time to play it...

Holy crap! The sheer quality of this release is AMAZING!

Plus the addition of the Dutch, British and the Saint Adam island is a tasty treat.

OMAC
Sep 8 2012, 15:12
Congrats to the team on the new release! :bounce3:

Does anyone else see the "Cold War Crisis Demo" campaign listed twice in the SP campaigns list? This happens with any of my profiles if the internal Expansions menu is used to select mods. Should I just ignore this, or can I get rid of one of the entries somehow? If CWR2 is run simply using "-mod=@<hidden>" in the shortcut target line as per instructions, the campaign shows up only once.

Daio
Sep 8 2012, 15:21
Best mod :)

well done

Wiki
Sep 8 2012, 16:18
@<hidden>

I encountered this problem before, and someone gave me the solution:
in your ArmA 2 folder, you will have an "expansion" folder.
put your "campaigns" folder in here, and you will no longer have the problem of the campaign appearing twice in your game menu

OMAC
Sep 8 2012, 16:27
I encountered this problem before, and someone gave me the solution:
in your ArmA 2 folder, you will have an "expansion" folder.
put your "campaigns" folder in here, and you will no longer have the problem of the campaign appearing twice in your game menu

Perfect! Many thanks, Wiki! :D

Jeza
Sep 9 2012, 00:06
Many thanks for this, more hundreds of hours of ofp oritaited play! Thanks for the seeders as well, seeding all parts myself now.

Scarecrow398
Sep 9 2012, 03:22
Just got all three, the look so awesome, seeding for now until there's a few more people.

Though i'm slightly sad there's no Minimi's for the SAS :(

Max Power
Sep 9 2012, 03:28
That makes you feel sad? :confused:

Jakerod
Sep 9 2012, 03:36
Just got all three, the look so awesome, seeding for now until there's a few more people.

Though i'm slightly sad there's no Minimi's for the SAS :(
I realize that it isn't exactly the same thing but there is an M249.

Mikero
Sep 9 2012, 03:47
Finally had time to play it...

Holy crap! The sheer quality of this release is AMAZING!



:) 2nd rate isn't an option.

froggyluv
Sep 9 2012, 05:17
Love this mod.

Just played Battlefields with my usual modmash and man did it play out the way I always wanted it to -intense!

kromka
Sep 9 2012, 09:30
At last!
Has campaign any new missions?

Jedra
Sep 9 2012, 12:50
This is now up on the Six Network (Six Updater and Play With Six).

Fkymplbo
Sep 9 2012, 15:53
Some soldier models need improving, I think. The new British soldiers still have Russian helmets under the camo, helmet belts also from Russian helmet model... The texture of soviet helmet seems not very well. There are too much worn paint on them and also wish to get a remade 68 cone style helmet more accurately in the future release.
Lots of others are great in the mod.

2nd Ranger
Sep 9 2012, 16:44
Yeah with all the grass trying to hide the Russian helmets, the UK units kind of look like Viet Cong.

da12thMonkey
Sep 9 2012, 18:03
Yeah with all the grass trying to hide the Russian helmets, the UK units kind of look like Viet Cong.

They're not far off how the Mk.V helmet looked to be honest. Us Brits didn't start using the Mk.6 helmets 'til slightly later on in the 1980s; up until then it was basically a WW2-era steel helmet ('turtle shell', not the more familiar 'Brodie' helmet) with an improved liner.

I notice the infantry units have a capbadge for The Rifles regiment though, even though the regiment didn't form until 2007. The APC crewman also has a black beret where he should have a rifle green one to match the other infantry units). ;)

Overall Stagler's done an decent job on the British units - they're a great surprise addition to the CWR-era for me.



Just got all three, the look so awesome, seeding for now until there's a few more people.

Though i'm slightly sad there's no Minimi's for the SAS :(

I realize that it isn't exactly the same thing but there is an M249.

Save for the US-style hand-guard, the M249 in CWR with skeleton stock etc. is pretty much bang-on for the L108A1 Minimi that the SAS were using back in the late 80 right through to the Gulf War, but I'm not sure whether it was introduced as early as 1985.

Lucidity
Sep 9 2012, 22:20
I'm having an issue in which some winter units, such as the Squad Leader, look like they have rpgs on their backs.

colonel stagler
Sep 9 2012, 22:58
up until then it was basically a WW2-era steel helmet ('turtle shell', not the more familiar 'Brodie' helmet) with an improved liner.

http://www.militariarg.com/uploads/4/2/2/1/4221080/2344518.jpg?691
http://4.bp.blogspot.com/-ryUi6ggFRGc/TWLGo5q8NSI/AAAAAAAAEbU/Vinl4-4THSw/s1600/Mk+IV+Hessian.jpg
http://combathelmets.blogspot.co.uk/2010/01/british-mk-v-turtle-shell.html

True Story, and also my one has a single battered leather strap.

And according to the ol' wiki, where I got the image of the cap badge from. The horn was the cap badge of the Light Infantry from 1968 onwards.
http://en.wikipedia.org/wiki/The_Light_Infantry


Overall Stagler's done an decent job on the British units - they're a great surprise addition to the CWR-era for me.


Thanks Da12th. Dont think anybody has said that yet haha.
Makes me chuckle sometimes that some people just think I make crap up to put in this stuff. Believe it or not me and Sander sat down for days and looked into an extensive 1980s kit list. I used photos from the falklands my uncle had saved from when he served as reference for the webbing kit, and I still have his helmet.

Weer
Sep 10 2012, 03:33
Hello and thx for the new demo))
But i had a litle problem - i cant find new british and duch units while all other changes, like assistens for RPGs, are working fine.

Jakerod
Sep 10 2012, 03:57
Hello and thx for the new demo))
But i had a litle problem - i cant find new british and duch units while all other changes, like assistens for RPGs, are working fine.
They have their own separate download links. Make sure that you grabbed those. Other than that I don't know but make sure you find a way to download them because they are both very well done and fun to play with.

W0lle
Sep 10 2012, 04:33
Quoted from my first post:



Download Cold War Rearmed² - Demo 4:
Download links

Download Cold War Rearmed² - British Armed Forces:
Download links

Download Cold War Rearmed² - Royal Netherlands Army:
Download links

Download Cold War Rearmed² - Demo 4 Missions:
Download links


Have you stopped reading after "Download Cold War Rearmed² - Demo 4:" ?

I really don't know how to make the links stick out even more...


Some soldier models need improving, I think.
You improve them for us? Cause from us no one has time now to tweak things. ;)


The texture of soviet helmet seems not very well. There are too much worn paint on them
On this I agree with you, but that's about it. One thing you should keep in mind: This Mod is not about 101% Realism, the goal is to bring the original OFP game back and that we're obviously about to achieve. http://forums.bistudio.com/images/smilies/tongue.png

Realism is only of minor importance for us.

Fkymplbo
Sep 10 2012, 04:56
Ok, got it! So it's not the stuff I would like to have. Bye!

Guess Who
Sep 10 2012, 06:45
Just wanna say a big THANK YOU! to W0lle and Team for this great mod.
Took a whole night to download the mod and the server for the missions was down for the better part of the weekend but it is worth every single byte.
(... now off to patiently wait for the release of the campaigns ...)

VanhA-ICON
Sep 10 2012, 09:27
Thank you guys for the update. Great work once again.
I've updated my unofficial mission pack as well.

da12thMonkey
Sep 10 2012, 12:53
And according to the ol' wiki, where I got the image of the cap badge from. The horn was the cap badge of the Light Infantry from 1968 onwards.
http://en.wikipedia.org/wiki/The_Light_Infantry

The bugle horn's been used by light infantry units since... forever really - however the slight difference between the capbadge of The Light Infantry and The Rifles Regiment is that LI had a bow tied at the top (like the old King's Shropshire Light Infantry capbadge but without the 'KSLI' lettering), where the new badge for RIFLES has a crown in place of the bow (a bit like the old Durham Light Infantry capbadge without the 'DLI' lettering, and a larger crown).


http://www.northeastmedals.co.uk/british_regiment_modern/light_infantry_cap_badge.JPG
The Light Infantry (1968-2007)

http://img42.imageshack.us/img42/782/capbadgesterlingsilver1.jpg
The Rifles (2007-Present)

I just noticed the badges on these units have the crown, and found it an amusing anachronism is all. It doesn't really matter what badge they have given that the whole OFP/CWR campaign and units involved in it are fictional anyway: All that really matters is the bugle horn and rifle green berets to convey they're a light infantry regiment of sorts - pinning them down to specific '85-era regiments is rather out of the spirit of things. :)

Ragnos
Sep 10 2012, 15:21
I'm having an issue in which some winter units, such as the Squad Leader, look like they have rpgs on their backs.

Bugs me too, I've created ticket (https://dev-heaven.net/issues/47846) for it.

Thanks for your hard work guys :)

W0lle
Sep 10 2012, 15:30
Holy crap!

I wonder what weird screw-up this is now all of the sudden. :mad:

Will look into it asap.

colonel stagler
Sep 10 2012, 17:19
I just noticed the badges on these units have the crown, and found it an amusing anachronism is all. It doesn't really matter what badge they have given that the whole OFP/CWR campaign and units involved in it are fictional anyway: All that really matters is the bugle horn and rifle green berets to convey they're a light infantry regiment of sorts - pinning them down to specific '85-era regiments is rather out of the spirit of things. :)

Ill fix it when the time comes around man. Im working on a Sterling and an AWM that missed out on this first release.

sander
Sep 10 2012, 19:22
The cabbage patch hat look with MK V helmets scrimmed up is entirely appropriate for British troops in the 1980's (EG mortar crew (http://media.iwm.org.uk/iwm/mediaLib/34/media-34506/large.jpg) or infantry (http://media.iwm.org.uk/iwm/mediaLib/34/media-34499/large.jpg)). Helmets were often left bare in NI, but the role played by HM armed forces there was generally to project a visible presence.

---

The colour of the crewman beret is in fact identical to that of the section leader and other infantrymen. It references the same texture in the config.


hiddenSelectionsTextures[] = {"\cwr2_uk\data\khaki_Jacket_co.paa","ca\characters2\indepins\data\khaki_co.paa","\cwr2_uk\data\Rifles_beret_co.paa","\cwr2_uk\data\riflesbadge_co.paa"};

The tank crewman refers both to a different beret and a different cap badge texture


hiddenSelectionsTextures[] = {"\cwr2_uk\data\khaki_Jacket_co.paa","ca\characters2\indepins\data\khaki_co.paa","\cwr2_uk\data\Beret_co.paa","\cwr2_uk\data\tankbadge_co.paa"};

---

The Jane's infantry weapons 1985/86 mentions on page 53 that the Ameli LMG, Minimi and an unspecified HK design (assumed to be the HK23) were being trialled by the SAS. Pictures from the 1991 Gulf War deployment (eg SAS. The illustrated history page 192) show the Minimi LMG's used by the SAS fitted with US M249 style rear sights instead of the original Minimi rear sights and peculiar elongated flash hiders similar to those fitted on the SLR. Using the M249 as a Minimi substitute is therefore appropriate to the 1985 setting. That goes bang when the appropriate button is pushed, so that is the main functionality sorted.

---

For any and all requests to alter the appearance of content please use the self service change request form (http://community.bistudio.com/wiki/BI_Tools_2.5), but be sure to check some sources (http://www.cascoscoleccion.com/granbret/gbk5.htm) for helmets of the era.

Regards,

Sander

Danil-ch
Sep 11 2012, 16:35
I have a few questions
1. Why zeroing was removed from most of the weapons?
2. Why officer doesn't have a handgun?

W0lle
Sep 11 2012, 17:38
Please make a list with all weapons you should think they have zeroing, or that had zeroing and now haven't.

The pistols were removed because of the "AI with handguns" getting stuck bug. Until this is fixed, our units have no handguns by default.

Lucidity
Sep 11 2012, 23:48
Are there any plans to include the OH-58 Kiowa and the MI-2 Hoplite (the addons for OFP)? I apologize if this has already been asked.

Max Power
Sep 11 2012, 23:53
There are no plans to include the hoplite. We plan to include every unit that was in OFP.

Danil-ch
Sep 12 2012, 08:49
The pistols were removed because of the "AI with handguns" getting stuck bug. Until this is fixed, our units have no handguns by default.
On dev-h. it's marked as fixed. https://dev-heaven.net/issues/16676


Please make a list with all weapons you should think they have zeroing, or that had zeroing and now haven't.

Weapons from which zeroing were removed (they were present in demo3).
cwr2_AK74
cwr2_AK74_GL
cwr2_AKS74
cwr2_AKS74_GL
cwr2_AKS74U
cwr2_AKS74U_SD
cwr2_RPK74
cwr2_XMS
cwr2_M249
cwr2_XM177E2
cwr2_Bizon
cwr2_M16A2
cwr2_M16A2_GL
cwr2_Steyr
cwr2_FAL
cwr2_M16A1

Weapons that missing zeroing
cwr2_G36
cwr2_SVD

NoRailgunner
Sep 12 2012, 10:37
@<hidden> in OFP/CWA the weapons don't have a A2OA "zeroing". Thought telescopic sights with reticles should work for everyone. Weapons without telescopic sights or just ironsights should have their zero at effective ranges eg assault rifles 300m, submachine guns 100-200m, pistols 25-50m, machineguns 500-800m. The default zero for sniper rifles could be 800m. Sadly, the "AI get stuck with pistol" - bug is still/again there. Imo the rate of fire for AAA vehicles (Vulcan, Shilka) could be a little bit slower or switchable eg slow/fast or burst/auto. AI runs out of AAA ammo a bit too fast....(see SP mission "Vulcan").

OMAC
Sep 12 2012, 13:52
Speaking of the Vulcan SP mission, is it possible to get the Defend Base objective to successfully complete? It failed twice at the end for me, even though the mission itself completed successfully.

I even killed a BMP and hung around the base until no enemies were left after the airstrike, then went to the town to end the mission. The Defend Base objective never completed or failed during play, but showed as failed in the debriefing screen.

http://thumbnails104.imagebam.com/21038/6ed97c210374082.jpg (http://www.imagebam.com/image/6ed97c210374082)

Variable
Sep 12 2012, 14:45
@<hidden> in OFP/CWA the weapons don't have a A2OA "zeroing". Thought telescopic sights with reticles should work for everyone. Weapons without telescopic sights or just ironsights should have their zero at effective ranges eg assault rifles 300m, submachine guns 100-200m, pistols 25-50m, machineguns 500-800m. The default zero for sniper rifles could be 800m.
Yeah. Leaving out "field zeroing" for iron sights actually adds to the realism, gameplay and honest reflection of the OFP immersion.
If not having zeroing is a bug - I say let CWR2 team keep it! :)

W0lle
Sep 12 2012, 14:54
Thanks for the valuable feedback guys. I'll look into that stuff in the next hours.


Weapons that missing zeroing
cwr2_G36
cwr2_SVD
No bug but a feature, both the G36 and SVD optics used have no zeroing. Neither in ArmA2 nor in RL. :)

Nimoes
Sep 13 2012, 02:24
After The Fall of Montiac is there a known issue with mission not ending properly played thru cpl times but does'nt end. in OFP I think they cleared thr Russian forces out of the camp but now the hold in the camp area an kill bad guys still near but mission deos'nt end.

Shadow NX
Sep 13 2012, 11:02
Cant speak for the G36 but on the SVD it should be the PSO-1 and that definatly can be zeroed

http://www.dragunov.net/docs/pso_scope_zero_manual.pdf

W0lle
Sep 13 2012, 17:13
Shows how less I know about Russian gear. Thanks, will add zeroing to the SVD then as well.

Danil-ch,
thanks for the list, I gonna check my fixes now but they all should have zeroing back now.

We definitely will release a patch sometime soon that removes all these screw-ups.

Nimoes,
I'm pretty sure I fixed that problem, but obviously it never made it into the demo campaign. :rolleyes:
So I gonna play this mission one more time to verify it's fixed and is included in the next missions patch.

NoRailgunner
Sep 14 2012, 14:35
Hmm.... some missions need a bit more extra luv. IIRC "Cleansweep II" plays in OFP in the dark now its bright daylight. In "Vulcan" both Hinds are just circling above the base waiting to get shot down. Seems that testing was done very quick and/or late in the evening (without coffee and short before sleep). Suggestion: one mug of extra-strong coffee before mission making/testing! :D

GD Mast
Sep 14 2012, 14:50
Is it just me or does every US soldier wear "BC" glasses. :) Also look at the BMP-2; the gunner can be seen outside the vehicle while in third person (turn-in). This was while I was checking out a warfare map using CWR2.

W0lle
Sep 14 2012, 15:06
Is it just me or does every US soldier wear "BC" glasses.
Sh*t, they found it... :mad:

BMP-2 looks fine here though, I'm commander all crew members are turned in on mission start.

Norailgunner,
Actually the testing done was more: Let's hope the best and assume everything works. :p

Max Power
Sep 14 2012, 16:17
Is it just me or does every US soldier wear "BC" glasses. :) Also look at the BMP-2; the gunner can be seen outside the vehicle while in third person (turn-in). This was while I was checking out a warfare map using CWR2.

This bug usually happens when mod makers use the paa plugin for photoshop. None of the devs use this and I don't think the BMP has changed at all since the last release. I would really appreciate it if you could:

a) attempt to reproduce it
b) tell me how
c) make sure it's the cwr2 bmp
d) take a screenshot

If you do any of those things it would help a lot. You can also use the CWR2 CBT. There's a link in my sig.

Max.

GD Mast
Sep 14 2012, 22:22
Good copy, I'll see if I can reproduce it.

OMAC
Sep 16 2012, 20:02
After The Fall of Montiac is there a known issue with mission not ending properly played thru cpl times but does'nt end. in OFP I think they cleared thr Russian forces out of the camp but now the hold in the camp area an kill bad guys still near but mission deos'nt end.

Yes, After Montignac is still unfinishable as was the case in demo 3. This issue should not be closed (perhaps it should be set to Resolved?):

https://dev-heaven.net/issues/27658

_William
Sep 16 2012, 21:47
Thanks for the demo 4 update! I really appreciate the cold war era Dutch Korps Mariniers and the British infantry, SAS, FV43x, Bedford and Challenger 1.

I've updated my PlannedAssault mission generator to cover these new units, so all of you should be able to generate some interesting CWR single-player battles (see the screenshots below for results). I've added a few (init-line) additional configurations (camo'd faces, Stinger/GPMG variants, TOW/mortar/howitzer crewed weapons, larger bergens). The camo'd faces script simply switches the soldier's identity to one out of a matching set of Arma2 green/black camoflaged faces; the BAF faces don't come with camouflage.

http://www.plannedassault.com/images/screenshots/_a2_british_infantry_and_fv432.jpg (http://www.plannedassault.com/images/screenshots/a2_british_infantry_and_fv432.jpg) http://www.plannedassault.com/images/screenshots/_a2_sas_w_bergens_inserted.jpg (http://www.plannedassault.com/images/screenshots/a2_sas_w_bergens_inserted.jpg) http://www.plannedassault.com/images/screenshots/_a2_cwr_british_howitzer_firing.jpg (http://www.plannedassault.com/images/screenshots/a2_cwr_british_howitzer_firing.jpg) http://www.plannedassault.com/images/screenshots/_a2_dutch_marine_w_carl_gustav.jpg (http://www.plannedassault.com/images/screenshots/a2_dutch_marine_w_carl_gustav.jpg)

Please note that the SAS and Dutch Marines occasionally wear modern designer glasses due to the following configuration:

identityTypes[] = {"Language_EN_EP1","Head_BAF","INS_Glasses"};
Wouldn't it be better to use 'No_Glasses' instead of 'INS_Glasses', at least for the Marines and SAS?

I'm looking forward the next Demo!

William

Variable
Sep 16 2012, 22:38
In a couple of missions (namely Rescue Sergei and Dutch escape), when LAW is picked up, the graphical model shows as RPG-75 and when going into "optics" mode, it slightly zooms in but the sight doesn't show. The same phenomena happened to one of us when playing Rescue Sergei. He was suppose to have a Glock but it showed an M9, and he wasn't able to go boresight, just zoom a little bit.
Thanks again for Demo 3! We are already enjoying in on CiA CWR2 coop nights!

W0lle
Sep 16 2012, 22:57
He was suppose to have a Glock but it showed an M9,
Confirmed, most probably also the screwed up Winter unit models, because a "normal" unit pulls the Glock 17. :mad:


Wouldn't it be better to use 'No_Glasses' instead of 'INS_Glasses', at least for the Marines and SAS?
Good point actually.

Thanks guys, I hope we can provide a patch for that mess real quick.

colonel stagler
Sep 17 2012, 00:19
Thats my bad, I did think that the INS_glasses was only the round specs, square specs, and the aviator sunglasses.

GD Mast
Sep 17 2012, 01:46
I wasn't able to reproduce that BMP-2 problem in MP_Superpowers mission but in the intro to Ground Attack 2 I got the same problem (all 3 crew members). I don't know if that's a ATI graphics card problem or not because I don't get it all the time. Also the mission where everybody wears glasses is Commander. No other mods where used.

Danil-ch
Sep 17 2012, 04:02
Is this intended that only MI-24 and AH-64C have flares?

Max Power
Sep 17 2012, 04:39
Well, it's intended that the cobra doesn't have flares. If you have any data that shows that other helicopters that should have flare launchers and don't, send it our way. We'll consider giving aircraft proper countermeasures if it doesn't break the campaign.

Danil-ch
Sep 17 2012, 13:21
UH-60 and MI-17 have flares in the RL. V-80 who is actually Ka-50 which has flares too.

The OMI-M206 IR flare equivalent to NSN 1370-01-048-2138 is a countermeasure for various rotary and fixed wing aircraft. It is standard NATO 1x1x8 inch type. Main application platforms include AH-1 Cobra, CH-47 Chinook, OV-10 Bronco, UH-1 Huey, UH-60, AH-64 Apache, OH-58 Kiowa and others

R0adki11
Sep 17 2012, 13:35
UH-60 and MI-17 have flares in the RL. V-80 who is actually Ka-50 which has flares too.

I think Max Power was after information regarding flares on Choppers in a cold war scenario. :)

SS9
Sep 17 2012, 23:57
So, I think I need that modified cut scene pbo? None of my missions are ending.
Also, any reason you didn't just go with stock arma 2 weapons for the overlapping weapons? ie m16/4, ak47/74?

colonel stagler
Sep 18 2012, 00:27
because they havent got the cwr2 touch.

W0lle
Sep 18 2012, 00:39
So, I think I need that modified cut scene pbo? None of my missions are ending.
Which missions, your created ones? Because for that problem you don't need the cutscenes. They are just shown when you leave the terrain in the editor. The 'standalone' islands are working fine here with no cutscenes pbo, you just get a static camera screen then instead the looped scene.


Also, any reason you didn't just go with stock arma 2 weapons for the overlapping weapons? ie m16/4, ak47/74?
Because the few MB we would have saved then don't really matter. And there's no M4 in CWR2 but a XM177E2/XMS which is quite different than the A2 M4A1.
Also, there is no AK47 with GP25 so we needed an extra model anyway for that rifle.

SS9
Sep 18 2012, 02:26
No, yours. I tried The first air assault Cobra mission thingy, and the one with the V80, and when they should have ended, I just got a script not found error.
Just dled the mission pack separate, and I'll try that.
Also, I don't think the gunner aims to TOWs very well, if at all.

Max Power
Sep 18 2012, 03:25
UH-60 and MI-17 have flares in the RL. V-80 who is actually Ka-50 which has flares too.

UH-60s may have them, but did the UH-60A have them in 1985? The Ah-1 didn't ever get flares in Army service back then because the ALQ-144 was considered sufficient at that time. The closest thing they got was chaff launchers for the first gulf war. AFIAK, Russian helicopters didn't get flares until they started suffering losses due to stingers in the Soviet Afghan war, but Soviet helicopter equipment is not my specialty. So, if you have information sources showing any of the above helicopters in 1985 with flare launchers, please share them. Additionally, if they did have flares, if you have information on where the launchers were located in 1985 (I know that they were fitted to the bottom of the tailboom, then located closer to the engines on the Mi-24 in Afghanistan), and how many they carried, that would also be useful information (but not essential).


I think Max Power was after information regarding flares on Choppers in a cold war scenario. :)

Precisely.

W0lle
Sep 18 2012, 05:30
Re. the Flares:

All our Air vehicles have them (as in ArmA2) or no air vehicle has it (as in OFP). Currently the first is the case, or should. But we can also remove them to make them appear as in OFP.

What we will not have is a mix of both, either the one or the other. Remember that realism is not the most important goal here. :)

GossamerSolid
Sep 18 2012, 11:22
Re. the Flares:

All our Air vehicles have them (as in ArmA2) or no air vehicle has it (as in OFP). Currently the first is the case, or should. But we can also remove them to make them appear as in OFP.

What we will not have is a mix of both, either the one or the other. Remember that realism is not the most important goal here. :)

Right, having fun and recreating the OFP experience on ArmA 2 is the goal!

I'd prefer to see flares just as I've become used to having them as a basic line of defence against AA, but that's just my opinion.

Fingolfin
Sep 18 2012, 15:25
Is it possible to disable the flares via init line? So you could disable them in the campaign but they would still be available in MP and user missions.

Jakerod
Sep 18 2012, 16:30
Is it possible to disable the flares via init line? So you could disable them in the campaign but they would still be available in MP and user missions.
That's what I was thinking too. I found a thread in the mission editing and scripting section from a long time ago that said there is an init line that works on certain aircraft but not on all. I actually think GossamerSolid was the one who posted it.

GossamerSolid
Sep 18 2012, 16:32
Is it possible to disable the flares via init line? So you could disable them in the campaign but they would still be available in MP and user missions.

Not really, flares are a weapon/ammo.

So two configs would be the way to go, but that seems counter-productive.



That's what I was thinking too. I found a thread in the mission editing and scripting section from a long time ago that said there is an init line that works on certain aircraft but not on all. I actually think GossamerSolid was the one who posted it.

No, this was back at OA's release and I was asking if anybody knew how to disable them.

Flares/CMs are magazine and weapon classnames. They go right into the config of aircraft.

markb50k
Sep 18 2012, 16:59
couldn't you just removeMagazine in the init line to remove the chaff ammo? If you so desired to?


From the wiki:

vehicle player removeMagazineTurret ["60rnd_cmflaremagazine",[-1]]; //-1 is the driver turret

Jakerod
Sep 18 2012, 17:12
Not really, flares are a weapon/ammo.

So two configs would be the way to go, but that seems counter-productive.




No, this was back at OA's release and I was asking if anybody knew how to disable them.

Flares/CMs are magazine and weapon classnames. They go right into the config of aircraft.
I know they go into the config but I thought that on a mission by mission basis you could remove them from the aircraft if you didn't want them. The same way you can take weapons off of an AV-8 for an example.

couldn't you just removeMagazine in the init line to remove the chaff ammo? If you so desired to?


From the wiki:

vehicle player removeMagazineTurret ["60rnd_cmflaremagazine",[-1]]; //-1 is the driver turret
Not sure if that works but I would think that there would be a way to do it on a mission per mission basis.

GossamerSolid
Sep 18 2012, 19:51
I didn't say you couldn't remove the magazines/weapons, I was just saying it's not a thing like unit enableCM true; (which is what my original post way way back when was about).

OMAC
Sep 19 2012, 01:12
When I click on the Lone Wolf scenario, I get the error, "Picture cwr2_sp07.paa not found."

Max Power
Sep 19 2012, 04:55
W0lle and I are bandying about ideas for these flares. I think he and I are both leaning towards the no flares option because we're both concerned about the impact on all missions, including user ported ones using Mikero's excellent cwr2ofp.pbo. That said, I'm willing to do some work related to post v.1 experimentation, whatever shape that takes. What I would like to avoid is try to read declassified Russian flight manuals. If anyone has information handy about specific helicopters around this 1982-1985 time frame, it would not hurt to share them with me.

andersson
Sep 19 2012, 08:24
Wouldnt it be relative easy to remove the flare magazines in the missions init.sqf?

Or what about the other way: put the flare weapon but not the magazines in the config. Then people can add flares if they want it in their mission.

twisted
Sep 19 2012, 08:45
Wow. Can't believe missed this. Thank you guys vermuch. Awesome work!

Chammy
Sep 20 2012, 03:16
omg, im installing the original OFP as I read this lol

---------- Post added at 03:16 ---------- Previous post was at 02:41 ----------

Is there another mirror that wont take 3 hours to download. or that wont save to internet explorer document?

W0lle
Sep 20 2012, 03:19
rightclick -> save as...

Or use a real browser. :rofl:

It's ~3.5 GB, that takes a while to download. :)

Max Power
Sep 20 2012, 05:44
Wouldnt it be relative easy to remove the flare magazines in the missions init.sqf?

Or what about the other way: put the flare weapon but not the magazines in the config. Then people can add flares if they want it in their mission.

I think you may be able to just add the weapons as easily. But like I said, this is a question on who should bear the burden of init line spamming: the people who are trying to put them in or take them away?

Chammy
Sep 20 2012, 06:51
thanks. i just realized that yikes

andersson
Sep 20 2012, 10:25
Personally I think that the counter measures should be added. I want to experience OFP with all the bells and whistles of arma2. If a mission gets tougher/easier so be it, if a mission gets broken remove the magazines for that mission. Imho.

Chammy
Sep 20 2012, 16:06
At launch Iget "requires 1.57". And when selecting a mission and trying to play it tells me " something something has been deleted that it is dependent on and it gives me a list of a bunch of addons or vehicles. I know one of the addons was "Noe" so i assume that is an island.

GossamerSolid
Sep 20 2012, 16:22
At launch Iget "requires 1.57". And when selecting a mission and trying to play it tells me " something something has been deleted that it is dependent on and it gives me a list of a bunch of addons or vehicles. I know one of the addons was "Noe" so i assume that is an island.

Do you have Combined Operations or just ArmA 2?

If it's saying you need 1.57, you should be at that version or greater.

W0lle
Sep 20 2012, 16:24
v1.60 is required for the Mod. You also need ArmA2 and Operation Arrowhead.

"something something has been deleted that it is dependent on and it gives me a list of a bunch of addons or vehicles"
Now that doesn't really help mate, a few more details wouldn't hurt cause 'something something' we don't have in the Mod. ;)

Chammy
Sep 20 2012, 18:38
ok, I just realized I only have Arma 2 and Operation Arrowhead. doh! So this means I need to purchase a copy of Combiined Ops? might be a dumb question

Jakerod
Sep 20 2012, 19:56
ok, I just realized I only have Arma 2 and Operation Arrowhead. doh! So this means I need to purchase a copy of Combiined Ops? might be a dumb question
No. Arma 2 and Operation Arrowhead merge together to make Combined Ops so you technically have it. You just need to make sure that they are "merged" together and you are at v1.60.

Max Power
Sep 20 2012, 20:14
ok, I just realized I only have Arma 2 and Operation Arrowhead. doh! So this means I need to purchase a copy of Combiined Ops? might be a dumb question

Essentially you have to run ArmA 2 as a mod for OA.

Chammy
Sep 21 2012, 06:46
Yessss!! thank you. I got it to run finally :)

W0lle
Sep 22 2012, 00:32
Alright, we finally have the Patch ready which is fixing the worst problems we introduced with Demo 4.

The NL and UK expansions will updated in the next days, Campaign/Missions tomorrow or at latest Sunday.

CHANGELOG
[FIXED] Changed crew in (now hidden) cwr2_DSHkM_Mini_TriPod
[FIXED] All US Soldiers wearing same glasses
[FIXED] V3S Open fixed shadow lod
[FIXED] Police officer model
[FIXED] All Winter units carrying RPG-75
[FIXED] Readded Zeroing to infantry weapons
[CHNGD] Improved textures/rvmats for HMMWV
[FIXED] M249 ammo belt direction
[FIXED] Stringtable in cwr2_wrecks
[FIXED] Missing crew in Tractors
Some smaller, undocumented changes/fixes.

See first post for download links.

OMAC
Sep 22 2012, 01:21
Excellent! Thanks, WOlle. :cool:

Danil-ch
Sep 22 2012, 03:08
After update you no long can replace weapons sounds with sound mods.
Still missing zeroing.
cwr2_AK74
cwr2_AK74_GL
cwr2_AKS74
cwr2_AKS74_GL
cwr2_M16A2_GL
cwr2_Steyr

W0lle
Sep 22 2012, 05:05
After update you no long can replace weapons sounds with sound mods.
Correct. And actually you were never supposed to do that, it was introduced by accident in demo 4 because lack of communication between team members. At some point we will provide an alternative config which allows that. It has no priority though.

The Steyr AUG has a fixed scope with no zeroing.

All zeroing and sound problems fixed now (hopefully), thanks to Danil-ch for quickly checking the config again and again. :)

Patch is uploaded again now. If you have downloaded the patch already, please download it again.

OMAC
Sep 23 2012, 02:31
http://thumbnails101.imagebam.com/21181/471314211806216.jpg (http://www.imagebam.com/image/471314211806216)

A scene from DayZ? No, it's a standing dead Russian soldier in Ambush scenario. :eek:

W0lle
Sep 23 2012, 03:22
Zombies everywhere these days.

Yeah sometimes they need a while until they die. Noticed that recently with Takis as well. 3 bullets in the head and he was just standing there.

Jakerod
Sep 23 2012, 03:50
http://thumbnails101.imagebam.com/21181/471314211806216.jpg (http://www.imagebam.com/image/471314211806216)

A scene from DayZ? No, it's a standing dead Russian soldier in Ambush scenario. :eek:
I really hate this movie but it was the first thing that popped into my head when I saw the photo. (http://www.youtube.com/watch?v=htRHj3tyYyo&feature=player_detailpage#t=116s)
I kind of feel bad for the guy. He looks like he's in a lot of pain.

OMAC
Sep 23 2012, 05:25
Has anyone completed the Ambush scenario? I am having dire problems with it. Is there any way to complete it with some degree of success if all other members of alpha squad are dead? That happens quite frequently, as you are not squad leader and thus have no control over the team, and team switching is not possible as other squad members are unplayable. It seems that when all other alpha members are dead, no matter what the situation you are in, you are told to return to base, and if you do so: Mission Failure ("All is lost"). :(

W0lle
Sep 23 2012, 05:31
Well, the Ambush scenario is kinda an experiment. A couple of people worked on that in the past year but none really finished it. I included to see what people think about it, what should/must be changed so Sander who's working on that now gets some ideas. Should have labelled it as Beta Version though.

OMAC
Sep 23 2012, 13:57
I examined the scenario, and it definitely appears experimental. It is so incredibly complex, with 86 triggers (many for ambient sounds), that it is very difficult to figure out what is going on (the mission.sqm being in Czech doesn't help, either). There is also the use of Taskmaster by Shuko, which is rather opaque and confusing, at least to me. As it is now, it is basically unplayable, as the player isn't given enough info as to what to do at some key points. The cutscenes are fantastic and work perfectly. A hell of a lot of work went into designing that mission!

Most of alpha squad gets wiped out when approaching Houdan from the west. I made it into Houdan alone (playing on Expert), just when the armor is approaching from the north. There was an autosave when I reached the town. The squad leader then reports to HQ that armor is coming, and that we will retreat to the beach. HQ tells us to exit the area, that an airlift is coming, to hold on. Then the armor comes in and ALWAYS wipes out the last of the squad (other than me) who are very exposed on the slope to the west. Then I get the message to return to base. The M113 comes in and usually gets wasted by a T-72, although I did get in the back once, but mission can't be completed that way. If I go down to the beach alone, nothing happens.... I even killed one of the T-72s and all but one of the opfor in Houdan and drove a Ural to Dourdan, which was empty, but... nothing.

Here is shot of situation in Houdan just after the autosave. Note radio communications. My squadleader and another squadmate are halfway down the slope, and are soon to be killed by the armor. With them dead and limited AT weaponry available, my death will soon come as well.
http://thumbnails104.imagebam.com/21255/441409212543882.jpg (http://www.imagebam.com/image/441409212543882)

To reiterate, it is nearly impossible for alpha squad to reach Houdan intact, as the sun is in their eyes going down the exposed slope toward the town, and the opfor in the town (augmented by Ural+soldiers who come in from Dourdan once any blufor are detected around Houdan, which can happen early) easily pick off alpha 99% of the time. And this is after dealing with a BMP and 10+ soldiers in and around the small settlement to the west of Houdan.

Jakerod
Sep 23 2012, 15:41
Well, the Ambush scenario is kinda an experiment. A couple of people worked on that in the past year but none really finished it. I included to see what people think about it, what should/must be changed so Sander who's working on that now gets some ideas. Should have labelled it as Beta Version though.
I'll try to remember to play this when I get home from work tonight and see what I think of it. I played it for 3 months while I was waiting to get OFP for Christmas back in 2001 so I have a good idea of how it is supposed to play out and all the various ways one can beat it.

OMAC
Sep 23 2012, 16:11
^ ^Excellent. Never having played OFP, Arma 1, CWR, etc. I have no idea of what is supposed to happen. Your expert eyes would really help diagnose the mission. Right now I feel as though Dr. Evil himself is after me in Houdan ;). They key question is whether or not there is a way to do anything but fail the mission when all other squad members are dead. Right now there is not, apparently.

sander
Sep 23 2012, 16:15
In the Demo at least it was possible to get a happy end with the original assignment completed. With the Arma II version this might be very hard to achieve as both the AT weaponry and armour values have changed. Therefore knocking out all armour might be a lot more difficult to pull off.

Regards,

Sander

OMAC
Sep 23 2012, 16:41
Alpha has a Carl Gustav with one rocket, and a LAW with 3 rockets. Even getting RPGs from dead opfor, it is almost impossible to waste 3 T-72s and 2 BMPs, mainly as the squad gets wiped out so quickly, and you have no control over that, not being squad leader. I was hoping that knocking out the armor wasn't a requirement for mission success. Without team switching, one is forced to follow around the guys with AT weapons so that one can pick up these launchers after the men inevitably get killed.

Very important note: after Alpha squad disembarks from the truck prior to combat, the empty truck starts turning around to leave the area, and kills 1-3 Alpha members who are standing there waiting for orders. At least one guy is killed by the truck 90+% of the time. I would have the truck remain still until the squad reaches a trigger further up the road to avoid unnecessary deaths. Or some delay could be added to the next waypoint so that the driver will stay where he is for a minute or so.

Jakerod
Sep 23 2012, 18:34
Alpha has a Carl Gustav with one rocket, and a LAW with 3 rockets. Even getting RPGs from dead opfor, it is almost impossible to waste 3 T-72s and 2 BMPs, mainly as the squad gets wiped out so quickly, and you have no control over that, not being squad leader. I was hoping that knocking out the armor wasn't a requirement for mission success. Without team switching, one is forced to follow around the guys with AT weapons so that one can pick up these launchers after the men inevitably get killed.

Very important note: after Alpha squad disembarks from the truck prior to combat, the empty truck starts turning around to leave the area, and kills 1-3 Alpha members who are standing there waiting for orders. At least one guy is killed by the truck 90+% of the time. I would have the truck remain still until the squad reaches a trigger further up the road to avoid unnecessary deaths.
Back in the demo there were three different ways to end the mission not including desertion or getting killed. One way to end the mission was by being the only survivor and returning to friendly lines. One was the way Sander described which was knocking out the tanks. However, neither of those were the way it was "supposed" to end. I have a feeling that the other ending isn't being achieved because the friendly AI moves slower now than it did in OFP. I'll look at it when I get home. It is one of my favorite missions and might even be my favorite mission in the entire series. It is a mission that is very rewarding towards creativity which is why I like it so much so keep the idea of creativity in mind when you play it.

OMAC
Sep 23 2012, 22:25
Given the complexity of design, and the fact that there are 5 endings not including death, I figured that there would be multiple interesting ways to end the mission (but please, don't give any hints ;)). And I saw something about being captured by MPs (:cool: - desertion). But now, there is only FAIL even if you make it back to blufor checkpoint, alone or not! Bravo team gets wiped out just before Alpha's first contact with opfor. I'm dying to play the mission again now that I know it is one of your favorites!

Jedra
Sep 23 2012, 23:45
When I play Ambush I have to execute the truck driver before he reverses over everyone!

I haven't managed to beat this mission and I have tried and tried and tried - I keep coming back for more though!!

OMAC
Sep 24 2012, 02:03
I haven't managed to beat this mission and I have tried and tried and tried - I keep coming back for more though!!

Same here! Just getting to Houdan was a major accomplishment that took hours. But I think I will hold off on further punishment until sander and Jakerod take a look at it...

Jakerod
Sep 24 2012, 02:27
Same here! Just getting to Houdan was a major accomplishment that took hours. But I think I will hold off on further punishment until sander and Jakerod take a look at it...
It might be worth downloading the OFP single player demo. I believe it can be found here: http://operationflashpoint.filefront.com/file/Operation_Flashpoint_Cold_War_Crisis_Single_Player_Demo;13428
The demo version of it, in my opinion, is even better than the one in the actual game because the main ending is better than the one in the actual game. Or at least I think it is. I downloaded it a few months ago just to have the nostalgia of that mission and that ending.

Günter Severloh
Sep 24 2012, 02:38
Lol I used to do the same jake I love that Ambush mission, was my first mission I played in the demo next to steal the car, it was actually
those 2 missions where i felt overwhelmed as I was not sued to OFP/Arma style Sim gameplay back then (2000/2001), put it down for a month then came back to it,
I mus have played the demo through like 50 times til the game actually came out, I made a home in the editor recreating that exact mission.

I also recall when FFUR mod was out I used to play with that and recreate the ambush mission. Lol and speaking of which before I came on the forums here, but a few minutes ago
I was playing that exact mission, I was getting my ass handed to me by the AI though, glad i saved.

W0lle
Sep 24 2012, 02:58
Besides the not working Ambush mission, are there any more problems with missions I should know?

Because if not then I start packing the missions update.

OMAC
Sep 24 2012, 13:52
As I mentioned here

http://forums.bistudio.com/showthread.php?139742-Cold-War-Rearmed%C2%B2-Demo-4&p=2226198&viewfull=1#post2226198

the overview.html of the Lone Wolf scenario calls cwr2_sp07.paa even though cwr2_sp08.paa is included with the mission.


<html>
<head>
<title>Overview</title>
</head>
<body>
<p align="center"><img src="cwr2_sp07.paa" width="240" height="121"></p>
<p>It's the middle of the night and you, as a special forces soldier, have one objective: destroy the tanks in the enemy base, to give our grunts a chance in the coming offensive.<br>Converted by the CWR² Team.</p>
</body>
</html>

Pachira
Sep 25 2012, 02:03
Not sure if this question was asked before, since you made winter soldiers will you guys be making desert ones too?

W0lle
Sep 25 2012, 03:28
Thanks OMAC, fixed already. But checked again to make sure.

@<hidden>
Nope, no plans to add any more additional content for now. Maybe after the Mod release we create additional expansions.

Pachira
Sep 25 2012, 09:31
Alright, that is okay.

OMAC
Sep 25 2012, 14:40
WOlle, sander, and Jakerod,

I assume you've seen this partial port of the Ambush mission?

http://forums.bistudio.com/showthread.php?129571-Ambush!-Converted-for-CWR2

Perhaps that port could help you guys (I've never examined or played it).

Cheers,
OMAC

W0lle
Sep 25 2012, 19:43
Missions Update available now:

CWR² Demo 4 Missions - 25-Sept-2012 (http://cwr.armedzone.com/files/missions/cwr2_demo4_missions_25-09-12.rar)

kromka
Sep 26 2012, 07:03
Bunch of remarks to missions (level veteran):
Campaign:
1. Flashpoint:
Still there is no mission before it (i remember in original was a simple mission in camp).
2. Combined Arm:
US tanks make a total massacre in the village. They are so efficient, that i hadn't chance to run to buildings. But i suppose that it should worked in this way from the very beggining. Now this mission have a sense. It is even better than original :)
3. Montigniac must Fall:
Still very buggy. I played this mission couple of times to confirm bugs, but in many cases i have only some suspicions rather than evidences.
- During firefight in Montigniac (version with "After Montigniac") when commander dies, truck don't stop and don't wait for squad. Just go directly to Provins and there is destroyed as usual. I have to go by foot to Provins. All other triggers works. This is reproducable.
In Province:
- there is a BMP, when situation is that there is no law in squad (or i am alone and i have no law) this mission is almost imposible to pass by. BMP is very aware and additionaly there is an infrantry. I tried by an hour with save-load and i passed it by but i suppose this is not funny for common player.
- i suppose (i didn't check it in mission file) that some triggers critical in order to end the mission are launched in two ways: (all people in my squad dies OR Province was cleared) AND i am near fuel station. There are cople of ways to do this, but final is always the same: i should go to the forest and run away. Now, when truck is destroyed there is message that chopper was sent. But almost every time when truck is destroyed i am near buildings in Province (because i have order to clean this town) and it seems that trigger with "chopper was crashed - run away" is released if i am near fuel station. Additionally when all squad except me died there is no reason to figured out that i should back to the fuel station to release the trigger. When there is commander, he always do this, but he is programmed. Possible solution: widen area of triggers.
- i met (only once) a situation that hummer comes to Province :) I have no idea why it apeared there.
- driver from my truck just stands on fuel station. He is ignored by enemies and he ignores them. This is rather funny. Because he has no other roles he could be a part of offensive forces (he could be equipped with a law, this would be solve situation of lack of law).
- i met a situation that my commander (but not and original) went in direction of Morton. But unlike other times he came back to Province (he ran about 300-400 meters away).
- i met a situation when i were alone and tried run away, that trigger wich should end the mission wasn't worked. I was quiet far away from Province to the south, in the forest, but BMP chased me.
4. Strange Meeting:
- i ran away so efficient, that i came to extraction point along with two members of squad. When i was close enough cutscene started, but my people tried to kill ruskies during this cutscene. There was a funny situation when Armstrong stood in front of two guys and beged for mercy and in background there was a firefight.
- after FIA saved me i think that there was still something wrong. I waited as a matter of fact only two minutes but probably there is some soviets in region and some trigger couldn't be launched. Possible solution: make a time trigger - when some time will be spent kill all ruskies and go to cutscene.

Pachira
Sep 26 2012, 12:10
I read on the bistudio wiki that you guys will do the resistance campaign, will you guys still be making it? Will you do Red Hammer too?

Also, will you guys remake those two missions that has soviet bmps and stuff doing a beach assault on a US military base? One of the two had you being Soviet soldier transported by BMP and the other had you being a US officer or something. Can't remember the name of those missions or even if they were official.

OMAC
Sep 26 2012, 13:24
Here is the non-silent way to approach Clean Sweep II.

Warning: Spoiler Alert. I suggest playing the mission before watching the video.

rnvctrfdfko

sander
Sep 26 2012, 13:28
In the words of the Dear Leader:



W0lle
Jan 20 2012, 02:50

Have you added anything to the CWC demo campaign or is it the same as last release? bloody brillant mod by the way, it's like 2001 all over again!


Only bugfixes, no new mission included because the current last mission is just perfect for the demo campaign. :)




I have to ask about it...Do you intend to do whole campaigns from ofp, and ofp:resistance?

Yes, both "Cold War Crisis" and "Resistance" will be included. "Red Hammer" is not included because it's property of Codemasters.

Good to hear everyone enjoying this final Demo and no major Bugs are present. Thanks again to everyone reporting problems, we do our best to fix them all. :)

The editor is there for everyone to recreate all their favourite scenario's. Mikero did a great job in making cwr2ofp to aid people in converting the original files from OFP/CWA to CWR2.

Regards,

Sander

Pachira
Sep 26 2012, 13:59
Bugger, it is a shame that Red Hammer won't be in. Soviets get no love :p

W0lle
Sep 26 2012, 14:20
Bunch of remarks to missions (level veteran):
Campaign:
1. Flashpoint:
Still there is no mission before it (i remember in original was a simple mission in camp).
That's no bug. The intro mission on Malden is not included in the campaign because it's not done yet.


2. Combined Arm:
US tanks make a total massacre in the village. They are so efficient, that i hadn't chance to run to buildings. But i suppose that it should worked in this way from the very beggining. Now this mission have a sense. It is even better than original :)
Yes, the additional 2nd machinegun in use now makes tanks into true killing machines. We could add 1 or 2 RPG Gunners in the town, but then we must make sure the player can't pick them up and use them against the T-80s.


3. Montigniac must Fall:
Still very buggy. I played this mission couple of times to confirm bugs, but in many cases i have only some suspicions rather than evidences.
- During firefight in Montigniac (version with "After Montigniac") when commander dies, truck don't stop and don't wait for squad. Just go directly to Provins and there is destroyed as usual. I have to go by foot to Provins. All other triggers works. This is reproducable.
I hate that mission, might redo it from scratch. Very possible that my 'tweaking' screwed everything up. :cool:


4. Strange Meeting:
- i ran away so efficient, that i came to extraction point along with two members of squad. When i was close enough cutscene started, but my people tried to kill ruskies during this cutscene. There was a funny situation when Armstrong stood in front of two guys and beged for mercy and in background there was a firefight.
- after FIA saved me i think that there was still something wrong. I waited as a matter of fact only two minutes but probably there is some soviets in region and some trigger couldn't be launched. Possible solution: make a time trigger - when some time will be spent kill all ruskies and go to cutscene.
I guess back then in 2001 no one expected that any group members will survive on the way to the extraction point. :)

Thanks for feedback, I look into these missions asap.

Guess Who
Sep 26 2012, 15:28
Thanx for the update Team. First little bug report:

SP mission "Commander" (cwr2_sp10_commander.abel.pbo) does not end. Cut scene comes up after clearing Houdan but doesn't fade to black nor end. Even "endmision" doesn't work, had to abort by using ESC.

Problem is in the "outro1.sqf". Setting up the camera is flooding the rpt with script errors.

strelnikoff
Sep 26 2012, 15:39
Bugger, it is a shame that Red Hammer won't be in.

Seconding this (one more reason to hate CM). Rivalled the original for the title of fav campaign. Shame BIS didn't do a modern Red Hammer for Operation Arrowhead instead of filling us with [unneeded] units that aren't used much after their campaigns anyway. Would be more worth my 10 euro than either BAF, PMC or ACR. Probably wouldn't fly though because of politics and propaganda. :(

Pachira
Sep 26 2012, 15:52
Yes, the additional 2nd machinegun in use now makes tanks into true killing machines. We could add 1 or 2 RPG Gunners in the town, but then we must make sure the player can't pick them up and use them against the T-80s.


Perhaps you could add a single T-72 to the town? That might balance it out, it could potentially take out one of the Abrams which would make it a bit more balanced.

Max Power
Sep 26 2012, 16:00
But then if the t72 manages to destroy the M1, the nato forces would be stomped flat without any ability to defend itself. The mission would depend entirely on whether or not the m1 shoots first.

Pachira
Sep 26 2012, 16:09
But then if the t72 manages to destroy the M1, the nato forces would be stomped flat without any ability to defend itself. The mission would depend entirely on whether or not the m1 shoots first.

Aren't there american soldiers with M72 LAWs? Also, there are two M1s right?

Max Power
Sep 26 2012, 16:14
Currently, in the rare instances that the m1 is disabled, the bmp is free to shoot your squad in enfilade, and the mission invariably ends with your whole squad dead on the hillside before they even get in range to engage.

NoRailgunner
Sep 26 2012, 17:45
Thanks again and here are some first reports: SP 21 "Laser" - player (BlackOp unit) without black skimask, Laserpoint seems to be invisible for AI if pointed at bridge, convoy gets stuck at one end of the bridge and didn't cross the bridge. SP 08 "Lonewolf" - "Destroy..." task didn't get marked as done, mission was only to end with 'endmission'. SP 13 "Vulcan" with scripterror
Unknown action GetOver No point in selection pilot. Unknown action Surrender.... Error in expression Error position: Error units: Type Array, expected Object,Group and on Nogova Fc60 (south of Skalice) one farmhouse has a lightpole placed in walls (=indestructible).

W0lle
Sep 26 2012, 18:36
Last time I played "Laser" I had a skimask, and I checked the end cutscene several times. very weird.

The laserpoint is visible to the AI, but you need to play with it for a while. Seems it depends a lot on where you point it at. I had luck on the first run when pointing at the left side of the bridge.

Yes, some vehicles seem stuck at the left end of the bridge. And others bounce when they hit the right side. Depends a lot on which vehicle is trying to cross it. Unfortunately we were not able to fix that yet.

"Lone Wolf" I look into now.

That script error I never seen so far anywhere, and I have showscripterrors on.

Fixing the lightpole asap.

Sgt. Elias Pinto
Sep 27 2012, 01:34
Hi :)
I found a minor problem in the following sniper rifles M21 SWS and M21 SWS (camo) the scope in both arms not well calibrated or not centered aligned with the front sight or in short not well positioned or aligned not in the middle of a gun
I hope they can fix it ..... thanks in advance :)

strelnikoff
Sep 27 2012, 12:24
Aren't there american soldiers with M72 LAWs? Also, there are two M1s right?

If I understand this correctly and we're talking about the second mission of the campaign, right after taking Morton, there were two US tanks: M1 Abrams and M-60 Patton. Further forces were an M113 and 3 squads of infantry.

On the enemy side were (IIRC) 2 T-80's and several squads of infantry. Also I think a lone T-72 at the start of the mission.

In my million playthroughs the M113 always got destroyed right after coming across the hill, with M-60 many times as well (either that or just disabled) and only very few times did Abrams manage to escape without a scratch.

-

Idea: maybe you guys could just remove the second MG's ammo from US tanks, dumb down their AI, etc. without adding units that weren't there in the original?

sander
Sep 27 2012, 17:42
The balaclava either showing or not showing up on player characters is related to the type of head picked by the player for his in game avatar. If one has a default Arma II head the balaclava is properly displayed. If one picks a different head, for instance one introduced with BAF or a Takistani native head, then the balaclava will not show up and the face is not covered up. This is a default Arma II undocumented feature and not CWR2 specific: try the same with one of the Chedaki or NAPA unit models that have a balaclava by default and a similar effect can be observed.

Regards,

Sander

boota
Sep 27 2012, 22:16
http://www.youtube.com/watch?v=jDYW1649ORM
First part was sure win for NATO tanks since it was impossible for T-72 to disable M1A1 with one shot, while hit form M1 would always disable T-72.


Yes, the additional 2nd machinegun in use now makes tanks into true killing machines. We could add 1 or 2 RPG Gunners in the town, but then we must make sure the player can't pick them up and use them against the T-80s.
No need to. Somehow I don't see player killing FOUR T-80s in one go. Bushes no longer work as invisible cap.

Variable
Sep 29 2012, 06:30
I'm seeding the torrents of the CWR2 files, and for some reason , the status became red ("Seeding" with red background) and it stopped uploading. Any idea why? Can I do anything to keep the files uploading ?

OMAC
Sep 29 2012, 14:58
Last time I played "Laser" I had a skimask, and I checked the end cutscene several times. very weird.

The laserpoint is visible to the AI, but you need to play with it for a while. Seems it depends a lot on where you point it at. I had luck on the first run when pointing at the left side of the bridge.

Yes, some vehicles seem stuck at the left end of the bridge. And others bounce when they hit the right side. Depends a lot on which vehicle is trying to cross it. Unfortunately we were not able to fix that yet.

Question about Laser scenario:

With Laser, the bridge was hit by 2 bombs from the A-10, leaving 2 huge gaps. So I returned to Scalice, saw the cutscene, and then the mission ended with failure, saying that the bridge was still there. What gives? Should I continue designating until it is hit with more bombs? There is no "destroy bridge" objective that will complete when the bridge is blown. I hope that there is some other indication as to when the bridge is considered blown so that the player knows when it is ok to return to Scalice.

http://thumbnails101.imagebam.com/21280/2a9108212796426.jpg (http://www.imagebam.com/image/2a9108212796426)

Edit: Well, on another attempt, the bridge was hit, followed immediately by a savegame. Then I returned to Scalice and the mission ended with success. I guess even multiple bomb hits won't necessarily destroy the bridge and trigger the savegame.

I did have the balaclava.

Very cool mission! :)

It is apparent that sander didn't design this mission, as if he had, there would have been about 30 Spetsnaz between you and Scalice on the way back! ;)

CameronMcDonald
Sep 29 2012, 16:09
It is apparent that sander didn't design this mission, as if he had, there would have been about 30 Spetsnaz between you and Scalice on the way back! :D

And 20 or so ghillied up snipers waiting in the forests. :)

OMAC
Sep 29 2012, 23:04
And perhaps a BMP for good measure, with AT weapons only available in a guarded base 5 km away! ;)

---------- Post added at 05:04 PM ---------- Previous post was at 03:34 PM ----------


Thanx for the update Team. First little bug report:

SP mission "Commander" (cwr2_sp10_commander.abel.pbo) does not end. Cut scene comes up after clearing Houdan but doesn't fade to black nor end. Even "endmision" doesn't work, had to abort by using ESC.

Problem is in the "outro1.sqf". Setting up the camera is flooding the rpt with script errors.

I get this also. Below is the last screen you get. Mission will not complete.

http://thumbnails102.imagebam.com/21280/35cd71212796354.jpg (http://www.imagebam.com/image/35cd71212796354)

Rpt errors:


@<hidden> _camera;
titleCut ["","BLA>
Error position: <@<hidden> _camera;
titleCut ["","BLA>
Error Invalid number in expression
File missions\__cur_sp.abel\scripts\outro1.sqf, line 14
Error in expression <a camSetFOV 0.700;
_camera camCommit 2;

CameronMcDonald
Sep 29 2012, 23:20
Ground Attack I also gives me the error ""outro.sqf" not found" or summat along those lines. Mission doesn't end afterwards.

Aside from this, thanks again for your great work, CWR2 team. Enjoying the mod immensely.

Max Power
Sep 29 2012, 23:43
Unfortunately it's an engine limitation. The helicopter is so awesome that it causes the game to never want to end the missions it's in. The missing outro error is a symptom of that.

W0lle
Sep 30 2012, 00:26
Indeed :cool:

Need to check 'Laser' some more time, then I come up with another missions update.

CameronMcDonald
Sep 30 2012, 00:31
Unfortunately it's an engine limitation. The helicopter is so awesome that it causes the game to never want to end the missions it's in. The missing outro error is a symptom of that.

Hah, I certainly tip my hat in that case. It could be the XM causing it too, or the sheer insanity of both models at once.

Max Power
Sep 30 2012, 06:24
Speaking of that model and my massively enormous ego, I re-enabled _as maps for the interior of the thing. Let me know if this is a good thing or not. The polygons in shadow should appear darker.

2nd Ranger
Sep 30 2012, 12:11
Ambush - At the beginning when you pick up the anti-armour team, I would have Berghoff stop the HMMWV closer to the main road and not between the two small houses. AI can easily get stuck in those buildings and a couple of times I've seen Berghoff wander into one and not be able to come out.

Also got the following error when trying to extract in the chopper.


Error in expression <mstrong) > 500) AND (armstrong != _kdo) then {_kdo setDammage 1;};
_i = _i + 1;
>
Error position: <then {_kdo setDammage 1;};
_i = _i + 1;
>
Error then: Type Bool, expected if
File missions\__cur_sp.abel\scripts\selection.sqf, line 8

This caused the chopper to just remain on the ground until I ordered the squad out. It then took off and the mission ended when it reached its waypoint.

Situation was: Houdan and Dourdan objectives cancelled, player in command.

OMAC
Sep 30 2012, 14:28
Ambush - At the beginning when you pick up the anti-armour team, I would have Berghoff stop the HMMWV closer to the main road and not between the two small houses. AI can easily get stuck in those buildings and a couple of times I've seen Berghoff wander into one and not be able to come out.

Yes! The same thing happened to me. Sometimes Berghoff and/or one of the AT guys get stuck in the building! I've had to restart the mission several times in those cases.

---------- Post added at 06:44 AM ---------- Previous post was at 06:16 AM ----------


Ground Attack I also gives me the error ""outro.sqf" not found" or summat along those lines. Mission doesn't end afterwards.

Aside from this, thanks again for your great work, CWR2 team. Enjoying the mod immensely.

Confirmed:

http://thumbnails102.imagebam.com/21289/7a89e4212883489.jpg (http://www.imagebam.com/image/7a89e4212883489)

Also, the Destroy Convoy task doesn't trigger as succeeded after the convoy has been blown and you have received the congratulatory radio message to return to base for some brewskis:

http://thumbnails103.imagebam.com/21296/93e0c5212951749.jpg (http://www.imagebam.com/image/93e0c5212951749)

---------------------------------------

Also, Steal The UAZ doesn't have activatekey implemented to mark the mission as completed with the green marker in the missions list. The donekeys in description.ext is ok.

---------------------------------------

---------- Post added at 08:28 AM ---------- Previous post was at 06:44 AM ----------


Ambush -

Also got the following error when trying to extract in the chopper.

At least you got the choppers to come. I have no idea how to do so... Going down to the beach alone results in nothing but frustration. Stuck in Houdan alone with 3 T-72s and a BMP bearing down on me, and only 3 rpg rounds on me... :(

------------------------------------------------

The intro cutscenes for Ground Attack II are just about the best I have ever seen. Completely awesome. Note the message that comes up when the mission is complete (I think the string should read, "Mission completed," just as for Ground Attack I):

http://thumbnails103.imagebam.com/21292/732c81212913147.jpg (http://www.imagebam.com/image/732c81212913147)

-------------------------------------------------

Note that in Harsh Winter, the final base to be attacked (and later defended) is WEST of Velikaya, not east:

http://thumbnails104.imagebam.com/21292/ec1d81212915454.jpg (http://www.imagebam.com/image/ec1d81212915454)

WintersWolf
Sep 30 2012, 20:53
Looks like i'm arriving late to the party on this one but going to check these out :)

Max Power
Sep 30 2012, 20:57
It's never too late. As long as you're enjoying it, that's what counts. ^_^

vilas
Sep 30 2012, 22:14
Looks like i'm arriving late to the party on this one but going to check these out :)

i hope you had in past OFP expirience, man, OFP was great, you have 4 posts here and you chosen to post in CWR, maaan , i hope you knew atmosphere of CWC :D

W0lle
Sep 30 2012, 22:51
Updated mission package (http://cwr.armedzone.com/files/missions/cwr2_demo4_missions_01-10-12.rar).

Please delete the cwr2_sp02_ambush.abel.pbo from your mission folder, we include it again when Sander gave her some love.

All reported problems should be fixed, if not report them again. :)

First post also contains an email address for bug reports, for those not using dev-heaven I recommend to report them this way. It's a bit hard to keep track on bug reports in this thread.

RedDragon
Sep 30 2012, 23:01
I just finished downloading and installing this modification. It really is impressive especially with the content included. It's really great to have an updated Operation Flashpoint experience inside Arma II CO.

CameronMcDonald
Oct 1 2012, 04:03
Got an error upon whacking the convoy in GA I:


Error in expression <ideRadio "S04r05";
["task1","succeeded","task2""] call SHK_Taskmaster_upd;
Destr>
Error position: <"task2""] call SHK_Taskmaster_upd;
Destr>
Error Missing ""
File missions\__cur_sp.abel\scripts\destroyed.sqf, line 6

It prevents the convoy destroy task (and the mission proper) completing. :)

Either that or the XM and AH1 are STILL causing awesomeness-related scalar bool fuckery.

W0lle
Oct 1 2012, 06:14
Fixed already CMD, pbo is here (https://dev-heaven.net/attachments/download/19068/cwr2_sp04_groundattack1.abel.pbo)

CameronMcDonald
Oct 1 2012, 07:29
Ah, the service around here!

NoRailgunner
Oct 2 2012, 10:43
Please playtest missions before release, don't use only the magic import/convert tool or "I'm in a hurry from the edit/script it looks okay!!" Or do you have a CWR2 "final/complete" deadline set at the end of this month? Just enjoy your own work more often!!! :)

sander
Oct 2 2012, 13:00
Tested technically does not imply fixed (http://xkcd.com/1096/). Caveat infragestator.

Regards,

Sander

OMAC
Oct 2 2012, 15:02
Please playtest missions before release, don't use only the magic import/convert tool or "I'm in a hurry from the edit/script it looks okay!!" Or do you have a CWR2 "final/complete" deadline set at the end of this month? Just enjoy your own work more often!!! :)

I agree. There are too many OMACs in this list (:rolleyes:):

https://dev-heaven.net/projects/cwr2-cbt/issues?set_filter=1&f%5B%5D=status_id&op%5Bstatus_id%5D=*&f%5B%5D=&c%5B%5D=tracker&c%5B%5D=status&c%5B%5D=priority&c%5B%5D=subject&c%5B%5D=author&c%5B%5D=assigned_to&c%5B%5D=updated_on&c%5B%5D=category&c%5B%5D=fixed_version&c%5B%5D=votes_value&c%5B%5D=cf_3&group_by=

Max Power
Oct 2 2012, 16:16
On the contrary. We need as many OMACs on the list as possible.

For many reasons, we require community feedback as part of our development cycle. We like to keep the develop>release>feedback>develop loop pretty tight in order to keep things moving. Having as much information as possible as early as possible helps us get a better idea of how to proceed. We repay you for your diligent feedback by releasing demo iterations and DLCs. I certainly don't want to tell you how to feel about that arrangement, but I think it's working fairly well so far. So, thank you to everyone who participates in reporting bugs. It makes our lives much easier.

NoRailgunner
Oct 2 2012, 16:19
Hmm... mission CWR2 SP18 "Battlefields" not playable because of missing content
Error in HTML file missions\__cur_sp.eden\overview.html Context 12 Missing addons detected: cwr2_Bradley cwr2_BRDM Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.cwr2_Bradley, cwr2_BRDM Double-checked and there are non of these files in the CWR2 Demo4 or patch1.... thought I had seen the Bradley in earlier CWR2 builds. :confused: But maybe I need more coffee and yummy cookies.... :p

OMAC
Oct 3 2012, 00:39
... but I think it's working fairly well so far. So, thank you to everyone who participates in reporting bugs. It makes our lives much easier.

Heck YES it's working fairly well! Better than fairly well, IMO. How else could we be having so much fun? :)

---------------------

I just played Battlefields, and had no issues pop up during the game; clean as a whistle. But I didn't check the rpt....

---------------------

I'm lovin' the Bizon in Cleansweep III. Never used it before; awesome. Found some minor issues with the mission:

https://dev-heaven.net/issues/53487

NoRailgunner
Oct 3 2012, 08:28
OMAC did you made a clean CWR2 Demo4 (incl patch1) install or did you just copy all the new files into the old @<hidden> folder? I don't see/have the paricular files (cwr2_bradley.pbo, cwr2_BRDM.pbo) in my new CWR2 folder. Did even made two downloads of CWR2 Demo4 from different sources (armabase/armedassault.info) but it seems that those both files disappeared or were forgotten to include into the new CWR2 Demo4 bigpack. :confused:

OMAC
Oct 3 2012, 12:15
I did a clean install. I have no bradley or brdm files, either. Where did you see those errors in Battlefields? In the rpt? Or did they pop on the screen?

Have you downloaded the most recent (1-10-12) mission pack? I played the mission using the previous mission pack.

-----------------------

Edit: Yep, I now get the same error with Battlefields using current mission pack.

W0lle
Oct 3 2012, 13:45
Please playtest missions before release, don't use only the magic import/convert tool or "I'm in a hurry from the edit/script it looks okay!!" Or do you have a CWR2 "final/complete" deadline set at the end of this month? Just enjoy your own work more often!!! :)

Oh c'mon you never played any of my missions before? :rofl:


Hmm... mission CWR2 SP18 "Battlefields" not playable because of missing content Double-checked and there are non of these files in the CWR2 Demo4 or patch1.... thought I had seen the Bradley in earlier CWR2 builds. :confused: But maybe I need more coffee and yummy cookies.... :p
OK that shouldn't have happened. I simply replaced the 'special Battlefields mission' for the demo with the one for the final release.

There's definitely no Bradley nor BRDM in the Demo (yet), and the latest mission release has the bugged Battlefields in... :rolleyes:

Sorry guys, I'll fix that mess asap.


Fixed Missions:
Battlefields - 03-10-2012 (https://dev-heaven.net/attachments/download/19082/cwr2_sp18_battlefields.eden.pbo)
Skirmish - 03-10-2012 (https://dev-heaven.net/attachments/download/19081/cwr2_sp19_skirmish.abel.pbo)
Cleansweep III - 03-10-2012 (https://dev-heaven.net/attachments/download/19083/cwr2_sp27_cleansweep3.noe.pbo)

Battlefields : Removed Bradley and BRDM requirements
Skirmish : Teams are assigned as cargo when helicopter is close to the EP
Cleansweep 3 : Mission should be marked as completed now

froggyluv
Oct 5 2012, 21:03
I've never seen nor remember Saint Adam, but I have to say -that is one awesome map! Its perfect for open field with great cover/obstruction to house to house missions. How could I have missed this?

W0lle
Oct 5 2012, 21:25
Because it is a brand-new Terrain Jakerod made.

M4rK3Tin6
Oct 6 2012, 15:55
Is there any way I can edit missions in the original editor ?
I can not get used to this editor.

Jakerod
Oct 6 2012, 16:03
Is there any way I can edit missions in the original editor ?
I can not get used to this editor.
What do you mean the original editor? There are two options, the 3D editor and the 2D editor.

M4rK3Tin6
Oct 6 2012, 16:37
Yeah, but the 2D editor is to much diferent of vanilla :/

metalcraze
Oct 6 2012, 18:35
Because it is a brand-new Terrain Jakerod made.

I wish Jakerod extended it. It's so nicely detailed with ditches instead of boring flat terrain like oh so many woodland maps for ArmA2 have.

Jakerod
Oct 6 2012, 18:51
Well since it was brought up I guess I will explain the terrain.

Back in OFP, before the days of Visitor we had a tool called WRPEdit. This was around the time Band of Brothers first aired so I had started a Normandy-like terrain based on that. I never got around to finishing it. This terrain was a similar concept but the town is based off of the map Saint Mere-Eglise from the game Close Combat: The Longest Day. It is different now but you can still tell from the road network and placement of the church and a few other things. Additionally, I based the area north-east of the "Manor" on a map of the Battle of Brecourt Manor. The hedges are arranged similarly and it is possible to set up "trenchs" there in a similar fashion. It took me longer than anticipated to finish it. I don't think I will be expanding it because I have other projects but I'm glad you like it. I wish I could've done more ditches actually but I also wanted hedges being pretty close to the road.

GossamerSolid
Oct 6 2012, 19:21
Yeah, but the 2D editor is to much diferent of vanilla :/

No it isn't. The 2D Editor is the exact same thing as the "vanilla" editor in the regular game.

colonel stagler
Oct 6 2012, 20:18
Sometimes I do get an error with starting up the 2d editor and it starts the 3d one instead but with perseverence it goes away.

RunForrest
Oct 20 2012, 13:18
Somehow i missed the newest CWR2 demo release (blame bf3 :j:) and i just discovered that absolute amazing Saint Adams map. Really awsome job on that, same quality and attention to detail as in IronFront maps, and since IF is dead (was it even alive?), i will love to use this map instead. Thanx for this masterpiece :pc: Will be a challenge to squeeze out the last FPS for good CQB action, but low viewdistance and some DAC zones should do the job :D

When playing my alltime-favorite mission "Bomberman" on Winter Kolgujev i noticed that all Winter units (Opfor and Bluefor) have ATs on their backs (just visual - u cant use them), i checked again in editor, Woodland units r fine. Sorry if it was reported already, i didnt read all pages

OMAC
Oct 20 2012, 13:56
When playing my alltime-favorite mission "Bomberman" on Winter Kolgujev i noticed that all Winter units (Opfor and Bluefor) have ATs on their backs (just visual - u cant use them), i checked again in editor, Woodland units r fine. Sorry if it was reported already, i didnt read all pages

Install Demo 4 Patch 1, available on the first page of this thread. :)

RunForrest
Oct 20 2012, 16:14
oh boy im getting old :rolleyes: :D

Von_Paulus
Oct 20 2012, 22:13
Can anyone tell me how to use a flare with any of the CWR2 grenade launchers ("cwr2_AK74_GL", "cwr2_M16A2_GL" and "cwr2_AKM_GL")?
I add the flares in a ammo crate with "this addmagazinecargo ["flare",x]". In game I'm able to load them to my gear. But none of the grenade launchers load them.
Am I doing anything wrong?

BTW, I love this mod.

W0lle
Oct 20 2012, 23:02
The class name of the Flares changed already in ARMA.

For the GP25 they are:
FlareWhite_GP25
FlareGreen_GP25
FlareRed_GP25
FlareYellow_GP25

For the M203:
FlareWhite_M203
FlareGreen_M203
FlareRed_M203
FlareYellow_M203

So your line for the ammo crate would be:

this addMagazineCargo ["FlareWhite_M203",10];

Von_Paulus
Oct 21 2012, 17:05
I thought that those wouldn't work with the cwr2 weapons so I didn't checked.
Thanks, W0lle.

Max Power
Oct 21 2012, 17:10
In most cases CWR2 weapons can also use BI ammo as well.

Pachira
Oct 22 2012, 08:13
What is the difference between officer and officer night? Do they just have nightvision for the night versions, or are their outfits a little different?

Max Power
Oct 22 2012, 08:20
The only difference is in their equipment. The night officers have night vision and flares.

Pachira
Oct 22 2012, 08:29
Ah, thanks.

Variable
Nov 20 2012, 13:21
On Sunday we completed the 100th CWR2 mission on the CiA coop server (https://docs.google.com/spreadsheet/ccc?key=0AoIzrb1yPxg2cG9hTkJubUhKZGFNUDEzSHkwdFgyZlE&pli=1&hl=en#gid=21). Beating 100 missions of a great mod should be celebrated, at least by saying a warm - Thank you CWR2 team, and thank you all CWR2 mission makers! May we play and beat at least 200 more :)

rundll.exe
Nov 20 2012, 14:09
On Sunday we completed the 100th CWR2 mission on the CiA coop server (https://docs.google.com/spreadsheet/ccc?key=0AoIzrb1yPxg2cG9hTkJubUhKZGFNUDEzSHkwdFgyZlE&pli=1&hl=en#gid=21). Beating 100 missions of a great mod should be celebrated, at least by saying a warm - Thank you CWR2 team, and thank you all CWR2 mission makers! May we play and beat at least 200 more :)

this! Thanks a lot for countless hours of rock-solid coop gameplay with the CWR2 mod. It even manages to have us shout out in TS: "This is the real OFP feeling" during some missions. I think that we can conclude that you guys did the job right (don't forget the mission makers here too)!

Therefore, I give the CWR2 team and all contributors 6/5 dancing bananas (thats right, 6 out of 5!):
:yay::yay::yay::yay::yay::yay:

tom_48_97
Nov 20 2012, 14:18
Thanks, I'm hungry!

Sgt. Elias Pinto
Nov 20 2012, 16:53
greats news :)

OMAC
Nov 21 2012, 03:23
Very nice indeed:

http://thumbnails103.imagebam.com/22155/606560221541203.jpg (http://www.imagebam.com/image/606560221541203)

Mr_Centipede
Nov 21 2012, 04:54
Viktor's office?

CarlosTex
Nov 21 2012, 12:07
I haven't played Arma in a while but i surely remembered to try the latest from CWR2. And it's awesome. Thanks guys. I'm feeling inspired to start planning a concept for a different style MP mission.

OMAC
Nov 22 2012, 16:40
Viktor's office?

Yes! :)

Max Power
Nov 22 2012, 17:09
Victor really needs to hire someone to clean those walls!

OMAC
Nov 22 2012, 21:20
At least he has good taste in art and cartography....

OMAC
Nov 25 2012, 19:59
Nice new (and hopefully temporary) touch:

http://thumbnails105.imagebam.com/22229/fcf336222282495.jpg (http://www.imagebam.com/image/fcf336222282495)

NoRailgunner
Nov 25 2012, 20:18
Where is the link between the OFP story + time? Is there really a need to put such stuff in a mod/addon or is just someone going over the top?? Please keep CWR2 clean from ongoing/actual incident....

Max Power
Nov 25 2012, 20:37
We have quite a few billboards that don't have a direct link to the OFP story, for humour or other reasons. Your criticism is noted, NoRailgunner.

OMAC
Nov 26 2012, 00:43
Were those billboards in the original OFP? If so, what was on them?

I guess the ivanmartin ones replaced the OFP adverts like this one:

http://thumbnails63.imagebam.com/16670/f9533f166693352.jpg (http://www.imagebam.com/image/f9533f166693352)

Side note: I like the CWR2 name, but I think the devs missed a chance to generate real excitement among English-centric gaming insiders by not naming it something like "Cold War Battleshock Operation Force 3: Thunderstorm Troops." ;) :D

http://www.bistudio.com/index.php/english/company/developers-blog/129-arma-2-the-name-tale

blankcache
Nov 27 2012, 16:55
Well , I'm new on this forum but I've been playing since Arma1 and must say Thanks to all who were involved in producing such an excellent mod. I've recently have had the pleasure of playing on the [CiA] coop sever that runs this mods missions and enjoyed the experience completely.

stupidwhitekid75
Nov 29 2012, 17:35
Here is a video I made a few days ago after really playing with this for the first time:


http://www.youtube.com/watch?v=V3j6B33YV8M&list=HL1354213485&feature=mh_lolz

I'm not really into winter stuff all that much, but Kolgujev is quite possibly one of my most favorite maps ever, so I figured I'd give the winter version a try. As it turned out I liked it a lot and had some good gameplay against the AI. Damn Soviets are good at taking my infantry out........ Fantastic job guys, the quality truly is top notch. Great mod. Keep up the good work.

TheChaos
Dec 3 2012, 03:25
Hey guys, thanks a lot for this great mod, we just added it in our community mod pack.

Can I ask you a couple of questions:

1. Are you planning to replace M133A2 and M113A3 driver's seat? Now drivers can't play without 3rd person view because they can't see nothing :(
2. Are you planning to reconfig M60A3 Patton? It's over armored now - four T-80 can't bring it damage.

Sorry if that questions was asked yearly.

Max Power
Dec 3 2012, 03:40
1. No.
2. Are you using any other mods?

TheChaos
Dec 3 2012, 05:26
Why? Misted glass is authentic and driver must control APC with help and guidance from gunner, 'cause he can't see a sh*t? :)

We use a lot of mods in our mod pack (units, weapons, vehicles, SMK animations, J.S.R.S. sounds, WarFX & JTD effects, maps, COSLX, of course CBA), but I think that only ACE 1.13 (ACE 1.14 RC 1 now) can manipulate damage system.

At the same time CWR2 M1A1 receives normal damage from AT and other tanks.

Max Power
Dec 3 2012, 05:52
Why? Misted glass is authentic and driver must control APC with help and guidance from gunner, 'cause he can't see a sh*t? :)

The rest of us get by by pressing the 'look through optics' button. As to the answer of why, because there are more important things to do.


We use a lot of mods in our mod pack (units, weapons, vehicles, SMK animations, J.S.R.S. sounds, WarFX & JTD effects, maps, COSLX, of course CBA), but I think that only ACE 1.13 (ACE 1.14 RC 1 now) can manipulate damage system.

At the same time CWR2 M1A1 receives normal damage from AT and other tanks.

Please don't report any bugs or behaviour while using other mods. Our mod is not made to be compatible with other mods. It is not made to be incompatible, but your experience using other mods is certainly not guaranteed.

TheChaos
Dec 3 2012, 06:03
The rest of us get by by pressing the 'look through optics' button. As to the answer of why, because there are more important things to do.

Hmm, I don't see it. In M113 HQ there is option in scroll menu that allow driver stick out from hatch, but in A2 and A3 there are only "jump out", "get out" and "engine off" options.

In the future, will CWR2 have ACE support?





Please don't report any bugs or behaviour while using other mods. Our mod is not made to be compatible with other mods. It is not made to be incompatible, but your experience using other mods is certainly not guaranteed.

Okay, thanks.

Max Power
Dec 3 2012, 06:07
Hmm, I don't see it. In M113 HQ there is option in scroll menu that allow driver stick out from hatch, but in A2 and A3 there are only "jump out", "get out" and "engine off" options.

By default, the 'look through optics' button is the v key, I believe, or numpad 0. It is the same key you use to look through a rifle's sights.



In the future, will CWR2 have ACE support?

No. It is not in our plans, and we are eager to finish off the basic functionality and units.

TheChaos
Dec 3 2012, 06:14
By default, the 'look through optics' button is the v key, I believe, or numpad 0. It is the same key you use to look through a rifle's sights.


Oh, I don't think about it :) Good, thanks - I will try it.





No.

That's sad. ACE provide a lot mechanics improvements. If I correctly understand CWR2 team work - you planning to do mod which will contains all of stuff without any another mod needed.

Max Power
Dec 3 2012, 06:18
Oh, I don't think about it :) Good, thanks - I will try it.

Excellent.


That's sad. ACE provide a lot mechanics improvements.

That's a matter of preference.


If I correctly understand CWR2 team work - you planning to do mod which will contains all of stuff without any another mod needed.

Only A2 and OA are required. Usually full conversion mods do not require any other mods.

TheChaos
Dec 3 2012, 06:25
Sorry for spamming, but I have another one question - US Army Jeep M2 gunner always looking in M2 iron sights. Is this feature, bug or it comes from my compatibility issues with other mods?

Max Power
Dec 3 2012, 06:37
Do not report any bugs or behaviour while using other mods please.

TheChaos
Dec 3 2012, 06:43
Okay, I get it.

Max Power
Dec 3 2012, 07:05
Thanks :)

wipman
Dec 15 2012, 22:57
Hi, the CWR Mod would great if it had USMC units integrated, just an opinion. Let's C ya

R0adki11
Dec 15 2012, 23:02
Hi, the CWR Mod would great if it had USMC units integrated, just an opinion. Let's C ya

Can't see why CWR would need USMC units, as there weren't any in OFP which is the whole purpose of the CWR mod.

W0lle
Dec 16 2012, 00:00
With only one modeller/texturer active in the team, the chances for any additional content is exactly zero. Not even a chair.

We already have huge problems finishing the stock content now.

tom_48_97
Dec 16 2012, 00:27
BTW, we're still looking for a skilled modeller/texturer ;)

Jakerod
Dec 16 2012, 00:38
Not even a chair.

Poor Armstrong is going to be standing the whole campaign.

colossus
Dec 16 2012, 01:25
Forget Armstrong! Gastovski is going to have to take his phone calls without sitting in his hangar office. :wink_o:

Regardless, it's a shame the situation is as it is. I hope, for the sake of this community, there is a few people willing to carry on the torch. A rare jewel like this is worthy of that. If I haven't said it yet: Thank you for reigniting this timeless classic. One that serves a great deal of good old memories. :notworthy:

kromka
Dec 17 2012, 18:49
First of all link with demo missions is broken.

FEEDBACK TO CAMPAIGN (veteran):

Combined arms:
Balance: proper. This is rather spectators mission, but i like to watch from half a click this mess whith little influence.
Problems:
- i've met situation when even when HQ has warned me about russian tanks, they simply didn't arrived,
- always commander (and because of this whole sqad) retreates very slowly. This cause often T80s whipe out whole squad. Once commander gave stupid order to kill some enemy in village when T80 were there. Final is obvious :)

Alert:
Balance: proper.
Problems:
- i'v met situation when driver of evac truck (this which is comes near the end of mission) was killed and because of this there was no order to mount and back to base.

Montigniac must fall:
Balance: proper.
Problems:
- none,
Additional comment:
Hey, first time i've finished this mission without problems!
- truck stopped in Montigniac properly (commander was alive),
- truck came to Province properly (after arrival it was edstroyed),
- bmp was destroyed by law-man (he alived, but i've nottice report about enemy RPG-man in village, this give me a chance if law-man was dead),
- squad retreated properly (commander died earlier),
I don't know if this is just luck, but now everything gone smoothly.

After Montigniac:
Balance: to random at the beginning (after this: proper). Enemy forces are too perceptive. I died at least 10 times on the very beginning trying sneake or hide. There is no way to do it.
I don't know if there is random spread of ruskies, but i've draw set where two tree man squads patroled my position. At the end i've made suicide run with killing everyone and i've done it.
But i remember that this wasn't style of original mission (i think one of the best in the whole campaign).
Problems:
- still something wrong is with meeting with resistance.
I played this mission only once and here is detailed description what i've done:
- i arrived to the camp, and i've been cauhted by ruskies (cutscene appears),
- i appeared in the tent,
- resistance attacked camp,
- when commander of rusikies was shooted i took his weapon,
- i leaved area of the tent (not too much),
- resistance guys started eliminate ruskies in vicinity,
- i were shooted by some ruskie who attacked the camp attracted with firefight,
- i loaded autosave,
- resistance attacked camp one again and eliminated guards,
- i done nothing (just lied on the floor of tent),
- cutscene with conversation appeared
Additional comment:
Still something wrong is with this cutscene. Maybe this is a problem of leaving the tent or maybe i grabed enemies weapon. I dont know.

Rescue:
Balance: proper.
Problems:
- when commander is dead: i've met situation when civilians just lied on the ground. There is no way to acomplish goal of cleaning the village (i've tried this couple of times). When civilians runs away, they do it by them own. I have no influence on them route.
- when commander is alived: i don't remember that i were truck driver ever. But maybe i am wrong.
Even when i've finish mission this goal was unchecked.

Undercover:
Balance: proper.
Problems:
- on the second guardpost (this with officer), often happens that my squad instead of run into the forrest attacks backups who comes with truck,
- additionaly when some russian soldier run away, they chase him (then they met BMP and this is the end of the squad),
Of course when they all are dead, "i am once again on my own".

W0lle
Dec 17 2012, 19:41
Thanks for the feedback, especially the balancing helps us to determine if the missions with todays AI are too tough or too easy.

After Montignac is a pretty hard one, always was. Back in the early days it was one of the missions where I thought many times "Oh come on, you can't finish this one". :)
Yes, eventually there are simply too many enemies around. I consider reducing the amount of enemies in cadet mode, and give the full "experience" only when playing in veteran mode.
I must check the mission again, but yes eventually leaving the tent could cause problems.

"Montignac must fall" I just recently worked on again. It works fine all the time for me, but not our beta tester. I hope that I can look into the reported issues soon and have another campaign version ready for the holidays.

Mission download is fixed now. :)

Gedis
Dec 17 2012, 19:54
good one about Armstrong standing, while Gastowski woun't have a chair to sit in his hangar for some phone chit-chats... The two guys who sat on their chairs during whole cold war crisis campaign! :D
what were the names of the pilot and tankman, those should be blamed for sitting in their "cockpits" LOL
since i'm at it, wolle is guilty too! for sitting on his chair and reading what i wrote :p
ye, and santa! he's sitting in his deer ride...

After Montinac mission is uber for those who really played it to the max during OFP era. Meh, i captured and repaired that Hind in cwr3 demo, i got borred of driving armour to the repair shop at "undisclosed" location (my tiny secret), so Hind with no tailrotor was way faster way to get there... sadly the end is still the same >.< even when you fly over the capture location.

Jakerod
Dec 18 2012, 02:02
what were the names of the pilot and tankman, those should be blamed for sitting in their "cockpits"
Hammer and Nichols.