View Full Version : Dynamic War
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Hi.
I'm currently finishing off a dynamic campaign ported over from Tacrod and Sanctuary's work in OFP. It's mostly based on the Dynamic War (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=55;t=48467;hl=cce) template with elements of CCE (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=55;t=48440;hl=cce)
<s> There isn't any radical new ideas from those missions but I got bored playing the official stuff and wanted to explore the island a bit more. The dynamic campaigns are a good way of doing this, there are currently 5 6 mission types with approximately 29 33 different locations and some random patrols courtesy of Kronzky's UPS script. </s>
<s>It would be good if I could get a couple of Beta tests on it before I upload it for public consumption. </s>
<s>Any takers? Please PM me if you're interested.</s>
Normal (http://www.armaholic.eu/mrn/Dyna_War092m.rar)
Now requires this (http://www.mapfact.net/include.php?path=content/download_eng.php&contentid=584)
Armaholic link:
http://www.armaholic.com/page.php?id=1044
Cheers Big and El nino http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Thanks to:
Froggyluv
b1sh0p
mbv
Kutya
colligpip
orlok
Bootleg soldier
LCD
Lee
NBSVieiraPT
xxbbcc
_spitfire
Mathias_eichinger
Kronzky
<s>Still considered beta but more robust than before and certainly less laggy, I hope!</s>
0.91G
Added outro win <--- aiming for "crappest outro ever" award!
Fixed cadet chopper cam
Added skiptime and random weather at mission end
Tweaked S&D text
AI group kills also improve "hero rating".
Fixed a niggle in the airstrike script
Maybe fixed radio disappearing after reload. THX firecontrol.
Possibly fixed the Raid mission not ending, some lame scripting there...
Tinkered with the how the stats change on the Raid mission
Tinkered with the eventhandlers to fix simultaneous multiple enemy deaths causing issues
Added a new action, a Heads Up Display that will only be relevant at night. ;-D
Tried adding * = nil for variables that aren't needed on save.
Added a medipack action
Increased squads starting skill level, they still respawn as dunces.
Fixed POW monitor script
Fixed POW extraction
Added, then fixed the soft lighting of the base at night. Should work after a retry.
Tweaked intro
Still haven't fixed the markers
0.91h
Added 1 airstrike option earlier
Deleted about 24 logics (therefore variables) and now use a trigger to capture different objects and their locations to set the missions by
Because of this I can add more locations, so there's now about 8 more Raid locations,Patrol mission now has 17 different locations, Defend has about 30.
Spawn Enemies should exit properly and I'm now "deletegroup"-ing all the created groups, this could be the cause of spawning failing after 8-10 missions because ArmA's group limit is being reached. I also suspect this is why the savegame is getting so big.
If no option is selected at the beginning and the dialog remains up it defaults to Easy.
Scatter scripts check if they're in water
New Outpost mission with 7 locations (as suggested by troop, I couldn't call it FARP though, juvenile as I am the word is too close to fart. Maybe I read too much Viz when I was younger...)
Most missions now require the player to be near the objective for the mission to end. No just using support to complete a mission.
Added better armour spawning on some missions
Livened up defend mission
Added West groups patrolling the south
Fixed APC and Chopper script not exiting
Skiptime now more subtle
Increased a couple of stats to increase main mission duration.
Added a couple more music tracks
0.92a
Fixed Defend town mission broken in 0.91h
Added mission end if Officer is killed in Defend mission.
0.92b
Removed spawning shilkas
0.92c
Fixed ambush not ending, in theory...
Added hint for seeing the medic before getting another mission
Eject player units from vehicles before extraction
disabled radio on chopper cutscene
Less uaz's on Patrol mission on Cadet mode
Reduced spawning enemy armour, it was a bit excessive!
Scattered Officer more on Raid
Removed hint if no airstrike available
Artillery will arrive quicker
Added 1 mag to AT soldier
Added MG to group at start
Action Loons @<hidden> base should no longer look at walls...
Named all units that use radio and changed some of the text
Tweaked the fleeing script
Moved the western satellite base to speed the tanks' arrival
Added 2 more Search and destroy locations
Change UAZ to MG.
Evac radio msg will appear when mission complete
Changed mission complete msgs
Added confirmation dialog for transport
Markers should be neater
0.92d
Added DAC and Grouplink 2
Rewrite and streamline of some of the spawn scripts for better looping and use of eventhandlers.
Removed old effects scripts
Removed Hud action, it was bad...
Airstrike now drops 6 bombs not 8
The VIP will be scattered a bit so it won't be as easy to hit him with artillery if you're not near enough to spot him, hopefully this won't mean an endless search for him though.
Tinkered with the insert and evac scripts
Support scripts will now exit when the mission is ended by the player not when the mission objective is complete.
Added civilians, player will lose rating if he shoots them
Reduced the artillery shell count
Focus will timeout, higher the rating the longer it lasts
Kind of fixed pilot dialog
0.92e
Added infantry dialogue, these units use a basic version of GL3. Available in POW mission only at the moment
Moved 2 of the POW locations
Removed the extra groups in the POW mission
Rewrite of part of the POW mission
Added General Baron's click effect for the markers
Gone crazy with variables...just because I can.
Rewrite of some of the radio messages
Added the use of the mapfact radio, your group must carry one of these to use ANY radio options.
Tinkered with the chopper scripts again, they're MUCH better...I'll get it right one of these days.
Fixed Raid end action not appearing after reload...hopefully
Fixed Ambush end action not appearing after reload...hopefully
Tinkered with the persistant spawn scripts. Island should be a bit more lively.
Now, someone in your group HAS to have a radio, if it's lost or the guy carrying it goes down you will lose ALL the standard radio options. This is on any of the missions. Quick test for you, shoot number 2 who will have the radio by default and open up the map, voila, no radio. Pick up the radio or get one of the AI to and the radio options come back, this means it's important to keep this guy alive or make sure you carry the radio to be able to call any of the support or even an evac.
The AI will no longer join your group in the POW mission, it's a pain in the butt to try and organise all those dudes using the F11/F12 keys so now they're controlled with the dialogue. It's easier than it looks, honest! If you bring it up along the top are the group names: Alpha to Foxtrot, then going vertically down are the options to control them. If you click the move button for example, you need to bring the map up, click on the map and a marker will appear. The group will then move to that location. If you want them to move there quickly click fast, if you want them to hold fire click hold etc.
0.92f (unreleased)
Fixed widescreen focus overlay
Added dialogue to choose how to rearm
Removed mission selection dialogue
Extra wave added to the Defend town missions in case the civvies are a bit lively.
0.92G
M4/Acog in the ammocrate is available earlier.
Added mainbase troops to DAC
1.09 is now compulsory. No apologies made.
Fixed defend missions, broken in the last few versions. Back to lively
Fixed setradiomsg commands in missions
More tweaking of the evac/insert scripts
Tweak of the endspawn/delete scripts
0.92H
Added a couple of weapons to ammocrates and changed the order you get them
After the enemy base mission that location becomes a west base. Some support will then spawn from those positions.
Added a new mission where the enemy will try and take these bases back.
Support option changed slightly. Support now improves the better the rating. M113 and Hummers to start, >100 vulcan and 2 Hummers>200 m1 >350 another m1, hummers and strikers
Infantry spawns from bases like the tracked and wheeled units
NOw keeping track of a few more stats, total deaths, E and W kills, player kills and player shots fired.
Added timeout message to difficulty dialogue @<hidden> start
Added Intel action at one of the huts, has to be earned though
Monitoring key units and vehicles at the base and will now respawn them at mission end
Removed mission over if Officer dies.
Rewrite of some of the persistant units
Added markers indicating friendly bases
Added accuracy bonus. If you're good enough you can earn 100 extra points per mission. This is received by rearming once a mission is over.
Added abort mission option back at base for the Raid mission.
Added Transport Helo. Using the dialogue this can be used as an alternative to the traditional helos.<---Removed for Anger Management issues
Fixed the spawning unit problem on the patrol mission
Fixed the move spawned unit script, should be more variation for the spawned units
Hopefully fixed the unit and vehicle not deleting problem
Changed most of the in game music
More tweaking of the evac/insert scripts
0.92I
Sorted the jumpout script
Added mission specific music and tidied other music
Tweaked the rating settings
Fixed the Player EH broken in last version
FIxed the missions played counter broken in last version
0.92J
Added differential in mission choice script for whether it's at main base
Added dialog at created bases for transport back to the main base, getting new recruits and transport for missions
Fixed enemies spawning at captured bases
Added ability to evac back to other bases
0.92K
Close dialog on extraction after 30 secs
Fixed the Player EH broken in last version when bulletcam is used
More tweaks of looping scripts and deleting scripts
Stop some units spawning at main base, it was getting a bit busy
Fixed ammo crates not refreshing.
0.92L
Removed GL3 references to stop conflicts with the SLX mod
0.92M
Fixed temp base medtent deleting on purge if player near
Fixed RTB from remote bases
Added hint for distant reinforcing/rearming
Tweaked bonus/accuracy monitor
Tweaked rearming action, can now only be done after a mission like reinforcing
I'm a bit rusty so god knows what I've broken now!
Fixed no evac in POW mission if they're killed before player arrives
Spawning a few more enemies from the Bases
Tweaked DAC config Events, have a suspicion DAC units' eventhandlers weren't configured correctly
Sprinkled some fairy dust over a few misc files, description.ext, briefing, mission files etc.
Fixed too many units spawned in Armour groups
Tweaked Artillery script
Tweaked Base scripts
New mission. Defend artillery.
New mission. Attack artillery.
New mission. Headhunter, go into enemy territory and kill at least 20 units. Rating has to be over 250 to access.
Hasn't been tested as much as I'd like but as Arma 2 is on the horizon I thought I'd have a last stab at it.
Cheers
Happy to test - PM'd you http://forums.bistudio.com/oldsmileys/smile_o.gif
hello,
Marry me.
Been gagging for dynamic campaign.
One question tho...
Do dead bodies dissapear soon after being shot?
I can understand the reasons behind clearing up dead, but I love to be able to scavenge/use dead equipment/vehicles etc.
So my sage advice is, if they do get removed, give dead at least a "3 min layabout time" so one can root through their gear.
Also, I'd love to test any version.
Rgds
LoK
Quote[/b] ]hello,
Marry me.
Best offer I've had all day http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]give dead at least a "3 min layabout time" so one can root through their gear.
You have to be 600 metres away before anyone disappears.
You have PM.
Thanks for all the offers to test, I should have enough people to get an idea what works and what doesn't. With luck it all works-ish and a release should be soon.
I'm also gathering up strength to do a conversion for Ebuds units but I need to make sure the groundwork's ok before I start.
Cheers
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
id love to test ur campaign
igor7111
Mar 23 2007, 07:09
Hi.
I'm currently finishing off a dynamic campaign ported over from Tacrod and Sanctuary's work in OFP. It's mostly based on the Dynamic War (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=55;t=48467;hl=cce) template with elements of CCE (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=55;t=48440;hl=cce)
There isn't any radical new ideas from those missions but I got bored playing the official stuff and wanted to explore the island a bit more. The dynamic campaigns are a good way of doing this, there are currently 5 mission types with approximately 29 different locations and some random patrols courtesy of Kronzky's UPS script.
It would be good if I could get a couple of Beta tests on it before I upload it for public consumption.
Any takers? Please PM me if you're interested.
Cheers
I'd like to test this out too.
Quote[/b] ]id love to test ur campaign
Quote[/b] ]I'd like to test this out too.
Thanks but I've had way more offers than I was expecting and have quite a few testers already and the bit of feedback so far I've had indicates there's a couple of issues, nothing drastic thankfully but it means a new version will be on it's way soon.
The main release shouldn't be too far away and rather than waiting for perfection I'll put it up once it's more robust and deal with the issues in the thread.
Cheers
So far a very fun mission. Like MrN said, a few issues, which I won't disclose here in case he doesn't want me to (no non disclosure agreement, but I'll leave it to him to decide. http://forums.bistudio.com/oldsmileys/smile_o.gif ) Can't wait for the next build.
Quote[/b] ](no non disclosure agreement, but I'll leave it to him to decide. http://forums.bistudio.com/oldsmileys/smile_o.gif )
I admire your discretion, there was no NDA, that's a little beyond me http://forums.bistudio.com/oldsmileys/smile_o.gif, I just trust people I guess http://forums.bistudio.com/oldsmileys/smile_o.gif
Download link in first post
Main issues reported were:
The Search and Destroy mission either going pear-shaped at the insertion or it being more of a Search mission with not so much Destroy. Should be more lively now. http://forums.bistudio.com/oldsmileys/wink_o.gif
Lag/running slow. I think I'd just been too generous with the UPS script, it's all too easy to put max:15, copy and paste a few groups and before you know it there's loads of troops being spawned. So now it's just being used at bases with a few groups scattered around with guard waypoints.
Cheers
download link doesn't work
Quote[/b] ]download link doesn't work
Errr.. it does here. Any suggestions for hosting?
Cheers
Edit-found an additional host. In theory...
Bootleg Soldier
Mar 28 2007, 11:12
Alreet there these are my ideas of what could happen with this (having played the original in ofp i have a fair idea that it can all be done)
Gonna try and make this myself but feel free to nab the ideas cause i'm so busy at work yadda yadda yadda, really is one of the best things to come out for OFP/ArmA as it is so flexible and easy to configure, and very well converted i have to say.
-Make more of a distinction between mission types and locations.-
To create an atmosphere of "Please give me a nice patrol in the South, i don't wanna go to the North Momma" which as suggested means bringing back the patrol mission type all over the South, but only either spawning a few enemy specops or very rarely a large attack to keep you on your toes.
-Spawning a few enemy toops as well as civilians in medium to large enemy cities.-
So if your cut off ie your extraction chopper is shot down or whatever then players will have to avoid built up areas, unless they are desperate for a car!
-"Attempt" to progress the war with front lines moving forward-
Thinking about turning it into more of a campaign style format, meaning depending on how well or badly you are doing after the first say..5-10 dynamic missions, it will load up the next set of missions (in a seperate pbo), allowing three things
- first - you can be more specific with your dynamic mission placement to the period of the war ie if South Sahrani is secure then there wouldn't be a search and destroy mission in Samato or downed blackhawks way into friendly territory. You can then place your missions where you think frontlines, supply bases, defensive points, officers, patrols would be.
- second - you can move the frontlines of where people and vehicles patrol so it seems like they are moving into captured territory and patroling, also moving the players base forward and changing where you are supplied from etc as would happen (c'mon who wants to be stuck in a stuffy airport all year lol)
- third - it would then be possible to insert single missions before or after any dynamic period, meaning more cutscenes, information on situation etc.
-More and varied support options depending on rating-
Cobra, harrier lgb or close air support, spec ops, armour, varied arty (smoke, flares, different calibres and types), for real high ranks or certain mission types incorporate the Mando Missiles for real flexibility on hitting targets with Mavericks, retarded missiles, even anti air missiles (and probably any you can think of, he's done a great job).
-Assign specific friendly teams to smaller areas of patrol-
This is so you have a chance to get used to where friendly units patrol should you ever need to hide behind them if you are in trouble. Also in each patrol area they have a small base or camp of some kind (also add different unit icons to a flag in the bases so you even get used to where different units move to when the campaign evovles).
Got loads more ideas but really need the toilet so definately not now, what do you think people any good, throw myself of a cliff, take a lie down.
Bootleg http://forums.bistudio.com/oldsmileys/smile_o.gif
I found a bug :-D. I am surprised to, since it is so easy to get. If you save the game and try to load it up again to pick up where you left off the game CTDs just before the loading finishes.
Placebo
Mar 29 2007, 05:30
I was always a huge fan of the dynamic missions and campaigns, I'll be sure to check this out, much thanks http://forums.bistudio.com/oldsmileys/smile_o.gif
I found a bug :-D. I am surprised to, since it is so easy to get. If you save the game and try to load it up again to pick up where you left off the game CTDs just before the loading finishes.
Use the savegame in the Radio menu, that was a bug with all dynamic missions IIRC.
Quote[/b] ]-Make more of a distinction between mission types and locations.-
I've now got the patrol mission working and taken on board the suggeston about keeping areas distinctive, patrols will only happen in the south, most other missions will happen in the north.
Quote[/b] ]-Spawning a few enemy toops as well as civilians in medium to large enemy cities.-
Not sure if I'm up to that
Quote[/b] ]-"Attempt" to progress the war with front lines moving forward-
I like the ideas but they're a bit beyond what I planned for this mission, to be fair though I haven't planned that much, my main aim was to get it working!
Quote[/b] ]-More and varied support options depending on rating-
I spent yesterday getting the Mando Missiles to work amonst other things, I have yet to incorparate any "rating" type options and currently air units don't seem to engage ground targets so I'm not putting too much energy into getting chopper support working. I may look at doing some sort of bombing raid support but I'm not sure if you need it with the Mando Missile support!
Quote[/b] ]-Assign specific friendly teams to smaller areas of patrol-
Yep, not a bad plan, again I'll keep them to the south and the numbers down.
@<hidden>, as Teliko mentions, you have to use the savegame option in the radio between missions, although thanks for mentioning it, I don't think I put anywhere in the readme that the game would crash if you do use AA's savegame.
Cheers for the feedback, there should be 2 new versions up at the weekend, a standard one and a "lite" version with very few troops patrolling to reduce lag.
Cheers
very cool and intense missions.
Major shop stopper is, CTD after a time. Mostly when I return to base, and guess what: game crashes before I can save.
Strange since that's the first time I had a CTD in ArmA since the beginning of version 1.00.
The only mod I'm using is FDF sound mod. But I don't think it causes the crashes since in no other mission/campaign it did.
Any idea what it could be?
Can you then please allow us to then save the game using the radio whenever we please? I can save and load while playing, but the power went out earlier after I saved, so it overwrites the 'auto' save produced by the radio. Also it is quite inconvenient as missions can take a while, and sometimes I need to get up and go do things. http://forums.bistudio.com/oldsmileys/wink_o.gif So saving like I would in any other situation would help me when I die, but a show stopper when I have other things going on.
Quote[/b] ]Any idea what it could be?
http://forums.bistudio.com/oldsmileys/banghead.gif Nope, sorry. I've had only one CTD I think whilst testing but it wasn't repeatable. Maybe I have too many variables, this always caused OFP to crash. Any pattern you can see? A certain mission type?
Quote[/b] ]Can you then please allow us to then save the game using the radio whenever we please?
I think that would defeat the point, the savegame between missions is to try and stop the crashes associated with saving while a mission is running. It seems scripts can still be broken when the game's saved. Sorry, I think that's beyond me. Go and hide in a bush if you have to get up and do things. http://forums.bistudio.com/oldsmileys/wink_o.gif
Cheers
colligpip
Mar 29 2007, 09:30
I have played this a bit in multiplayer it dosnt really work properly heli wont work as its meant etc - but its really good fun!!!!!! Its so much better playing with people when you dont have to end after every mission but can RTB and get a new one- if anybody can get this to work properly in multiplayer it will be a blast.
Quote[/b] ]I have played this a bit in multiplayer
Was it hosted or dedicated?
Quote[/b] ]heli wont work as its meant
What goes wrong?
Quote[/b] ]I found a bug :-D. I am surprised to, since it is so easy to get. If you save the game and try to load it up again to pick up where you left off the game CTDs just before the loading finishes.
Can someone confirm this?
It's importart for me, because it really happens (not just an isolated case), I'll have great troubles with my own work.
Sanctuary
Mar 29 2007, 14:37
Quote[/b] ]I found a bug :-D. I am surprised to, since it is so easy to get. If you save the game and try to load it up again to pick up where you left off the game CTDs just before the loading finishes.
Can someone confirm this?
It's importart for me, because it really happens (not just an isolated case), I'll have great troubles with my own work.
In the OFP version, there was a a limitation on the amount of variables being saved.
Too many variables being saved and it was impossible to load them without a CTD, i guess ArmA do the same if your mission crash when loading your save.
The 1st time it was noticed in OFP was with an older version of ECP, as this mod used a lot of variables , and as the OFP game save will actually save variables generated by a mod in addition to variables generated by a mission, the limit was easily reached.
The only way to solve this problem is to lower drastically the amount of different variables used by your mission (in the case of ECP mod, the latest version lowered a lot their variable usage to prevent the save/load bug).
In the DynaWar template, as i was not as understanding this variable problem as i do now (if i would have made the template now i would have wrote several script differently), to workaround the original save/load feature, i made a save game script built in the mission.
In which the player could save only when one of the mission given to you was totally finished (no more of the mission scripts running) and a "purge" script finished to reset all the variable to their default and removed useless corpses and objects (created during the misson that was given to you by your HQ).
But while you are always in development of your mission, i suggest you to lower the amount of variable used.
And check if your running scripts are ending correctly before the save feature can be used by the player (saving can actually break scripts that are running during the save process)
This will be OT, but I don't want to start a new thread if don't need.
Thanks for the info Sanctuary, but I know about that happening in OFP. Actually I made GDCE (the project I'm talking about) similar to what you're speaking. I wanted to know if it happens in AA too.
Since the successor of GDCE has a more subtle architecture, it needs large amounts of data, which would be a bit hard to develop using the SoW saving method. I already coded too much for GDCE1 in this area (and was surprised that it actually worked! ).
Maddmatt
Mar 29 2007, 15:00
A good way to reduce the number of variables (ECP did this to stop the crashing from loading saves) is to use arrays. Try to keep all your variables in one (or a few) large arrays.
I can be a real pain to organise, and changing this dynamic mission to do this will take plenty of work.
Maybe a better option would be to ask BIS to sort it out. If someone can confirm that it is definitely the number of variables causing the crash then it should be reported to the bugtracker so BIS can fix it. This bug was a major problem in OFP, maybe BIS will fix it now if it is reported.
Drongo69
Mar 29 2007, 15:22
I haven't played this mission, so this is all theoretical. But if this is basically the same as previous DMA style missions, then the only thing that really needs to be saved are a few important campaign variables. This can be done at any time with creative use of savestatus, loadstatus and a game logic (as with the pioneering work by the SoW team).
So the campaign state can easily be saved at any time (key variables), but not the exact mission state (location of units, status of current mission, etc).
colligpip
Mar 29 2007, 16:26
Quote[/b] ]I have played this a bit in multiplayer
Was it hosted or dedicated?
Quote[/b] ]heli wont work as its meant
What goes wrong?
I opened the pbo saved it to multiplayer and hosted a game just to see what would happen. I could play I had all the mission targets etc, not sure if they were seeing it in breifing was only a quick test. The only thing that def didnt seem to work was when I called for a heli the real players didnt join it when in multiplayer. Thats as far as i got but we where havinga luagh doing it when i manually flew the heli to mission target going back to base getting a new mission etc. Ill try some more tonight.
Hmm, this mission seems to be quite a hog, it lags the game down more than a 200 man battle, at least in my case.
Quote[/b] ]A good way to reduce the number of variables (ECP did this to stop the crashing from loading saves) is to use arrays. Try to keep all your variables in one (or a few) large arrays.
I'm already doing the thing in arrays. But it would be a really nasty thing to believably reproduce ongoing battles and other details.
My global vars sqs file is at 13kb and I'm far from finished. But most of it are constants, so I feel sorry that OFP/AA doesn't support them. I almost nowhere enter exact numbers or data, to make everything flexible.
0.90c
Added a check on the evac script for the chopper- if it dies another can be called
Added blood/smoke script to spawned units
Added destroyed script to all vehicles
Added Mandomissiles as support
Added Patrol mission
Added 2 more US bases with local units
No artillery on POW mission failed, now missiles
Riflesmoke was being removed when relaxing
Removed the cce codes
Moved S&D location
Enemy experience is earned with kills and effects enemy skill
Big Lag reduction
I have tried playing this and the previous version in MP and both times it's been a mess, I'm not sure if I'm up to the task of converting it properly.
Instead, I'm thinking of team switching at certain points into a SF team to do a different set of missions, blow up fuel dumps, take out SAM sites etc. Although at the moment it doesn't really have any structure or pattern I thought I'd better put it up because it should run a lot better than previous versions, I hope.
Update on the front page, more links to come hopefully.
Bootleg Soldier
Mar 31 2007, 00:53
Good set of changes gonna download and give her a whirl, nice job getting the missiles in. http://forums.bistudio.com/oldsmileys/smile_o.gif
That S&D location was funny, i thought it would be maybe a squad or two that far into the South, when i got there lol there was dozens of the buggers http://forums.bistudio.com/oldsmileys/help.gif , bit of Arty does the trick though
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Bootleg
johnny vet boy b
Mar 31 2007, 14:48
I am having a problem getting your campaign to run. I extracted the dynamish.sara.pbo file directly into my c:\program files\BI\ArmA\campaigns folder, is this correct? Is this all I need to do?
My error comes when I try to start the campaign, I get a dialogue saying -
No entry "dynamish.sara\description.ext.Campaign".
Also there is no printed name for your campaign in my list of campaigns I have installed whilst in the game menu itself?
I'm new to the OFP/ArmA world so if I'm making a basic error of some kind would someone be so kind as to help me?
Thanks in advance.
Johnny
Connors
Mar 31 2007, 14:53
You need to put in in the Missions folder, because it isn't actually a campign.
Good set of changes gonna download and give her a whirl, nice job getting the missiles in. http://forums.bistudio.com/oldsmileys/smile_o.gif
That S&D location was funny, i thought it would be maybe a squad or two that far into the South, when i got there lol there was dozens of the buggers http://forums.bistudio.com/oldsmileys/help.gif , bit of Arty does the trick though
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Bootleg
Heh had the same: 50+ Dudes, and no arty http://forums.bistudio.com/oldsmileys/pistols.gif http://forums.bistudio.com/oldsmileys/pistols.gif http://forums.bistudio.com/oldsmileys/pistols.gif http://forums.bistudio.com/oldsmileys/pistols.gif
Ok, I don't think I'm going to do a "Lite" version yet, current version has the following changes:
Patrol mission fixed, Game Logic's were in formation http://forums.bistudio.com/oldsmileys/tounge2.gif
A significant change in the variable usage, all the main campaign switches (17 of them in fact) are kept in an array converted by the KRON_Strings suite. I don't yet know if it helps but I'm hoping it reduces CTD's on loading a savegame. It took ages to implement so my fingers are crossed!
Tweaked the missile settings, still not quite right though
There were some group scripts not exiting...could be the cause of uber-lag as game goes on and eventual CTD
Added 2 small cutscenes for Commander and Pilot selections to allow the array to get organised
Patrol missions can be had successively now
New Mission: Defend the town.
Moved S&D point (again)
I'm just finishing off a bit of testing and upload later.
Cheers
No more lag! YAY!
I'm loving this. Just I'm sometimes frustrated to see the AI screw up. But I had a few fun moments, mainly by being a spotter for my sniper and he'd shoot away while I'd keep on spotting for him and I completed a mission or two like this.
Found a small bug:
http://img61.imageshack.us/img61/6480/bug1uw7.jpg
Bootleg Soldier
Apr 1 2007, 18:07
Cheers mate looky forward to it http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/pistols.gif
I would like to see the OPFOR using armour and maybe some choppers.
Would be nice to have the possibility to call in reinforcements, like tanks, airstrikes, CAS and additional infantry squads.
I know they generally move to the direction where the fighting is going on, but it could be more precise.
My radio keeps vanishing on me so i can't save it.
My main gripe is having 4 M1A1 tanks rolling up half way through a terrorist base sniping fest, I'm doing all the hard yards getting to within 500 meters of a base and not being sprung. snipe 20 dudes, and the Abrahams rock in .50's blazing. on the far east coast of the north.
would it be possible to use the tanks as a "request Tank Platoon".
i basically just have to sit there long enough and they will turn up.
Cool idea though, i'm loving it besides the small faults.
Quote[/b] ]No more lag! YAY!
Good news!
You haven't found a bug as such, you've found my "broom cupboard" where I put all the markers after they've been used. I haven't got round to tidying that up yet, there's bigger fish to fry...
Quote[/b] ]Would be nice to have the possibility to call in reinforcements, like tanks, airstrikes, CAS and additional infantry squads.
Ya, I'm working on it.
Quote[/b] ]would it be possible to use the tanks as a "request Tank Platoon".
See above http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]My radio keeps vanishing on me so i can't save it. Yup, I get this too, anyone else? I don't think it's my fault. http://forums.bistudio.com/oldsmileys/crazy_o.gif
Quote[/b] ]Abrahams rock in .50's blazing
I quite like this but hey ho, can't please them all! I've restricted the tanks movement a bit more but instead you'll be able to call some in.
Cheers
froggyluv
Apr 2 2007, 14:59
[
Quote[/b] ]My radio keeps vanishing on me so i can't save it. Yup, I get this too, anyone else? I don't think it's my fault. http://forums.bistudio.com/oldsmileys/crazy_o.gif
Yeah I get that too but you can just hit 0-0 to pull up the same options http://forums.bistudio.com/oldsmileys/whistle.gif
Bootleg Soldier
Apr 2 2007, 17:42
Hi matey, just wondering if it would be too late to look at this idea for 0.9d (or even 1 http://forums.bistudio.com/oldsmileys/wink_o.gif )
Very soon you'll have lots of questions like "yeah this is great but i want these units in and that tank in, and they all need to be wearing kilts etc etc".
Having managed to pretty much figure the OFP version and be able to change weapons and men at will, i realised that it may have been a bit easier for there to have been a good little readme detailing exactly what to do to change these values (not the kilts), there was one for the original but if memory serves it was only a line or two.
Really not a biggie and just a thought for five mins spare time you may have http://forums.bistudio.com/oldsmileys/nener.gif
BTW i have altered mine to Brits with SA80's and MG's and made a little SAS base for em just down the road, (only problem is for the moment we have to keep asking the Americans for a lift http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif http://forums.bistudio.com/oldsmileys/tounge2.gif , unless of couse its in Landie range http://forums.bistudio.com/oldsmileys/pistols.gif
Cheers for the continued work look forward to next version http://forums.bistudio.com/oldsmileys/notworthy.gif
(...)the only thing that really needs to be saved are a few important campaign variables. This can be done at any time with creative use of savestatus, loadstatus and a game logic (as with the pioneering work by the SoW team).
So the campaign state can easily be saved at any time (key variables), but not the exact mission state (location of units, status of current mission, etc).
Unfortunately it seems the old OFP multiplayer saving trick does not work in ArmA http://forums.bistudio.com/oldsmileys/sad_o.gif Let's just hope the reason is that BI are going to provide proper saving in multiplayer in some later patch and want to spare us the grief of switching to a new implementation when that happens... http://forums.bistudio.com/oldsmileys/huh.gif
Dashkatt
Apr 3 2007, 01:16
I'm anxious to try .90c. I've played through .90b and as you mentioned there were a few problems. Overall, I'd have to say that you've created a fun batch of missions.
One thing that I really hate is that if you save progress on a mission, close out AA, then restart it, I cannot get the last mission to load. I suppose that is because it is a dynamic mission. No problem, I've just learned to finish what I start. http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks for your efforts, the missions are a lot of fun.
Reacher
try it with new beta patch (yet unsure if it contain what you need)
from changelog
5142 - Fixed: Map info (commands, friendly and enemy units) is now saving into game save
igor7111
Apr 4 2007, 16:36
i'd like to import this nice mission to the dry saharani map.
could anybody explain to a computer moron how that could be done? i tried the editor but it wont let me "load" an existing scenario.....the box turns green but I can't input anything. anybody? i'd really be appreciative.
funnyguy1
Apr 4 2007, 16:45
Wow, gonna test it asap!
Nice avatar Placebo http://forums.bistudio.com/oldsmileys/wink_o.gif
i'd like to import this nice mission to the dry saharani map.
could anybody explain to a computer moron how that could be done? i tried the editor but it wont let me "load" an existing scenario.....the box turns green but I can't input anything. anybody? i'd really be appreciative.
Good idea Igor, a version with the new dry south sahrani would be nice http://forums.bistudio.com/oldsmileys/smile_o.gif
igor7111
Apr 4 2007, 19:26
Good idea Igor, a version with the new dry south sahrani would be nice http://forums.bistudio.com/oldsmileys/smile_o.gif
but i have no clue how to do it and i've tried http://forums.bistudio.com/oldsmileys/sad_o.gif
Bootleg Soldier
Apr 4 2007, 22:48
Quote[/b] ]i'd like to import this nice mission to the dry saharani map.
could anybody explain to a computer moron how that could be done? i tried the editor but it wont let me "load" an existing scenario.....the box turns green but I can't input anything. anybody? i'd really be appreciative
I could do this for you but i have to tell you that the Northern half of the island is needed for the vast majority of the offensive missions, so i'm not sure how you plan to actually incorporate the island with the mission structure. (Could be a bit boring patrolling the south over and over) http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Maybe MrN can make one version with that island, or explais us how to change it.
Penfolde
Apr 5 2007, 00:56
hi all,
Just got these missions today and I like Then, Took me half-an-hour to figure out, wot the guys in the where for, before i got me missions (nice touch ).
Missied these maps on opf for some reason.
Penfolde
killerwhale
Apr 5 2007, 03:56
I've accidentally deleted a mission from my mission folder, the library mission. my game is the german downloaded version with 1.05 patch. I am afraid I'll have issues when I patch next time, can someone post it as a download or send it to me?
Bootleg Soldier
Apr 5 2007, 12:00
Quote[/b] ]I've accidentally deleted a mission from my mission folder, the library mission. my game is the german downloaded version with 1.05 patch. I am afraid I'll have issues when I patch next time, can someone post it as a download or send it to me?
Umm if you mean you deleted the Library mission out of the folder, why are you posting the request here?
I sympathise i really do but this post should go into the "official missions" section of the forum.
Have just looked at some of the posts you are making and it seems you have a bit of a problem not reading the front page of a thread, and asking questions that have been answered one or two posts earlier. And now a new one posting in completely the wrong thread with unrelated stuff.
If we all show a bit of common sense life becomes easier http://forums.bistudio.com/oldsmileys/wink_o.gif
Best regards
Bootleg
killerwhale
Apr 5 2007, 18:40
your entire reply is fetish, worthless. get lost
Quote[/b] ]Maybe MrN can make one version with that island, or explais us how to change it.
The next version will have a text document explaining what files to change to tweak the addons to how you want. Without wishing to sound grumpy about it I'm not going to get into changing islands/units until I've got the mission into a state where I'm completely happy with it and that damn savegame works properly!
Changing islands in theory isn't that difficult but I would suggest getting familiar with how the editor and scripts works before digging around in this mission trying to change stuff. Trust me, your sanity will suffer! http://forums.bistudio.com/oldsmileys/crazy_o.gif
Quote[/b] ]Took me half-an-hour to figure out, wot the guys in the where for, before i got me missions
Lol, I had exactly the same problem when I first tried one of these missions in OFP.
Latest beta reports are that the savegame is still borked but is playing better so an update is imminent with an additional surprise coming volunteered from a third party.
Killerwhale, I suggest you post your issue in the troubleshooting or official mission threads. I expect you will need to reinstall due to licensing issues with posting official stuff for download. Also I appreciate that english may not be your first language but:
Quote[/b] ]your entire reply is fetish, worthless. get lost
isn't going to win you friends. http://forums.bistudio.com/oldsmileys/smile_o.gif
Cheers
Hello,
Just noticed this in the version you sent me
http://www.unit2k.com/stack.jpg
Mission was Ambush.
Not sure if it's clear, but its a circular group of enemy troops.
they stand and lie, but do not move, even when engaged.
Don't know if this is a mission error or an arma error, or if it can be reproduced, but was quite interesting http://forums.bistudio.com/oldsmileys/smile_o.gif
Also, on a "Patrol" mission, once you complete the mission but are still "in field", if you use the map and click on the ticked patrol "logo" on the notepad, the map centers on your broomcupboard.
Not really an error, but thought i'd point it out.
Other than that everything seems fine http://forums.bistudio.com/oldsmileys/smile_o.gif
Far faster now, only a second or two of initial lag at the very beginning of campaign, which is barely noticeable.
Sorry to publicly post, but i had props pm'ing you for some reason.
Rgds
LoK
Quote[/b] ]Not sure if it's clear, but its a circular group of enemy troops.
Hehe, looks like they're having a group hug! I've had a look at the Ambush scripts but I can't find anything that would cause it. I'll have to put it down to a "one-off". Looks quite amusing though.
The markers do need attention but that's a bit boring in comparison to everything else I have to do.
Don't suppose you had a chance to try the savegame? It seems to be working intermittantly.
Thanks for the feedback.
1212PDMCDMPPM
Apr 8 2007, 10:30
Any hint about how to finish the very first mission ?
I only tried once so far, going largely to the south. I prefered not to enter the base through the bridge (may be a bad choice) but my squad was reduce bit by bit from the ongoing fight, first in the few woods then near the southeast corner of the base, being attacked by T-72s, Shilka and lots of men.
Should I try a rush-get the pow-flee way ? I also noticed that my radio is mentionning 3 save left (what is it for as I can save through the menu?), missile (I thought it was not available for the first mission) and artillery (should I really bomb the camp!!??).
So far, this mission seems so have a great potential !! It would be so nice to be able to play it in multiplayer.
1.
colligpip
Apr 8 2007, 12:02
It would be wonderfull to play this working well in multiplayer.
killerwhale, +2 WL for flaming. If you don't have anything nice to say, keep it to yourself.
Quote[/b] ]Any hint about how to finish the very first mission ?
The missions are random so they vary and it sounds like you've got a bitch of a mission to start with! I'd recommend a restart, there are a lot of dudes that move out from that base, if you have it quite early on you'll have to contend with all of them.
For the moment I don't have any plans for a MP conversion, I'm sure there's better scripters out there that can take on that job. http://forums.bistudio.com/oldsmileys/smile_o.gif
I have abit of a problem: after finnishing first mission, I return to base, with 5 or so AI teamates alive. The problem is I cant recruit more players, as the guy says u cant recruit while on duty. No matter if I select another mission, still the same thing. I allso cant use medic tents to heal http://forums.bistudio.com/oldsmileys/confused_o.gif http://forums.bistudio.com/oldsmileys/confused_o.gif
btw: The first mission rocked!! We we're in a tight spot on a S&D mission, going thru intense firefight, and all of a sudden I see friendly Armors thru my scope, and we we're saved http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif
Bootleg Soldier
Apr 9 2007, 21:32
Quote[/b] ]I have abit of a problem: after finnishing first mission, I return to base, with 5 or so AI teamates alive. The problem is I cant recruit more players, as the guy says u cant recruit while on duty. No matter if I select another mission, still the same thing. I allso cant use medic tents to heal
Hi puma, the reinforcement of your squad is meant to be done in between missions. Try it after you see the officer to confirm finishing your mission and don't accept a different mission first.
Quote[/b] ]btw: The first mission rocked!!
That S&D mission is alot of fun as the landscape around that area means you can move your squad into good positions to have a good http://forums.bistudio.com/oldsmileys/pistols.gif http://forums.bistudio.com/oldsmileys/pistols.gif http://forums.bistudio.com/oldsmileys/pistols.gif and then scoot to the next firing point while keeping your guys undercover http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Quote[/b] ]and all of a sudden I see friendly Armors thru my scope, and we we're saved
Do love the new feature of Armoured support you can move, really gives the impression of sweeping and clearing areas.
degamer
Apr 10 2007, 05:57
Neither download link seems to be working?
Looks like Armaholic are moving servers at the moment which is why that ones gone.
I'll upload another copy tonight.
Cheers
Foxhound
Apr 10 2007, 19:45
Looks like Armaholic are moving servers at the moment which is why that ones gone.
I'll upload another copy tonight.
Cheers
Links fixed, sorry for the inconvenience.
We are working hard to try and fix any probs so posts like this are usefull to know where some more problems might be http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Quote[/b] ]Links fixed, sorry for the inconvenience.
No worries, cheers for the link! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
I've uploaded a new version. I haven't tested this version extensively yet but I thought I may as well use the opportunity.
I don't know how long it will be before the Armaholic link is updated so make sure the version is 091b.
Changes are:
0.91a
Patrol mission fixed, Game Logic's were in formation http://forums.bistudio.com/oldsmileys/tounge2.gif
A significant change in the variable usage, all the main campaign switches (17 of them in fact) are kept in an array converted by the KRON_Strings suite. I don't yet know if it helps but I'm hoping it reduces CTD's on loading a savegame. It took ages to implement so my fingers are crossed! http://forums.bistudio.com/oldsmileys/tounge2.gif
Tweaked the missile settings, still not quite right though
There were some group scripts not exiting...could be the cause of uber-lag as game goes on and eventual CTD
Added 2 small cutscenes for Commander and Pilot selections to allow the array to get organised
Patrol missions can be had successively now, they should be random and quick enough to be fun.
New Mission: Defend the town.
Moved S&D point (again)
Re-added the squads EH's after reinforcing
Added notes to some of the scripts with a text document explaining what does what.
Also added a support array where the 12 support switches are kept.
Added tank support and put editor tanks on hold waypoints to try and control them more.
0.91b
Introduced a "Hero" rating which will affect how much support the player gets, probably weaponry too at some point.
Mission selection is now done using a dialogue, still with a random chance of either defend mission.
Turbo-charged the POW mission, now a bigger battle with friendly forces assissting.
Randomised the Defend the base option, bad dudes can also be para-dropped in.
Set all editor based units to global values based on experience and moral.
Added Helo support
Cheers
Thank you, thank you, thank you. I've been waiting for this for some time. http://forums.bistudio.com/oldsmileys/notworthy.gif
I read in one of the first pages someone mentioning advancing the front lines. Neat idea, sorry if this has been already said or turned down- with a series of x,y positions that are checked to be ok, you can increment or decrement the Front logics/markers position and the associated missions that would take place in front of, at, and behind the frontlines.
Just a thought. Thanks again for a most welcome effort! http://forums.bistudio.com/oldsmileys/inlove.gif
Quote[/b] ]I read in one of the first pages someone mentioning advancing the front lines.
I am trying to slap this into shape a bit more so bigger stuff is happening than just "do a random mission then do another one" but it's all going quite slowly. I'm not sure how to pull off the sense of moving through the island on a larger scale.
If I'm misunderstanding and you're suggesting a single mission type where you have to progress somewhere, that should be relatively easy! I could just adapt the search and destroy mission for that.
Quote[/b] ]Thank you
No worries. It's both painful and fun learning how different AA is to OFP and just learning more about scripting. I've already had more game time (90% bug fixing, 10% playing! ) with this mission than I have had from pretty much any other game other than OFP since OFP.
AA gets my http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Cheers
MrN: can we use the ingame save function, or do we have to use the campaign's save's thru radio menu??? And why only 3 saves in the radio menu??
Quote[/b] ]do we have to use the campaign's save's thru radio menu???
The radio save should be safer but it's still not 100% reliable I'm afraid.
Quote[/b] ]And why only 3 saves in the radio menu??
After every successful mission you'll get another savegame added.
Cheers
Placebo
Apr 11 2007, 07:00
Any thoughts of making this Coop? Is that even possible? Would really expand the fun of it IMO http://forums.bistudio.com/oldsmileys/smile_o.gif
I know i've got 0.91b and am wondering how long it takes before being offered a mission.?
When I first played I loaded up a truck and drove all the way to Bagango and found .. nothing. Called for evac and only when the chopper took off did it find a target, the heli gunner found a UAZ with MG, nothing more.
So back at base i load the ai into a BH and fly back to Bagango, find 2 uaz and 1 shilka.
I give up and quit the game.
The drive must have taken around 6-7 minutes, is the game still intialising ?
Should I hang around the base until something happens ?
hello Fusion.
When you start the game, you will be near some Wooden Buildings and A med tent.
In each of these are different troops, one of which will will give you a mission.
You have to get a mission from the camp commander for the game to really start.
But without selecting a mission i doubt you'll find many bad chaps.
Now, if you already know this and are wondering where the enemy is after waiting at a defined LZ, I have found that some times one does have to wait a while for troops to convoy past. Just use it as extra time to dig in.
rgds
LoK
oh Mr N,
I also love the fact that one only has 3 saves per mission, makes it much more ofp, IMHO.
I remember how much more fun/frustrating OFP was before I found out how to have more than one save per mission.
Still, it did make you feel you achieved alot when you did get through!
I think 3 per mission is plenty. Stops spray and pray mentality.
rgds
LoK
Is anybody else getting a corrupt file warning when trying to extract 0.91b?
Quote[/b] ]Any thoughts of making this Coop? Is that even possible? Would really expand the fun of it IMO
I had no intention of making this Coop when I first started. I just wanted a "project" to tinker with. What I found appealing about AA was the scale of things and despite playing OFP from the beginning I was just starting to get my head round the scripting thing in OFP towards the end of its life so AA was a new sandpit to play about in, which is where the Focus thing came from.
I only tried it in MP after Coligip said he'd tried it and when I did, the whole thing fell apart. I had assumed whacking ?!(local Server): exit at the front of every script would fix everything and then found myself in the world of local to the player and local to the server and finding it trickier than I'd thought. I will try to do something to make it more playable in MP but I can't guarantee it, particularly as I see there's quirks with setpos on a dedicated. That could cause me pain shifting all the game logics about.
@<hidden>
Hopefully you've got it running now but as Orlok suggests you have to go and use the action "Get/End Mission" on the commander directly opposite where you start. BTW if you want to go and stir something up go and have a look at the bases where the smaller red markers are. http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>
I thought 3 was a good number too! Although I am a bit wary of using the savegame, it is nowhere near as stable as I'd like.
@<hidden>
If you still have problems let me know, I guess you've tried both links?
To anyone that has played it before, any opinions on the dialog vs random mission choice? It was a bit of a last minute addition but due to the addition of the "Hero" rating and the reliance of support I quite liked choosing a few Patrol missions to build up my kill count so I had more support on the bigger missions.
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif
Ah, the yousendit link works! Wanna check out the new version. Just had loads of fun with the old one. Forgot how much I really love dynamic missions. Also makes me want to be able to control more squads :P.
Quote[/b] ]control more squads
Ack, don't start me on that one... http://forums.bistudio.com/oldsmileys/banghead.gif
http://forums.bistudio.com/oldsmileys/wink_o.gif
Hehe, I won't, I won't. It's just an idea I like to toy with in my head now that you can control more than 12 people.
One thing on the new version: please please please don't allow selecting missions. It just takes the fun out of it all. The thing I loved with dynamic missions was that you never knew what you were going to get and that made them truly dynamic and realistic too(at least in a way).
What do the others think about this?
degamer
Apr 11 2007, 21:32
How does one "Choose an LZ on the map" exactly?
Quote[/b] ]How does one "Choose an LZ on the map" exactly?
Press "M" to bring up the map unless you've changed the key then click on the map where you want to land. http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]please please please don't allow selecting missions.
Oh,hmmm. http://forums.bistudio.com/oldsmileys/whistle.gif Maybe because I've played it so much I got bored of the "oh god not THAT mission again". I know where you're coming from but it was my plan to let the player have more control over the mission selection.
Hello
perhaps let the player have more control of mission choices after a few sucessful mishes.
Ranks perhaps?
rgds
LoK
Bootleg Soldier
Apr 12 2007, 01:59
Quote[/b] ]perhaps let the player have more control of mission choices after a few sucessful mishes.
I think orlok could have the best idea for it, it'll be like getting promoted where you then have (like the support options) better choices of mission ( i can see you with your head in your hands going guys gimme a rest http://forums.bistudio.com/oldsmileys/nener.gif ) but the spontanious missions ie defend or pow could still have a % chance of occuring like you have done ie "We don't have time for your planned mission, our ice cream van has been taken hostage and it's 35 degrees, you have an LZ"
It'll help with the overall feel of the mission and keep you on your toes as it will remain random to a degree.
Cheerybye
Bootleg
Thank you so much MrN. The DynaWar variants were my favorite thing to do in OFP.
I only wish that missions were assigned rather than chosen. Is it possible to make a version like this, or would it be something hard for us to change if we wanted to crack open the pbo and do it ourselves?
Again, thanks much!
K, I'll go back to assigned missions. I quite fancy the idea of changing over when the player reaches "X" level. It's deciding on "X" that's the challenge!
I need a break for a day or two and am busy with R/L but I'll have a punt on the weekend and see what I can come up with.
The more I think about controlling more squads the more I'm thinking I can adapt the current POW mission to add the dudes to the players' control. Maybe when "X" level is reached. Another thought is that when the whole mission is due to end, a one off mass assault on an enemy base is called for instead of just ending when the missions are selected.
Also just noticed the AI manager from sickboy so I'm going to investigate that to see if I can liven up the island a bit.
By the way any suggestions for more mission ideas gratefully received either here or by PM. Doesn't matter how stupid they may seem (apart from an ice cream van http://forums.bistudio.com/oldsmileys/wink_o.gif), it may spark an idea off that I can use.
Thanks, I look forward to further versions of this.
hello there
keep up good work!
glad to see paras in now.
i thought Arma was real life?
anyhow, take your time, and get back to a great campaign when you ready.
as far as sp goes it's great.
i'll bombard you with more suggestions soon
rgds
lok
ps pls excuse mistakes, doing this on phone... me addicted to arma? nah....um maybee
1212PDMCDMPPM
Apr 13 2007, 20:51
Is anybody else getting a corrupt file warning when trying to extract 0.91b?
Yes, me.
Thx for the reply MrN. I'll restart the campaign once I'll be able to get the file properly.
1.
TheRocket
Apr 14 2007, 01:12
I love this campaign but i get CTD !!!
I choose patrol as first mission to get some skills/experience and the first time I called in evac when I was told the objective was done,
when i heard the chopper approaching after some seconds the game CTD.
the second patrol (i didnt save so had to restart),
i was patroling near and in the city of Cayo, lz was nw of cayo in the desert with oilpumps so i could go around the move into the AO from the southwest
here i encountered and took out an enemy group, i reached the objective marker but got no objective done,
so i continued into the town and then after sometime a vehicle was spotted 500m north (on the road)
it turned out to be a friendly(i hope) humwee (M2) moving towards Cayo and the game crashed as it got closer.
Im not really sure what it was doing there or why the game crash, whenever other units gets closer to the AO im in the game CTD (my guess only).
Is there anyway to fix this?
@<hidden> Orlok and MrN
Doh, never went near any huts http://forums.bistudio.com/oldsmileys/wow_o.gif
will try again
Thanks
Bootleg Soldier
Apr 14 2007, 13:40
Quote[/b] ]I love this campaign but i get CTD !!!
I choose patrol as first mission to get some skills/experience and the first time I called in evac when I was told the objective was done,
when i heard the chopper approaching after some seconds the game CTD.
the second patrol (i didnt save so had to restart),
Hi TheRocket, done this mission many times and not had that CTD so it may not be mission related, (but there are many many variables so can't know for sure) try and reproduce the CTD if you can so we know for sure.
Quote[/b] ]so i continued into the town and then after sometime a vehicle was spotted 500m north (on the road)
it turned out to be a friendly(i hope) humwee (M2) moving towards Cayo and the game crashed as it got closer.
Im not really sure what it was doing there or why the game crash, whenever other units gets closer to the AO im in the game CTD (my guess only).
Yes the hummer is meant to be there, if you notice at the start of the campaign there is lots of Armour and vehicles at the airport, some of these (inc hummers) are set to patrol the whole south of the island on guard mode, so if they hear and detect fighting they make a B-Line to help you out and intercept, (can be V useful).
Try to check your not getting CTD's on other parts of ArmA ie other missions or multiplayer, otherwise try to reproduce some and see if there is a pattern.
Best regards
Bootleg http://forums.bistudio.com/oldsmileys/biggrin_o.gif
TheRocket
Apr 14 2007, 15:46
Hi bootleg,
The CTD was caused by my very instable system, so not mission or arma specific, its just my system that sucks at times,
but it works very well now. one question tho, I choosed assault mission and my objective changes whenever i reach them to somewhere far away,
am I supposed to walk thoose distances?
Thanks for a great mission ! I love it!
Thx Bootleg.
@<hidden>
The Search and Destroy location will move when you get there and yes you have to walk to where the marker changes to. It's not that far and there should be plenty of stuff to keep you busy.
You may get a CTD when loading a savegame but you shoudn't be getting CTD's when vehicles arrive. At least, I don't think that one's my fault. http://forums.bistudio.com/oldsmileys/wink_o.gif
@<hidden>$ion
Doh! I specifically put a scene explaining what you have to do at the end of the intro. The instructions are basic but I don't want to give too much away. http://forums.bistudio.com/oldsmileys/smile_o.gif
There will be another beta coming up in the next day or two hopefully but I may be distracted a little due to having 2 job interviews in one day on Monday. http://forums.bistudio.com/oldsmileys/crazy_o.gif
TheRocket
Apr 14 2007, 19:43
Well, it IS far for walking, last time I played i suddenly got 1 fps, and not sure why, anyway i managed to get back to base with my
extraction chopper, 1fps all the way to base from south of northen
sahrani, i killed the officer in Raid mission and the new objective
was set to northen sahrani, but i will continue and keep downing them, but for how long? is it a random
Anyway lets hope your interviews goes good http://forums.bistudio.com/oldsmileys/smile_o.gif
Cheers for this cool mission.
I've got an issue with this: Whenever I try and quit (after saving using the radio), I hit Escape, and then hit Abort...the game autosaves...which, of course, causes a CTD when I try and reload it.
How do I get around this?
It should be possible to end/abort a mission even if there was no success.
I had a raid mission in Bagango, searched for the officer for several hours and couldn't find him. When back to base the CO always tells me to get back to mission.
A bug: choppers, when unloading the squad take off immediately then come back down for a second and then take off normally. Strange.
TheRocket
Apr 17 2007, 01:29
I've got an issue with this: Whenever I try and quit (after saving using the radio), I hit Escape, and then hit Abort...the game autosaves...which, of course, causes a CTD when I try and reload it.
How do I get around this?
Theres a workaround which I use 'to be on the safe side'.
After saving with the radio, look straight down and fire a nade or something, alternatively kill some on your side, go nuts http://forums.bistudio.com/oldsmileys/biggrin_o.gif and when the "your dead" screen appears, choose abort http://forums.bistudio.com/oldsmileys/smile_o.gif
Bootleg Soldier
Apr 17 2007, 10:47
Quote[/b] ]Theres a workaround which I use 'to be on the safe side'.
After saving with the radio, look straight down and fire a nade or something, alternatively kill some on your side, go nuts and when the "your dead" screen appears, choose abort
Thats a novel way of doing it must remember that http://forums.bistudio.com/oldsmileys/tounge2.gif
Quote[/b] ]I had a raid mission in Bagango, searched for the officer for several hours and couldn't find him. When back to base the CO always tells me to get back to mission.
There are one or two probs with this version with enemies spawning, MrN knows and is fixing (fixed), should be fine for next version.
Quote[/b] ]A bug: choppers, when unloading the squad take off immediately then come back down for a second and then take off normally. Strange.
Yeah i'm looking at that to, it's odd because the script for controlling that choppers quite brutal and also seems to have gotten worse over time which again is wierd cause it's the same script http://forums.bistudio.com/oldsmileys/crazy_o.gif
Best regards
Bootleg http://forums.bistudio.com/oldsmileys/biggrin_o.gif
It is impossible for me to exit this "mission" without a CTD. I even tried the "blow myself up" method...no dice.
Arrg!
TheRocket
Apr 17 2007, 17:45
The chopper issue is happening to me as well, but I dont mind, as long as it wont kill me http://forums.bistudio.com/oldsmileys/smile_o.gif
essemm:
Give me details, just to be sure, heres what to do:
after a mission, make sure you kill yourself, after saving using 0-0-1 (radio), it should work clicking abort options in the deathscreen.
an option to disable autosave feature in SPmission would be nice (BIS!http://forums.bistudio.com/oldsmileys/wink_o.gif
essemm:
Give me details, just to be sure, heres what to do:
after a mission, make sure you kill yourself, after saving using 0-0-1 (radio), it should work clicking abort options in the deathscreen.
What I'mdoing is killing myself with a 'nade, and then clicking "abort". Then, when I want to restart, I click on "Resume" from the load screen, and it CTD's.
I'm still playing it, because it's simply an awesome add-on. I just have to restart it all the time.
Bootleg Soldier
Apr 18 2007, 08:26
Quote[/b] ]What I'mdoing is killing myself with a 'nade, and then clicking "abort". Then, when I want to restart, I click on "Resume" from the load screen, and it CTD's.
I'm still playing it, because it's simply an awesome add-on. I just have to restart it all the time.
Hang in there essemm, just imagine when it's fully functional and you can finaly finish it, i have to admit i hardly save mine at all (i find the more i save the more Rambo stares back at me in the mirror) http://forums.bistudio.com/oldsmileys/pistols.gif http://forums.bistudio.com/oldsmileys/pistols.gif
TheRocket
Apr 19 2007, 07:06
the loadscreen? Hmm, you mean the SPmission screen where you can choose other missions as well?
tbh, I dont even remember if I ever tried reloading a save :P (memory fails). I just happen to restart everytime, bis needs to add "are you sure you wanna restart" twice or more... !
Soldat32
Apr 20 2007, 05:22
I had a problem tonight,
After completing an assault mission I called for the chopper to EVAC.It never came no matter how many times I called for it.
I also noticed that on a mission to kill an officer in a town enemy soldiers kept spawning out of the woodwork around the town.Mainly soldiers armed with MG's.
Oher then this its great so far and thanks for taking the time to make it.
Sorry for all the bugs, I didn't quite realise how many were in the current version until I'd released it. There are some mission critical ones too so in some respects I guess it's good to be able to pick your missions thereby avoiding the dodgy ones. I think the missions with problems are Raid and Assault mainly.
I am still tinkering with this but R/L is taking up valuable AA time so realistically I think it will be a week or two before I can provide a fix.
Cheers
would u mind dear MRJ if i released ur dynamic war, with different units and vehicles from another addons, in a single .rar pack??
Jack-UK
Apr 21 2007, 19:18
Better to PM him about that Puma http://forums.bistudio.com/oldsmileys/wink_o.gif
Usually its ok if you want to modify it for your personal use, or your clan's use etc but re-releasing publicly by a 3rd party doesnt usually occur while a map is still being improved upon by the original creator http://forums.bistudio.com/oldsmileys/wink_o.gif Otherwise versions get out of sync etc etc.
I tought about the sync issue, and i will use it for personal use, untill the campaign is ready etc.
kanotson
May 2 2007, 12:45
Maybe it's me, but I find this missions VERY hard. Any chance to get a difficulty selector to setup the number of enemies? Or the IA skill...
no its not just u... I have managed to complete 1 mission http://forums.bistudio.com/oldsmileys/banghead.gif http://forums.bistudio.com/oldsmileys/banghead.gif http://forums.bistudio.com/oldsmileys/banghead.gif
all the othes end up BLUFOR being overrun by 100+ OPFOR
btw do I have to DL some addon to make missiles work???
Bootleg Soldier
May 2 2007, 16:54
No downloads for missiles it's all scripts
Quote[/b] ]MRJ
It's MrN http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]if i released ur dynamic war, with different units and vehicles from another addons, in a single .rar pack??
I don't object, but for the reasons Jack-UK states I'd rather you didn't until it's in a more stable state, unless of course you've fixed a load of bugs and added loads of mission types then we can talk. http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]Maybe it's me, but I find this missions VERY hard. Any chance to get a difficulty selector to setup the number of enemies? Or the IA skill...
In theory it shouldn't be too tricky to implement a difficulty setting but I'd like to avoid it if possible, I have enough things to keep track of. I'm tweaking things (see below) to break the player in a bit more gently, starting with patrols then moving onto random missions. http://forums.bistudio.com/oldsmileys/smile_o.gif
Currently I'm toying with making the AI a bit thick to start with (on both sides) and the more the mission progresses and the more kills the side gets it increases the sides' skill. I'm also trying to build more changes as the player plays more missions.
Progress is slow at the moment I'm afraid but here are the changes so far:
Hero rating now affects Mission choice, to begin with player will mostly have poor guns and Patrol missions to "train up",
when the rating goes up the player starts getting more weaponry, more support types, more missions and eventually manual mission selection.
Units now get a higher skill level depending on how many kills and side experience
Added enemy AI artillery
Added airstrike
Removed the strings and converted over to arrays
Friendly groups join player in POW mission
Fixed numerous mission bugs on the way
The savegame is looking more stable but all my testing is being done in the editor and I've noticed things can be quite different when it's played in the pbo version. http://forums.bistudio.com/oldsmileys/whistle.gif
Cheers
Hello there,
great to hear the save game is workin better!
Can't wait fer next version.
Keep it up
rgds
LoK
I have the latest version, but the missiles and artillery support do not work. Do you have to have a certain hero status before you can use them?
impi
Quote[/b] ]I have the latest version, but the missiles and artillery support do not work. Do you have to have a certain hero status before you can use them?
Sorry for the late reply. Not in this version I don't think, they should be working ok although the missiles aren't that accurate. Select the radio option then click on the map.
Quote[/b] ]great to hear the save game is workin better!
I lied http://forums.bistudio.com/oldsmileys/crazy_o.gif
Still working on it though and have yet to do any extensive testing with 1.07. Although I have been distracted by the Zombie mod recently, having an island populated with 500 respawning zombies is quite a different experience!
hehe i love this campaign it's awesome. keep up the goodwork(i'll admit zombies are awesome=p).
Jack-UK
May 22 2007, 16:55
Finally got round to downloading this map. I have to say it is amazing http://forums.bistudio.com/oldsmileys/biggrin_o.gif
But really really bugged lol. Did my first mission, an Assault and it wouldnt complete despite the whole area being clear of enemy AI. Called for a chopper, it wouldnt come, kept 'crashing' and stuff. I eventually managed to complete a mission but when i saved it after completion the game crashed and now my save game is bugged and causes a CTD every time i load the map http://forums.bistudio.com/oldsmileys/sad_o.gif so i guess im restarting again.
But it is a really brilliant map and im sure once the bugs are fixed it will be extremely popular http://forums.bistudio.com/oldsmileys/smile_o.gif
The same opinion here too.
I would play it a lot if the save game bug would be worked out if you could finish the missions right, or if you could abort a mission and get back to your commander with mission fail.
Please Mr N don't give up working on this mission!
Never fear, I am still working on this.
I've tried countless things to try and sort the savegame issue out with no success, I have a couple more things to try before I give up.
However, I have fixed the mission bugs, added an airstrike option, made the misison difficulty more gradual and mission choice certainly early on will be automatic.
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif
Jack-UK
May 30 2007, 17:02
Sweet sounds great http://forums.bistudio.com/oldsmileys/smile_o.gif
Hope you find a solution to the save game issue also!
Nice work http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Dakhathsk
Jun 1 2007, 05:48
First off, this mod is great fun. I love the replayability and the challenge of trying to stay alive throughout several missions.
A couple questions for you MrN.
1) The slowmotion(focus/relax) and bullet camera mod that is used in your map, is there any way to make that available globally so that it can be used in the campaign and other solo or custom missions? I'm absolutely in love with those two features, especially when sniping.
2) I seem to get massive slowdown after killing the target officer on a raid mission, I don't seem to have issue with any other mission type, is there a ton of enemies spawned upon their officer's death or something that could perhaps be cut down a bit? I love the concept of having to take out a particular target amongst a ton of guards, but for some reason it is unplayable for me after killing the officer.
Thanks for the great work, keep it up!
Well they can only be added by script.. i dont think u would be able to create a global 'mod' for all the missions already created.. u'd have to add it urself into each mission.. i think.
I know the slowmotion will be down to the setacctime 0.3 or something like that, though i dont know how the colour of the screen shifts a little...
Theres probably a bullet cam script around on www.ofpec.com or something... check the forums there or check the scripts section.
I wouldn't know how to make the effects global, I know the theory not the practice! I would imagine it would have to be a config modification to achieve that.
The colour of the screen is just a dialog effect with less colour to wash out the screen a little. I've tried to muck about with the post-processing effects as well but these only work with external cameras which is shame, it would be cool to have a FOV/Blur change as well.
The Raid and Assault missions are properly borked in the last version I put up, I haven't experienced much lag when the officer is killed but someone else has mentioned it.
I was going to put up a new version last night but discovered more bugs in the POW mission so I have to sort that out first, this mission is turning out to be my nemesis, just when I think it's ready I find something else that doesn't work. http://forums.bistudio.com/oldsmileys/banghead.gif
Soon hopefully coz I want to play something else apart from this bloody thing!
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif
Ahh the joys of mission editing http://forums.bistudio.com/oldsmileys/wink_o.gif
But hey, once the bugs are fixed this mission will be really popular and i would say the best SP mission around at the moment.
Cause its my favourite at least lol! =D
Hope the POW mission isnt too much bother http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif
The mission breaks in the beta. Hopefully gets fixed when it releases.
It also crashes very frequently in 1.06 when trying to reload the game.
Also, enemy soldiers seem to be generated randomly, out of thin air. I got into an "ambush" in an already cleared area, where more than 200+ appeared already (coming from all directions, almost evenly distributed) and my entire team finally got killed because everyone ran out of ammo. (By this time everyone on the team was using AK-s, because everyone ran out of original ammo long before.)
The enemy soldiers still kept coming, from all directions. The mission didn't end, even though I cleared 11 locations - when I try calling the evac chopper, nothing happens. (I think I selected assault.) This seems like a bug.
Never fear, I am still working on this.
I've tried countless things to try and sort the savegame issue out with no success, I have a couple more things to try before I give up.
However, I have fixed the mission bugs, added an airstrike option, made the misison difficulty more gradual and mission choice certainly early on will be automatic.
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif
Why dont u just take out the mission coded saving completely???
Maddmatt
Jun 9 2007, 12:16
Never fear, I am still working on this.
I've tried countless things to try and sort the savegame issue out with no success, I have a couple more things to try before I give up.
However, I have fixed the mission bugs, added an airstrike option, made the misison difficulty more gradual and mission choice certainly early on will be automatic.
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif
Why dont u just take out the mission coded saving completely???
How would that solve anything? It would just mean no saves at all via the mission, and saves done from the pause menu would still have the same problem.
I'd vote for keeping the manual mission selection and removing the focus/relax/bullet cam menus (or at least having an option of removing them.) They look neat at first, but it's very annoying that they're at the top of the action menu and all, much more important items can only be accessed after scrolling. Bulletcam is also useless during an actual fight, since it distracts from the targets and the situation.
Also, having a lot more open vehicles (trucks/buses) all over the island would help a lot - when I played the mission (which I finally gave up because of the unending flow of enemy soldiers) I got sent to locations all over the map and I had to walk to everywhere. I found a bus in one of the locations but that got shot very soon and I couldn't find anything else.
Also, having some ammo crates around would be nice (although, of course weapons can be taken from enemy soldiers), but it's a pain, since most missions are so enemy-intensive, that the original loadout doesn't last through 1/4-th of the mission. This is waaay unrealistic. Having ammo crates (or callable support trucks/helos) would help a lot with this.
In the assault mission type, the location for assault changes without warning/notification: the original mission was in one town ad then later on when I opened the map, the marker was on a different town (on the opposite edge of the island.) This is more of a bug, since it makes for very unrealistic missions, where a small squad has to fight the entire island without any supplies, any medical help (if the medic is shot, there is no way to replace him. Maybe the player could go back to the US base, but that's so far away without vehicles, that it's not really an option.)
When the mission target area changes, it'd be nice to have a notification about that and to make sure that the new location is within a certain distance from the original one - this would give the feeling that the enemy is indeed localized to a certain area.
All in all, this is a nice mission, but I feel that it could benefit from a few tweaks. Being a free mission, still many thanks to MrN for working on it. http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>
Quote[/b] ]Hopefully gets fixed when it releases.
Me too. http://forums.bistudio.com/oldsmileys/wink_o.gif A new version is in the works but I may wait for the next patch before I attempt too much else.
@<hidden>
Quote[/b] ]It also crashes very frequently in 1.06 when trying to reload the game.
I am trying to fix this, at the moment it is my biggest bugbear by far. I have made some progress (savegames from 15mb-ish to 7mb-ish) but it will still fail sometimes.
Quote[/b] ]The enemy soldiers still kept coming, from all directions. The mission didn't end, even though I cleared 11 locations - when I try calling the evac chopper, nothing happens. (I think I selected assault.) This seems like a bug.
I agree http://forums.bistudio.com/oldsmileys/smile_o.gif I haven't had this before but someone else has mentioned problems with missions ending. I'm pretty certain that bugs like this have gone now.
@<hidden>
Like Maddmatt says, any savegame has the same issues. It should be called the loadgame bug I guess because that's when you experience the problem but it's normally caused by too much information being saved (variables).
@<hidden> to xxbbcc
Quote[/b] ]I'd vote for keeping the manual mission selection
You're the first I think but I have kind of got rid of them. The next version has more dependency on the rating of the player so if you want to get manual selection you have to earn it. http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ] removing the focus/relax/bullet cam menus (or at least having an option of removing them.)
I'll add it to my "to do" list, should be easier now I've implemented a difficulty setting as well.
Quote[/b] ]The rest...
It sounds like your game went completely Pete Tong so it may have been a bit unrepresentative of what should normally happen. Ammo needs to be conserved but you shouldn't have so many enemies that ammo (including that stolen) runs out. The only mission that I normally have that on is the Defend missions. I find it makes for a more tense game if you don't have all the toys you want at the time. http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks for the feedback, the more the merrier.
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
MrN,
For the manual/automatic mission selection, couldn't you add a window with two buttons at teh beginning of the mission and then save the selected value? If a user selected then manual mission selection, then you simply put up the same dialog with the buttons that you have in your current release. I'm only voting for the manual style, because then I can always select the mission type that I want. (I don't mind replaying similar types, if they're good.) And anyway, I already earned manual mission selection: I had a hero rating of 1438 when I stopped playing. http://forums.bistudio.com/oldsmileys/xmas_o.gif The enemy had a morale of -76. http://forums.bistudio.com/oldsmileys/smile_o.gif
As for ammo restocking: I agree with you on being conservative on ammo use, but having some resupply options would help anyway. I don't mind if a mission is long, just want to have a minimal chance of winning. http://forums.bistudio.com/oldsmileys/smile_o.gif (I didn't really want to give up the long mission, but because of the too many enemies, I had no choice.) Having a resupply option would make it more realistic, imo - it'd help with longer missions (or with ones with many enemies.)
Overall, I like your mission a lot and wouldn't mind seeing a lot of extra mission types. Good job - looking forward to the new version after the patch.
Update (http:///MrN.armaholic.net/Dynawar_091d.rar)
0.91c
Hero rating and the number of missions played now affects game progression more. To begin with player will mostly have poor guns , limited support options etc. when the rating goes up the player starts getting more weaponry, more support types and eventually manual mission selection (Hasn't been fully tested yet).
Units now get a higher skill level depending on how many kills and side experience, this includes the players squad so it's a good idea to keep them alive!
Added enemy AI artillery
Added airstrike
Removed the strings and converted over to arrays
Friendly groups join player in POW mission and then leave the group<---no mean feat!
Fixed numerous mission bugs on the way
Fixed Raid mission
Fixed Assault mission
Fixed POW mission
Added spawning armour to some missions
Got the BAS_dodge script working by slightly cheating, the chopper moves but the missile rapidly increases its' speed, reducing the chance of it hitting.
Added difficulty option. Easy has more cutscenes, less/worse enemy forces, more/better friendly forces, less missions and will start with at least 3 patrol missions to give the player a chance to build up their rating. Hard is harder :-D
Added distance message to chopper and tank support options to give the player a clue how much longer he may have to wait
Fixed CTD when respawned player units were given a move order :P.
Added easy variables to the open dialog script
0.91d
Added markers to support scripts to follow choppers or tanks
Changed rearm and reinforce scripts titletext to hints
AA dudes will only spawn after 3 missions
Set player group as non-playable to stop problems with team switching
Removed actions from base units and use triggers to add to player instead
@<hidden>
Quote[/b] ]
For the manual/automatic mission selection, couldn't you add a window with two buttons at teh beginning of the mission and then save the selected value?
Yep, not in this version though I'm afraid. I'll work on that one but I'd rather get this version up asap because there's a lot of bug fixes, probably a lot of new bugs too!
Quote[/b] ]I had a hero rating of 1438 when I stopped playing. The enemy had a morale of -76.
That's way higher than I've accounted for so we'll have to see what happens in this version. But you would have got manual mission selection. http://forums.bistudio.com/oldsmileys/wink_o.gif
Thanks again for the feedback
Cheers
Mike@Uk
Jun 10 2007, 10:12
I get an error at the start of the new Version with ArmA 1.5 saying:
"{[_x} |#|joinsilent p1_grp} foreach {p2,p3,p4,p5,..."
Error Missing ;
And the rest of my Squad are ungrouped
Howerver it does work in version 1.7
Quote[/b] ]I get an error at the start of the new Version with ArmA 1.5 saying:
Oops, forgot to mention you need 1.06 or above for this now. Joinsilent is a new command to stop the annoying "2, follow 1" radio commands.
Cheers
SHWiiNG
Jun 10 2007, 11:36
Hello i have been away from this Post for a while, so whats is this dynamic campaign all about? i played the very first version but these new versions seem very different. Personally i remember being in cojntrol of a squad, will there be a version in the future where the AI handles the squad? since i find Constroling a squad too time consuming, fiddly, and a great danger to your survival.
Jack-UK
Jun 10 2007, 11:41
Sweet good job MrN!
I'll give it a try tomorrow with 1.08 http://forums.bistudio.com/oldsmileys/smile_o.gif
http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Kilo1-1
Jun 12 2007, 07:00
Some issues I have with the latest version:
-Why do you get 20 round magazines instead of 30 round magazines?
-Why do your teammates get those Soviet grenades instead of standard issue M67 frag grenades?
-The radio never shows up on my map
Hello there,
Well, now i have 1.08 (ive been playing with 1.05 and having to play solo http://forums.bistudio.com/oldsmileys/smile_o.gif ) Great stuff!
I also played this with the XAM mod, and that made an amazing experience. Hopefully their 1.08 will be out soon so I caan combine once again.
@<hidden>
If your radio does not appear, then use the standard key control to access the command radio. ie hit "0" then "0" then choose the option you require.
Rgds
LoK
junior_g
Jun 13 2007, 19:36
Hi
First of all, great job on dynamic war, it's awesome, keep up the good work.
I just had an idea that would add a little to the atmosphere in my opinion. Why not integrate some sort of insurgency in civilian outfits and stuff and maybe some IEDs. Picture going through a town in a hmmwv when suddenly you get ambushed by a group of three insurgents or so before you can continue.
Just a thought there from my side.
junior_g
Kilo1-1
Jun 14 2007, 06:33
Little but annoying bug: I did a POW mission way out in the base to the North and when I called for extraction the helicopter never extracted me. It just flew 170 meters above me. :/
Quote[/b] ]It just flew 170 meters above me
A couple of other people have reported this too. http://forums.bistudio.com/oldsmileys/banghead.gif
I'll try and muster up some motivation to fix the bugs I'm aware of.
The balancing of missions and difficulty needs working on too but it should be more "robust" than the last public version anyway!
Cheers
Jack-UK
Jun 14 2007, 15:25
Yeah its much much better now http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Just need that extraction bug fixed and it will rawk!
@<hidden>
Cheers. It would be tricky to implement something like that but it may be possible. I've just added APC support which can also be used as transport instead of the chopper so this would come into play more if I can pull it off.
@<hidden>
Quote[/b] ]its much much better now
Good good!
@<hidden>
Quote[/b] ]where the AI handles the squad?
Sorry, missed your post. Nope, not a chance! There's too much going on to expect the AI to do it. Certainly by me anyway http://forums.bistudio.com/oldsmileys/wink_o.gif
@<hidden>
Quote[/b] ]-Why do you get 20 round magazines instead of 30 round magazines?
-Why do your teammates get those Soviet grenades instead of standard issue M67 frag grenades?
-The radio never shows up on my map
1) To keep you on your toes to begin with. Improve your rating and this will quickly go up to 30rd mags.
2)My bad, although I thought I was just adding handgrenade
3)Not my fault, I don't think anyway. As orlok suggests though you can still use the radio from the 0-0-etc
Also, I think I've solved the chopper extraction http://forums.bistudio.com/oldsmileys/whistle.gif
Cheers
Jack-UK
Jun 15 2007, 15:31
Ahh thats good news! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Looking forward to the next version http://forums.bistudio.com/oldsmileys/xmas_o.gif
junior_g
Jun 22 2007, 19:10
Hi there,
Just wondering if there was any news about the save game issue.
Just being impatient here http://forums.bistudio.com/oldsmileys/wink_o.gif sorry.
It's just such an awesome mission http://forums.bistudio.com/oldsmileys/wow_o.gif
Quote[/b] ]Just wondering if there was any news about the save game issue.
Nope, sorry but at the moment it's beyond me. In-game resumes seem ok it's just if AA is quit and restarted there's a problem. Very frustrating. Kronzky seems to be making progress on his conversion of Evolution so hopefully he may have some tips.
I'll post an update in the next day or two with some new toys and tweaks in.
Cheers
Maddmatt
Jun 23 2007, 16:24
Quote[/b] ]Just wondering if there was any news about the save game issue.
Nope, sorry but at the moment it's beyond me. In-game resumes seem ok it's just if AA is quit and restarted there's a problem. Very frustrating. Kronzky seems to be making progress on his conversion of Evolution so hopefully he may have some tips.
I'll post an update in the next day or two with some new toys and tweaks in.
Cheers
I have finally decided to post this save game problem on the bug tracker. It is No 2688 (http://bugs.armed-assault.net/view.php?id=2688). Please vote for this to get BIS to finally fix it.
Quote[/b] ]I have finally decided to post this save game problem on the bug tracker
Nice one, a good tip from xxbbcc too. Will vote as soon as my login is sorted out.
Update (http://mrn.armaholic.net/DynaWar0_91e.rar)
0.91e
Added APC support which (in theory) can be used as an alternative to chopper extractions
Organised Radio calls
Fixed Extraction ...maybe and added marker so the player can track its' progress.
Added ammocrate script to spawned apcs's
Delayed APC deletion until purge
Tweaked skill levels, player group skill starts much lower.
Added a no effects option to disable all scripted special effects (blood\gunsmoke\rotorwash) and focus\bulletcam options for the realism junkies. I'm also curious to see if this helps with the savegame. (NB-it doesn't)
Fixed markers changing colour if support units destroyed
Removed distance hints, no point with markers!
Purge wasn't finishing properly
Added enemy groups spawning from Base locations that will randomly move to other base locations although this is disabled in the no effects version.
Mainbase and the other 2 base troops and armour gets respawned after missions.
Tweaked chicken script
Fixed assault location select
Tweaked ambush locations
Added infantry support, call them in the same way as the apc's, tanks etc
Removed savegame option, it will now happen automatically between missions, please wait until the savegame completes before choosing another mission, I'd suggest using this time to rearm and regroup.
Moved apc spawn location
Increased rating level to get manual mission selection
Sorted ammo crates at minibases
Fixed mission failed in mission choice, mission would "break".
Fixed insertion stopped working after 4/5 missions
Put even more variables into an array and made all _local name calls in spawning scripts global. Savegame goes down another 1mb...
Tried to limit AA loons to one a group
Fixed Reinforced AI now spawn with low skill
Added Insertion can now be a para drop.
Went back to _local calls for everything including group names in the War Against Variables
Removed UPS for the time being for the same reason
Slightly tweaked intro
Got down to 214 variables at first save, aiming to be under the 240-ish limit and it still CTD's. Meh. Although, certainly early on the save will survive a restart of AA which is progress.
Cheers
first I'm glad to see you still working on this fantastic project.
second I know it's definitely a bug from BIS with the savegame issue.
I decided to try to run the mission without saving, just leave the computer on when playing and look how long it lasts http://forums.bistudio.com/oldsmileys/smile_o.gif
also wanted to say thanks for this mission. Focus/relax should be in more missions, including retrofitting the sp ones included with the main game. cheers! http://forums.bistudio.com/oldsmileys/yay.gif
what exactly is the purpose of focus/relax?
It is somewhat like bullet time from max payne game series...slows down the action so you can play through tense periods with steady aim and enjoy more carnage...
ah ok, I that's what I found out by myself
I thought it had any other special purpose
Honestly, I don't like this feature, or exactly the fact that the word "focus" is permanently on the screen because this function is always availible.
@<hidden> could you please somehow move this action to the action menu "0" so that it disappears from the screen?
Also another suggestion:
Could you make the option to call special forces? I know there is the option to call infantry, but it could be another feature like seals coming by boat from the shore i.e. What do you think?
oh, and BTW the 0.91e version runs very smooth and stable, I enjoyed it yesterday for about 2 hours with no probs. Looks like you're improving Dynamic War very well!
@<hidden>
Glad you like it. I love the Focus option personally. I've been playing with this mission for so long now I find it quite odd playing other missions without it!
Quote[/b] ]@<hidden> could you please somehow move this action to the action menu "0" so that it disappears from the screen?
If you select the No FX option at the start the Focus/Relax/Bulletcam options won't be there at all. http://forums.bistudio.com/oldsmileys/smile_o.gif
I thought of making the Infantry a SF squad instead but have resisted because to be effective this support option needs to be a decent size squad and having 12 SF loons dropping in doesn't feel right. I could do a boat insertion but whenever I've played with boats the AI seems painfully stupid at disembarking, also the majority of the time they could be a bit useless because it would take too long for them to arrive.
Quote[/b] ]BTW the 0.91e version runs very smooth and stable,
Relieved to hear it, a lot of work has gone into this version so it's good that it runs well.
FWIW I would also highly recommend the Truview mod:
Linky (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=64956)
Very much feels "right"
Cheers
Nice work MrN!
And the savegame bug is assigned to Suma so fingers crossed it will be fixed soon! http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]@<hidden> could you please somehow move this action to the action menu "0" so that it disappears from the screen?
If you select the No FX option at the start the Focus/Relax/Bulletcam options won't be there at all. http://forums.bistudio.com/oldsmileys/smile_o.gif
FWIW I would also highly recommend the Truview mod:
Linky (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=64956)
Very much feels "right"
Cheers
ahh ok,
I thought FX is kinda different explosions, or other effects.
And yes of course I'm using @<hidden> mod, this is a must!
shinden1
Jul 3 2007, 03:28
I've been a lurker for a while but I registered to give my thanks and hopefully help out a little bit.
I think some guys already know how to do this, but for those that don't, I found a way to restore saved games after exiting ArmA. It requires alt-tab(ing) out of Arma, but it worked for me so far:
1. the saved games are kept in: my documents/ArmA/saved/missions/dynamish.sara...there should be 2 or 3 armasave files here. open this folder.
2.copy the files autosave.armasave and save.armasave to the desktop or whereever.I'll give a quick disc. of these files:
autosave.armasave is the autosave when you start dynamic war and the save from the radio.
save.armasave is the pause menu save.
continue.armasave is the save the game makes when you abort. it doesn't work with dynamic war because resume doesn't work because of a game bug.
3.keep the folder open and start ArmA. go to dynamic war and RESTART (say ok). this will erase all saves in the folder, which is why you copied them out of there. pick the difficulty you had before and let the mission autosave.
4.Alt-tab out of ArmA and look at your folder, there should be an autosave.arma (don't worry about weapons file,leave it alone) copy the 2 files you moved earlier back into the folder overwriting the new autosave.arma.
5.you can close the folder now...go back into the game and hit ESC...you should be able to LOAD. this will load any pause menu save you made...it has always worked for me. Of course this beats the intention of the radio save limitation...so if you want to use that, we'll have to rely on your own honor and follow the next step...
6.To load the radio save you have to die. you can do this right after you restarted in the previous step if you like. The easiest way is to go to the humvee with mk19 (god I love that weapon) and fire away at the fuel tank with humvee right next to it...bye bye! Load Auto will reload the autosave.
I hope this helps and I hope I haven't reprinted what someone already figured out...
I've also messed around with the mission, making an OPFOR version, although I still haven't had the guts to actually move the base and triggers around to the correct part of the island. I've changed the vehicles and included vilas' troops and weapons, also have a US rangers version using someone
s add-on can't remember who right now. It's all pretty easy once you figure out how everything works.
This game rocks and this mission rocks...thanks MrN
Cheers for the tips shinden1. There's something similar in the readme but you've gone into a bit more detail, so thanks and glad you're enjoying it.
If you can come up with a suitably different version based on the latest release then be my guest. I'm getting weary of investing so much time into it and I think it's getting near the point where I can consider it done, although I'm sure I can still fiddle with stuff when bored. http://forums.bistudio.com/oldsmileys/wink_o.gif
If you want any help with it PM me.
Cheers
Hiddnfox
Jul 3 2007, 23:15
How do I get the squad to follow me? I have only been getting the patrol mission at first. ( I keep crashing all the time, just think its Arma though cause it crashes on me alot) anyway after I get the patrol mission then it tells me to go talk to a pilot. I do then there is like a 10 minute short film watching me take off then i'm dropped off all by myself. Is this how its supposed to be? no squad mates at all? Can I just drive there instead of taking a chopper?
Hello there,
What version of Arma are you running?
The latest versions require 1.08 or you will have to play solo http://forums.bistudio.com/oldsmileys/smile_o.gif.
I actually prefer it, s your squad really seems to be made of high school dropouts. (I know, I'm crediting them too much intelligence http://forums.bistudio.com/oldsmileys/smile_o.gif )
Get updated to 1.08 ant your squad will atomatically be ferried to the LZ with you.
Also the "cut scene" cinematic should e fairly short, and def not 10 mins.
You can drive/walk/fly to your destination if you wish, although flying is a nice quick way.
Rgds
LoK
Love the update. http://forums.bistudio.com/oldsmileys/smile_o.gif
Couple of bugs:
-After around 7 missions my squad still had the standard loadout (M4 w/ 20 round mags). When is this supposed to change?
-Once you choose your LZ or paradrop location and don't select it on the map and you choose LZ or paradrop again you are unable to put your LZ or paradrop location on the map.
-After one mission the evac chopper flew back to base for about 200m and then stopped. Every 45 seconds after this the chopper did a nose dive and then stopped when it ran out of momentum. This continued for around 10 minutes game time until it finally got out of this and flew back to base normally.
-The friendly Cobras you can call in never stay at the location you called them to.
The cut scenes dont really make a problem for me... at the start you can skip it by hitting space twice...
And when u board the choppers you have to wait until the chopper reaches its LZ anyway, so the cutscene shouldnt pose a problem.
It could be more elaborate, but if it aint broke, dont fix it, its pretty good as it is, and its a very minor issue.
Still enjoying the map! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Played this mission last night for hours and had a lot of fun!
Now I'm stuck on a Assault mission. in the mission book it says, this kind of mission is accomplished when less than 10 enemies are left. I'm driving now the whole area with tanks and humvees for hours, couldn't find any enemies, RTB and the commander still tells me the mission is not finished!
I would suggest, that when this mission is generated, it would create a marker zone on the map, and as soon as there are less than 10 enemies within this zone the mission is accomplished. (Allowing enemies to flee)
@<hidden>
A question concerning the artillery used by the enemy. In the mission I described above I found three D-30 cannons and destroyed them. Still I get bombed! Is the artillery used by the AI just scripted or does the enemy really fire by cannons? If so, do the cannons just fire blindly or does some of the AI enemies have to "tell" the cannons where to fire? I mean does the AI have to be in LOS?
Hmm are you using the latest version Kroky? AFAIK those assault mission bugs were solved in the last update...
But there mite still be one or two around i guess...
And im pretty sure pretty much 99.9% of artillery in ArmA is scripted as getting the AI to use 'true' artillery by using the D30s is prettymuch impossible http://forums.bistudio.com/oldsmileys/sad_o.gif But im sure that MrN could stick an alive check in the script if he wanted to, and if they arent alive then disable the artillery script.
I'm using 0.91e. hope this is the latest version.
yep it is... so i guess its another mission bug
Now I could accomplish this mission!
But something really funny happend! Listen to this:
My objective was to Assault a terrorist camp in Tandag. After fierce fighting with Tanks, Choppers, Infantry I cleared all.
Scavenged two tanks from a satellite base and drove around to find the rest of the enemies because the mission was not finished. Hours....hours (at least 3)
But then! I found a base in Alcazar (!http://forums.bistudio.com/oldsmileys/wink_o.gif, look on the map how far it is. Full of BRDM's and UAZ's with AGS-30. And I mean full! About 20 vehicles standing around and a lot of soldiers.
Call an artillery strike on the base - and - voila mission accomplished! Very strange, but really fun! Totally unexpected evolving of the mission. Really great!
I guess, somehow the marker was set on the wrong location.
@<hidden>
Quote[/b] ]How do I get the squad to follow me? I have only been getting the patrol mission at first.
As orlok pointed out you may need to update your AA version, this mission requires at least 1.06 for this mission to work properly (note to self, need to look at requiredversion command). If you select easy you will always begin with patrol missions, at the most 3, this should give you the opportunity to score some kills to build up your rating to improve weapon selection, change friendly/enemy skill and friendly/enemy numbers. I guess (hope) that everyone will have a slightly different experience due to these factors, the more aggressive and successful players will get the better toys and dominate the enemy quicker. Conversely it could quite easily be the opposite where the enemy gains the upperhand and missions start to get quite tricky.
Quote[/b] ]
( I keep crashing all the time, just think its Arma though cause it
crashes on me alot) anyway after I get the patrol mission then it tells me to go talk to a pilot. I do then there is like a 10 minute short film watching me take off then i'm dropped off all by myself.
What probably happened is you accidentally clicked the focus action as well as clicking for the pilot so everything went to slow motion, if this happens using the action selection for relax and all will go back to normal.
Quote[/b] ]Is this how its supposed to be? no squad mates at all?
No, see above http://forums.bistudio.com/oldsmileys/smile_o.gif
Btw you can drive if you like or use the APC's.
@<hidden>
Quote[/b] ]I actually prefer it, your squad really seems to be made of high school dropouts. (I know, I'm crediting them too much intelligence http://forums.bistudio.com/oldsmileys/smile_o.gif )
Don't forget newly spawned units are recruits so need baby-sitting until they've killed a few bad guys and they're more hardcore. http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>
Quote[/b] ]After around 7 missions my squad still had the standard loadout (M4 w/ 20 round mags). When is this supposed to change?
Your rating needs to go up before you get new toys as explained above. http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]-Once you choose your LZ or paradrop location and don't select it on the map and you choose LZ or paradrop again you are unable to put your LZ or paradrop location on the map.
Meh, forgot about that one, thanks.
Quote[/b] ]-After one mission the evac chopper flew back to base for about 200m and then stopped. Every 45 seconds after this the chopper did a nose dive and then stopped when it ran out of momentum. This continued for around 10 minutes game time until it finally got out of this and flew back to base normally.
Hmmm, not sure what happened there, has anyone else experienced this?
Quote[/b] ]The friendly Cobras you can call in never stay at the location you called them to.
Ya, I'm in 2 minds about that, the choppers not staying still means that they're less likely to be sitting ducks but it also means thay have a habit of flying into trouble too early. I'll have a play with stopping them and see how it works.
Cheers for the feedback though, much appreciated.
@<hidden>
Quote[/b] ]And when u board the choppers you have to wait until the chopper reaches its LZ anyway, so the cutscene shouldnt pose a problem.
My thinking exactly. http://forums.bistudio.com/oldsmileys/smile_o.gif The only thing is now, with more support options to play with it can be a little frustrating to get chucked in the chopper on a S&D misson without the chance to get anything going. However, if it proves a problem to anyone they can always play on Hard and you'll have no cutscenes. http://forums.bistudio.com/oldsmileys/smile_o.gif
And nice catch on the artillery, that had completely slipped my mind.
@<hidden>
Quote[/b] ]A question concerning the artillery used by the enemy. In the mission I described above I found three D-30 cannons and destroyed them. Still I get bombed! Is the artillery used by the AI just scripted or does the enemy really fire by cannons? If so, do the cannons just fire blindly or does some of the AI enemies have to "tell" the cannons where to fire? I mean does the AI have to be in LOS?
The arty is a bit of a cheat, it's done by a detected by trigger and there are 2 x 3 groups of arty on the island. I'm amazed you found them! What I'd like to eventually do is a destroy their artillery mission and defend your artillery position mission. I keep getting sidetracked with stuff to fix before I get the chance to do new missions.
Quote[/b] ]I would suggest, that when this mission is generated, it would create a marker zone on the map, and as soon as there are less than 10 enemies within this zone the mission is accomplished. (Allowing enemies to flee)
That's a good idea, it creates a failsafe for when the scaredy loons flee away.
Quote[/b] ]But then! I found a base in Alcazar (!http://forums.bistudio.com/oldsmileys/wink_o.gif, look on the map how far it is. Full of BRDM's and UAZ's with AGS-30. And I mean full! About 20 vehicles standing around and a lot of soldiers.
Call an artillery strike on the base - and - voila mission accomplished! Very strange, but really fun! Totally unexpected evolving of the mission. Really great!
I guess, somehow the marker was set on the wrong location.
Glad you managed to finish the mission and it provided some entertainment! But I think I know what happened here...
If you had been playing the game for a while I'm guessing the enemies tendency to flee was going up so there may be a group of them legged it away somewhere stopping you from completing the mission.
However, there are 12 groups, some of which have vehicles, spawning at base locations and moving to other random base locations. It sounds like a few of these have
got caught up or are just plain dumb and stopped moving. Because I'm using the same score method with these loons their death meant end of mission. It would be useful if you could let me know the stats of the game so I can tweak things a little.
More stuff to fiddle with...
http://forums.bistudio.com/oldsmileys/smile_o.gif
Cheers
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
The stats already changed as I went on to next missions:
Now they are:
enemy morale: 208
enemy popularity: 300
enemy experience: 49
friendly morale: 578
hero rating: 100
friendly experience: 790
missions played: 5
rating: 17900
I didn't find in the readme the explanation of this values. Can you explain how the influence the mission?
javelin10
Jul 4 2007, 22:33
Hi MrN,
Just like to add my thanks to the others for your work on this mission. I've played it way more then any other even thought I keep getting my arse kicked on anything other then 'patrol' missions! Keep practising...
The fact that things seem to happen naturally and don't seem 'scripted' (which is probably due to good scripting!http://forums.bistudio.com/oldsmileys/wink_o.gif really adds to replayability and is more in the spirit of Ofp/ArmA rather then, say Call of Duty or suchlike.
Having just upgraded to version e, I have a problem. I've been using the alt-tab 'copy your savegames back it to your folder' trick for some time now but it's suddenly stopped working and I've lost my progress. Could it be because I got tired of my M4 and robbed a load of good gear from the base down the road for my squad?
Also, will the enemy artillery be quite as deadly as before? I find our missiles too innacurate to be useful (I can live with that) but enemy arty responds within a few seconds and is deadly accurate! As soon as I hear the incoming roar I'm reaching for the 'reload' sequence.
'Nuff respeck, though. Keep it up.
MrN,
Thanks for the updates, I like the changes that you made.
I do have a problem with the terrorist base mission: I cleaned up the entire neighbourhood where the mission marker was, but the mission still doesn't end - I ran around quite a bit, but I don't seem to find more enemies.
I upoaded the save game here, if you want to see if it's a bug (maybe I messed up something?): Link (http://rapidshare.com/files/41069781/DynaMish.sara.rar.html)
HTH,
xxbbcc
PS: I used the ModWarSound and TrueView addons when playing, you might need those to open the file.
read some posts above xxbbcc
I had exactly the same problem, and I solved it!
Kroky,
I did, but I don't think that's a solution, it's more like a bug-turned-lucky (you yourself said "it was very strange.) http://forums.bistudio.com/oldsmileys/confused_o.gif
I don't think it's fun to spend 3+ hours driving around on an empty island to hunt down some enemies (I don't even know if I'm looking for a single one or an entire squad or even several of them.)
On this mission I ran into a problem with ammo: the default loadout might be good for the patrol missions, but it's not enough for the terrorist base: all my men (including me, too) ran out of ammo. I can try to be very conservative but the friendly AI won't and they loose ammo at a high rate. Fortunately I started using the trucks instead of helicopter insertion (no cutscene http://forums.bistudio.com/oldsmileys/smile_o.gif ), so I had some extra 30rd Stranag-s, but otherwise I would've failed the mission, because it would've been impossible to gather any enemy weapons - they were too far away. This mission really needs more resupply options, because right now the only way is to go back to the base.
It's a nice mission, but it'd make it a lot better if these things were ironed out.
I also have a request, that I forgot to mention in my previous post (but I believe someone already did): let's get rid of the in-game cutscenes. They look nice for the first few times, but quicly become tiring to watch them over and over again. I mostly prefer not to have any cutscenes in a mission (unless I can immediately save right after so I don't have to watch it again.) From what MrN wrote I assume that they're not there in veteran mode and in cadet mode they feel like a punishment. (I haven't tried veteran mode yet, since the enemy AI still shoots with perfect accuracy from 500m+ - I really don't need more of that. I already gave up on tweaking it, doesn't seem to change much.)
great. i tried this at first but really disliked the focus/bullet time. but now that it's an avoided option this sounds really good to try again.
About the accuracy from the AI.
Try changing the values for friendly and enemy AI in your ArmA.cfg file which is in otherprofiles/yourname/ directory.
I changed it down to 0.45 for friendly and 0.40 enemy. AI certainly don't take you out with a single shot on 300 - 500m!
The firefights last a lot longer, AI miss often the targets (even with RPG).
But beware! This brings another problem with it. You even need more ammo than before, because it often happens that your teammates sometimes use up a whole magazine to take out an enemy!
On a short distance (50m - 100m) they hit the target fairly quick. (2-3 shots)
I had the biggest show stopper with this mission yesterday.
After making very good progress (7 missions complete) The game crashed and I could not load it anymore, because both files save.armasave and continue.armasave were gone from otherprofiles/myname directory! Really frustrating!
Not sure if you're aware of the seized by triggers MrN, i found them a few weeks ago and they're pretty good... could be used in an assault mission perhaps instead of having to do an enemy count within a marker area..
Ref: http://www.flashpoint1985.com/cgi-bin....t=58850 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=71;t=58850)
Just a suggestion anyway http://forums.bistudio.com/oldsmileys/smile_o.gif might not be suitable.
@<hidden>
Quote[/b] ]Can you explain how the influence the mission?
A brief description of stats:
Enemy morale effects when the main campaign is over, they lose 1 point per kill and 10 points per mission complete,
they gain 150 per mission failed.
Enemy experience effects enemy skill level and tendency to flee, they gain 1 point per kill and lose 1 point per death.
Enemy popularity effects enemy numbers (how many are spawned), it is only changed by the Raid mission, the death of the
Officer has a varying effect on the stats.
Friendly morale effects when the main campaign is over, you lose 1 point per death and gain 1 point per kill
Friendly experience effects friendly skill level (spawned units only, not player group) and tendency to flee,
you lose 1 point per death and gain 1 point per kill
Friendly popularity effects friendly numbers (how many are spawned), it is only changed by the Raid mission, the death of the Officer has a varying effect on the stats.
The hero rating effects:
Guns/ammo- changes at 100 and 250
Mission selection- manual mission selection is available at around 350
Support levels are here:
?_herorating <= 100:_artfire =1;_misfire = 0;_airfire = 0;goto "diff"
?_herorating <= 200:_artfire =2;_misfire = 1;_airfire = 0;goto "diff"
?_herorating <= 300:_artfire =4;_misfire = 2;_airfire = 1;goto "diff"
?_herorating <= 400:_artfire =6;_misfire = 3;_airfire = 2;goto "diff"
?_herorating <= 500:_artfire =8;_misfire = 4;_airfire = 3;goto "diff"
_artfire =10;_misfire = 5;_airfire = 4
These are dropped by 50% on hard.
The chopper cutscene is disabled after either 5 missions or when the hero rating goes over 100
The mission cutscene is cut short after rating goes over 75 or is disabled after either 3 missions or when the hero rating goes over 100
The killed eventhandlers will effect the skill of the shooting unit, ie if LoonA shoots LoonB, LoonA's skill goes up. This is why the
players' group are high school dropouts, the more you baby-sit them and longer you keep them alive the more effective they become.
There's probably others I'm forgetting but that's the fundamentals.
@<hidden>
Quote[/b] ]Could it be because I got tired of my M4 and robbed a load of good gear from the base down the road for my squad?
No, I don't know why that happened sorry.
Quote[/b] ]Also, will the enemy artillery be quite as deadly as before?
Yep http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>
Quote[/b] ]I do have a problem with the terrorist base mission:
I've added a seized by trigger and it seems to play ok now, if anything it fires a bit early but it'll do.
Quote[/b] ]On this mission I ran into a problem with ammo
I'm guessing this was early on, ie 3-4 missions in? I could just give the player all the toys at the start but then I'd lose the sense of progression I'm trying to implement. Personally I always play on Hard and rarely have a problem with ammo.
http://forums.bistudio.com/oldsmileys/confused_o.gif
I'll have a look see if I can find a script to attach objects to parachutes, I then could do an ammo drop.
Ref the cutscenes, if they bug you play on Hard or get some good kills in the patrol missions and you will a) have more ammo and b) get rid of the cutscenes.
http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>
Quote[/b] ]Just a suggestion anyway http://forums.bistudio.com/oldsmileys/smile_o.gif might not be suitable.
Just the job mate, thanks.
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Cheers
@<hidden>
Thanks for the explanation how the values work. So now I know a little bit more what to do, to improve them and what they're good for.
luemmel
Jul 12 2007, 23:21
great work! anyone still working on a mp variant?
Mandoble
Jul 13 2007, 08:42
Hi MrN, I unpboed your mission to check the missile support accuracy issue and here goes the conclussions http://forums.bistudio.com/oldsmileys/wink_o.gif
These missiles will rarely if ever hit the target, or even near the target area http://forums.bistudio.com/oldsmileys/tounge2.gif
This is basically what you told these missiles to do:
takeoff and climb to 400m Above Sea Level, aproach the target accelerating slowly until 200m/s while avoiding terrain obstacles and activate the seeker for final aproach when closer than 460m to the target.
To make things simpler, lets suppose your target is a ship at 0m ASL. The missile aproaches flying 400m ASL, when the missile's distance to target is 460m the missile opens its "eye" trying to track down the target for the final kill, but in that situation the target is already 400m just below the missile, so that "eye" will see nothing, and even in the case that the missile's seeker were able to look directly down, the missile will not be able to turn vertically 90 degrees in a quarter of seconds to dive into the target in time. So, basically, the missile loses the track and flies away till it crashes against something.
I recommend you to use V2.2b, which is far more advanced than 2.1 and is also MP compatible. With V2.2b you have control over many more missile parameters that were hardcoded in V2.1 (for example, seeker aperture arc). And you may also experiment any flight profile using the Missile Laboratory from where you may copy/past the resulting firing parameter arrays.
If you want to keep with 2.1, try setting the active range to 1500m or more and increase the initial vertical angle from 5 to 30 or so.
If you have any further questions just contact me, sadly I didnt have time to finish any detailed docs for missile usage yet.
EDIT:
It seems you are also firing all the missiles against the same gamelogic target, so the affected area will have a radius of less than 20m. As you fire salvos of 4 missiles, you may use an independent logic target for each one distributed wisely to cover a larger area with a single attack.
twisted
Jul 13 2007, 13:34
i am really enjoying this mission.
however Mr N could you please advise how to integrate seconds suppression script on the enemy groups?
thanks http://forums.bistudio.com/oldsmileys/smile_o.gif
also a random modifier might be a nice way to get some random action even between missions (say get ambushed on way to LZ or transport heli crashes and need to complete secondary objective like steal car and get back to base).... just to mix things up.
Manzilla
Jul 14 2007, 14:53
Excuse me if I'm behind the curve on this but any luck so far fixing the save function?
I played a defend mission the other day and was having trouble because all the AI on the base got all the kills and there was no way for me to get the 50 kills needed to complete the mission.
@<hidden>
Quote[/b] ]These missiles will rarely if ever hit the target, or even near the target area
That would be why they don't then. http://forums.bistudio.com/oldsmileys/wink_o.gif
TBH, it's been such a long time since I fiddled with the missiles I'd sort of forgotten about them. When I added them I was happy enough to get them launching and getting in the general vicinity but got bored of fiddling with the settings and moved on to something else.
I'll look at them again and spawn a couple of game logics about to spread out the fire, thanks for the tips.
@<hidden>
Quote[/b] ]however Mr N could you please advise how to integrate seconds suppression script on the enemy groups?
I haven't used it but according to the readme you just add the group name, so if you look in the spawn folder and find the spawn_enemies.sqs. Go down to the #end section and insert the line:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[_tg]exec suppression_pack\second_suppress_west.sqs"[/QUOTE]
In theory that should do it. http://forums.bistudio.com/oldsmileys/whistle.gif
I do need to add some more random stuff but at the moment I need a break from this mission, I have a couple of minor tweaks/fixes planned to do as an update but I won't be adding anything major.
@<hidden>
Quote[/b] ]Excuse me if I'm behind the curve on this but any luck so far fixing the save function?
Not fixed as such but it does seem to be better, not perfect just better. http://forums.bistudio.com/oldsmileys/wink_o.gif I'm sure others can let you know what the savegame's like, I mainly play in the editor where it's fine.
@<hidden>
Quote[/b] ]AI on the base got all the kills and there was no way for me to get the 50 kills needed to complete the mission.
I'm not quite that cruel, the mission needs to see 50 kills, not necessarily by you, could be anyone.
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif
Manzilla
Jul 15 2007, 11:21
Play in the editor? So if I do that I can save? Now, is there anything special I need to do to play it in the editor or do I just need to fire it up?
Manzilla
Jul 21 2007, 19:22
Anyone still look at this post??
Mr. N or anyone who knows...
What's the deal about playing in the Editor? If I play the mission there the save function works? How do I do that? I love this mission but between the crashes(BI can you please do something about the Vista+G 8800 series compat.) and the save bug, it takes a while to advance. Please explain.
Sorry mate must have missed it.
What should in theory be fine is, load Arma, play the mission, save the game, play the mission, die, reload etc.
What causes the main problem is if Arma is quit and the mission is reloaded, although the latest version should be better.
When I'm playing in the editor I'm not quitting and reloading therefore it's fine.
I would suggest you play it normally through the single player missions option, there's nothing to be gained from playing in the editor.
http://forums.bistudio.com/oldsmileys/smile_o.gif
Manzilla
Jul 21 2007, 21:29
I have been playing in SP. Even if I die and reload it crashes. Saves dont work at all anymore even if I play bare bones with no addons
kanotson
Jul 21 2007, 22:18
Same for me. It worked one or two times, but now it crashes to desktop always, I have to restart the mission. I saved always at base, after completing the mission.
Sorry to hear that, I thought the savegame was better with the last version. I have got another update half done, but I'm fiddling with something else at the moment.
Hopefully a couple of weeks or so and I'll put it up.
Cheers
Manzilla
Jul 22 2007, 22:29
Excellent. I was hoping you'd say that. I look forward to it. Hopefully it will be sooner than a couple weeks but not a big deal. It's nice to know you are still working on it. Thanks.
How do you get the game to play in single-player mode?
Manzilla
Jul 26 2007, 17:18
Just put the .pbo in the Missions folder and that should do it. I believe that's all I did.
Hmm.... I did that. Will try it again.
luemmel
Jul 27 2007, 07:54
great work! anyone still working on a mp variant?
i tried to modify this mission by replacing ai thru human players. it seems that it works on lokal server but not on a real dedicated server. the targets are placed on the water in the north of the island - primary on patrol missions.
could anyone help?
thanks in avance.
Manzilla
Jul 27 2007, 21:34
Can you fix it for SP version by any chance?
Quote[/b] ]could anyone help?
Not me I'm afraid, I had a look at a MP version but it was getting too complicated. A lot of the scripts will need a major overhaul to use on a dedicated server because the hints and titletexts will need to be in a separate script, also I don't know how all the arrays would behave in MP, probably badly!
Quote[/b] ]Can you fix it for SP version by any chance?
Ahem...
Quote[/b] ]I have got another update half done
Also, ref the CTD's you mentioned, did you start again or did you resume your savegame from a previous version? Reason I ask is a few people have tried it now without reporting any issues.
Cheers
Manzilla
Jul 28 2007, 14:21
It was not saved from an old version. I'm not sure why I'm having so much trouble with this mission. When you released the last update I started over and made sure I had no extra addons turned on. I got through 2 missions and after that I cant not load the save that happens after a mission is completed. I haven't tried it in a while. I've just decided to stop playing until you release a new version. Hopefully this one will work for me.
Fair enough, I'll pull my finger out and try and sort out an update.
Don't suppose you can remember what missions you had before you had issues?
Manzilla
Jul 28 2007, 17:01
The first three. That's as far as I got. As far as which generated missions... It seemed like every one gave me problems. I would just play until I got lucky enough and survived. If you could get it working for me I'd really appreciate it. This is a fantastic mission.
Update (http://MrN.armaholic.net/DynaMish_V091f.rar)
0.91F
Removed mission and pilot actions after selection to reduce the chance of the player (LCD) breaking scripts
Added link to Ambush start
A new array for misc items, 206-ish variables
Added a seized by trigger for the Assault mission
Artillery only fires if the correct unit is alive
Sped up the mission selection so that markers go in place quicker
Fixed Get Mission could be selected multiple times
_localised insertion chopper script in the War on Variables
Fixed error messages in Raid mission
Randomised enemy artillery so it's less likely
Tweaked missiles
Tweaked the actions so they're not on screen all the time
Fixed POW insertion
Incorporated Seconds suppression scripts
Added the ability to call in an ammo drop
Tweaked the enemy patrol script
Probably broke a few things along the way
Averages around 220 variables now after a few missions
Cheers
Probably broke a few things along the way
Heheh http://forums.bistudio.com/oldsmileys/rofl.gif nice changelogs, great update http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Jack-UK
Jul 30 2007, 13:38
LOL yeah great http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Nice continued work MrN!! Loving the campaign still
Quote[/b] ]nice changelogs
Well, the time I've spent on this now, I have to try to have a sense of humour. http://forums.bistudio.com/oldsmileys/tounge2.gif
Quote[/b] ]Loving the campaign still
Good good. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I've done a quick conversion of Skaven and Shadow NX's Russian Units and Weapons Pack ,should I bother to upload because strictly speaking you can achieve the same effect by downloading William1's replacement pack mentioned in the first post?
Linky (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=65972)
@<hidden>
The more I think about it, the more complicated it gets. You'd be better off reverting to an earlier version ( v.090a or b I think) because the stuff I've done recently is all about trying to get the SP savegame working. Which is the opposite of what an Mp game needs from what I can work out. http://forums.bistudio.com/oldsmileys/huh.gif
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
shinden1
Jul 31 2007, 03:00
save games are killing me too.
I decided to try converting another Dynamic campaign (with the same roots) from OFP called GDCE. It's doing all right and Dynamic War gave me a lot of great ideas (like rearm options and using dialog boxes...I've learned so much just by taking these on!http://forums.bistudio.com/oldsmileys/wink_o.gif but save is as dead as a doornail.
Honestly I'm starting to think this is just a big ARMA bug, that needs to be squashed. making a workable save game for SP shouldn't be this hard.
Honestly I thought by digging into GDCE's process I could find a solution to (now) both our problems, I'll let you know if I find anything, but you've been at this longer than I.
Quote[/b] ]save games are killing me too.
It's all about the amount of variables. Kronzky pointed me towards a method to find out how many you have, use Laza (http://community.bistudio.com/wiki/ArmA:_Community_Tools)
to open up your save files and go to gamestate\variables. The number in there has to be under 240.
I did look at the way GDCE saved in OFP but I couldn't get my head round it at all so put the effort in to reduce the amount of variables by using arrays for the mission switches.
I've tested this as much as I can and even mid-mission saves seem to be reasonably stable now. You can also resume after quitting Arma and the save seems to withstand it. I'm sure someone will tell me different though... http://forums.bistudio.com/oldsmileys/whistle.gif
Cheers
Manzilla
Jul 31 2007, 16:23
I hate to be the one. I can't figure out why I'm having so much trouble. I'm only using a few addons but the save is still giving me problems. The mission doesn't CTD mid mission anymore and I can usually load a save if I don't exit ArmA, occassionally I can't. Now the problem occurs during auto-saving after completing the second mission. 3 times in a row the game CTD's during the auto save after ending my second mission. And I'm still having trouble loading the game if I exit the game.
I'm not sure maybe I'm just cursed with this mission. Is there anyone else out there having the same problem?
Although I gotta say MrN, the changes over the different versions are fantastic. You've truly created a great mission. I wish I could figure out if there is something on my end that is causing me the problem. I've tried to play with no addons, i think anyway, but that doesn't seem to sovle anything. I'll try it again when I'm done working and I'll also get a list of the addons I generally use and put them up here. Maybe you will spot something that may be the culprit.
Thanks for spending the time on this mission.
froggyluv
Jul 31 2007, 18:30
@<hidden> check your save game and see how many global variables are being saved. Those few add-ons might be pushing it over the top. Hopefully this save-game bug which is assigned to be fixed, will be remedied next patch.
@<hidden> I'm glad you added Second's suppression script- really keeps getting better and better this mission http://forums.bistudio.com/oldsmileys/smile_o.gif
liljb15
Jul 31 2007, 18:57
Could you add in a day/night cycle and dynamic weather during a mission I'm kind of tired of fighting during sunny weather. Besides that you've got a great mission.
@<hidden>
Quote[/b] ]the game CTD's during the auto save after ending my second mission
Hmmm, I've never experienced that. I can understand it if you're loading a game but during the save process something is amiss. I know it's easy for me to blame other things but I really have tried to break the savegame when doing my testing. http://forums.bistudio.com/oldsmileys/huh.gif
Exactly what addons are you using? The most likely culprits are effects mods I guess, I doubt if units/unit replacements are going to cause the problem.
For example, I have FDF_Sounds, Mcnools Dry South Sahrani, Skavens RACS, Giga's scud, Russian federation units, Trueview, Ebuds units, Johnny's Marpats etc and I don't have any issues.
@<hidden>
Quote[/b] ]I'm glad you added Second's suppression script-
I haven't fully tested it and it was a bit of a last minute addition but I like the sound of it. http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]really keeps getting better and better this mission
Certainly compared to what it was like originally http://forums.bistudio.com/oldsmileys/wink_o.gif
@<hidden>
Quote[/b] ]Could you add in a day/night cycle and dynamic weather during a mission I'm kind of tired of fighting during sunny weather
Yep, I guess I could. http://forums.bistudio.com/oldsmileys/smile_o.gif TBH it hadn't occured to me, I've been too obsessed with trying to get the save working.
Just out of curiousity, has anyone finished a campaign? If so, was it on easy or hard and did it go on for too long/how many missions did it take?
Cheers
NoRailgunner
Jul 31 2007, 22:28
played only first 2 missions yet
- at start with helotransport from base:
Quote[/b] ]Error in expression <_camera camsetpos [(getpos inser1 select 0),(ge>
Error position: <camsetpos [(getpos inser1 select 0),(ge>
- safe landing at LZ should be trained http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]Certainly compared to what it was like originally
Could you link it? thanks!
NoRailgunner
Jul 31 2007, 22:28
nice missions
i got
Quote[/b] ]Error in expression <_camera camsetpos [(getpos inser1 select 0),(ge>
Error position: <camsetpos [(getpos inser1 select 0),(ge>
- safe landing at LZ should be trained http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]
Certainly compared to what it was like originally
Could you link it? thanks!
*damn one 2 del
Sailindawg
Aug 2 2007, 01:19
Mr N, I am getting the same error message that Railgunner is getting also. It occurs on the Cadet level, it's the cutscene that used to be a third person view of the chopper. The chopper would take off, a little music and the chopper fades in the horizon.
What's occurring now, is you get a pan of the base, the error message pops up and the cut scene stops with a view of the base. Once the music stops, you are now inside the chopper.
I have been playing your mission since it first came out and the newest version, minus this one glitch is very sweet. The changes you have made are excellent.
One more question: I got the terrorist base camp mission. After the cut scene glitch, I played it through. As I got to the area of the base camp, I met some OPFOR, shot them up, and proceeded to the base camp. Got to the base camp, no more OPFOR, got to the red circle and the mission did not end. I tried to call a chopper and I recieved a message that the mission was not complete. Was this is a glitch as well?
Thanks!
@<hidden> errors. My bad, I forgot about that, all my testing is normally done in Hard mode. http://forums.bistudio.com/oldsmileys/whistle.gif
It shouldn't affect anything though.
Quote[/b] ]Could you link it? thanks!
I'm not sure why you would want to have a look at it, the savegame wasn't working at all, very laggy, no support options to speak of... so in short, no. http://forums.bistudio.com/oldsmileys/smile_o.gif Unless you desperately want an even buggier mission. http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ] Was this is a glitch as well?
http://forums.bistudio.com/oldsmileys/banghead.gif Certainly sounds like it. Has anyone else had this?
Cheers
Sailindawg
Aug 2 2007, 21:34
Will the @<hidden> errors effect a mission not finishing? or are the @<hidden> errors strictly impact only the cut scene for the chopper scene when starting a new cadet level mission?
Quote[/b] ]strictly impact only the cut scene for the chopper scene when starting a new cadet level mission?
This is the case, it should have no impact on anything other than the cutscene. If it bothers you, you can un-pbo the mission, look in the mission folder and open up "chop_cam.sqs", change
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera camsetpos [(getpos inser1 select 0),(getpos inser1 select 1)-1.25,(getpos inser1 select 2)+7.95][/QUOTE]
to
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera camsetpos [(getpos (vehicle p1) select 0),(getpos (vehicle p1) select 1)-1.25,(getpos (vehicle p1) select 2)+7.95][/QUOTE]
and re-pbo.
Or, play it on Hard. http://forums.bistudio.com/oldsmileys/smile_o.gif
Or, I'll do a quick update at the weekend. http://forums.bistudio.com/oldsmileys/smile_o.gif
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif
Sailindawg
Aug 2 2007, 22:30
Quote[/b] ]strictly impact only the cut scene for the chopper scene when starting a new cadet level mission?
This is the case, it should have no impact on anything other than the cutscene. If it bothers you, you can un-pbo the mission, look in the mission folder and open up "chop_cam.sqs", change
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera camsetpos [(getpos inser1 select 0),(getpos inser1 select 1)-1.25,(getpos inser1 select 2)+7.95]
to
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera camsetpos [(getpos (vehicle p1) select 0),(getpos (vehicle p1) select 1)-1.25,(getpos (vehicle p1) select 2)+7.95][/QUOTE]
and re-pbo.
Or, play it on Hard. http://forums.bistudio.com/oldsmileys/smile_o.gif
Or, I'll do a quick update at the weekend. http://forums.bistudio.com/oldsmileys/smile_o.gif
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif[/QUOTE]
Thanks for the "how to". That ought to be a good thing for me to learn how to do. I do a search here for the proper tool to use to un-pbo a file.
I have tried playing it on hard....lol......I did the kill the officer mission.....got the officer ok......but then me and band of merry men made like the dickens as soon as a few BRD'sshowed up and then KA-50. Unfortunately, the KA-50 eventually got us........so back to the cadet level......
Thanks for the info! Enjoy your weekend!
this new update is really enjoyable and engaging to experience. thanks.
Sailindawg
Aug 3 2007, 22:45
@<hidden> Mr. N
Thanks for the fix. I opened the pbo file with cpbo and repacked the file. The cadet level cut scene now plays with no errors.
Thanks again! Very nice job on the mission to date! It really has changed a lot since the first beta. I really get a kick out of calling for the arty. The arty/missiles now come in a bit quicker than before.
When are you going to put up the next update I can't wait to see a Day/night cycle.
Sailindawg
Aug 4 2007, 00:12
When are you going to put up the next update I can't wait to see a Day/night cycle.
Hmmmmm......in version 0.91e, I played through 7 missions and there was a day/night cycle. I had started off the first mission around 18:00, then as I progressed the next 7 missions, the sun set and it became night. The .91f version came out and I upgraded to the new version, loosing the old saves.
Are you saying that the .91f version does not dynamically advance the day/night cycle as the earlier versions?
If so, bring back the day/night! It was very cool having the night missions. If possible, weather changes would be very sweet, but first get the major points of the mission working well first.
A sped up night/day cycle would rule a lot.
@<hidden>
Quote[/b] ]this new update is really enjoyable and engaging to experience. thanks.
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
@<hidden>
Quote[/b] ] I opened the pbo file with cpbo and repacked the file.
GJ http://forums.bistudio.com/oldsmileys/thumbs-up.gif
@<hidden>
Quote[/b] ]When are you going to put up the next update I can't wait to see a Day/night cycle.
Soon
@<hidden>
Quote[/b] ]A sped up night/day cycle would rule a lot.
I'm not keen on accelerated time, I'll just skip a few hours when a mission is over.
Cheers
Sailindawg
Aug 5 2007, 21:46
Regarding the day/night cycle, isn't arma set up to use [cntrl] key + [+] key (or [-] key to slow down) to make arma time speed up?
I have never used it, but does it work for user missions as well?
Ace mission so far. I've managed to to avoid the savegame bug by not saving mid-mission and that seems to work for me, but not for everyone it seems.
I have had one major bug though, i'd completed around 6 missions and enemies just seemed to stop respawning, even after several goes on several different mission types. Looking forward to the next update MrN and good work so far.
@<hidden>
Quote[/b] ]I have never used it, but does it work for user missions as well?
Yep, it'll work in everything except MP.
@<hidden>
Quote[/b] ]i'd completed around 6 missions and enemies just seemed to stop respawning
Oh, that's a bit concerning. I've had that once with the chopper pilots but not with the enemy. Don't suppose you can remember what mission it was? Or, did it do it on any mission?
Cheers
@<hidden>
Quote[/b] ]i'd completed around 6 missions and enemies just seemed to stop respawning
Oh, that's a bit concerning. I've had that once with the chopper pilots but not with the enemy. Don't suppose you can remember what mission it was? Or, did it do it on any mission?
Cheers
I have had this bug once or twice too. It did not seem to be after a set amount of missions. Playing on cadet/no effects, it has happened on the 1st and 3rd missions for me. (in the same save). First was obviously a patrol mission and I'm pretty sure the 3rd one was too.
I use timeskip when in the chopper flying to the LZ, and the thing I did differently this particular night was forcing the timeskip back up to 4x after the disembarking script (or whatever does it) had slowed it back to 1x at the end of the flight.
Both times I had a mission with no enemies were times I was a bit impatient and cranked it back up to 4x just before disembarking. I didn't do any testing after the 2nd time, I just restarted the mission and told myself to be a little bit more patient when landing http://forums.bistudio.com/oldsmileys/smile_o.gif
I haven't had the problem since, and it may not be related at all, but I thought I would let you know.
Oh, and huuuuge props for the time you have spent on this mission MrN, it is by far my favourite mission at the moment.
Having played since your first release, it is incredible to see the changes/fixes/additions you have implemented.
Your time is seriously appreciated for making Arma a better experience for all us single players =D
Quote[/b] ] Oh, and huuuuge props for the time you have spent on this mission MrN, it is by far my favourite mission at the moment.
Having played since your first release, it is incredible to see the changes/fixes/additions you have implemented.
Your time is seriously appreciated for making Arma a better experience for all us single players =D
I second that, and it happened on pretty much all mission types for me after that certain point. I'm guna restart the mission now and have another go to see if it happens again.
@<hidden>
Quote[/b] ]...
I guess it could be related to the time acceleration but that's why I put loads of delays in the scripts to stop the game tripping up. It's a bit of a mystery to me why they would stop spawning TBH. http://forums.bistudio.com/oldsmileys/crazy_o.gif
Quote[/b] ]changes/fixes/additions you have implemented
Cheers dude, mine's a lager. http://forums.bistudio.com/oldsmileys/wink_o.gif The changes that you're seeing in the mission are related to 2 things, my incompetence at scripting getting less chronic and the excellent feedback I've had. Although I was weary of releasing this in it's early stages I'm glad I did because it's made me more determined to try and get it right.
http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>
Quote[/b] ]happened on pretty much all mission types for me after that certain point
Curiouser and curiouser.
http://forums.bistudio.com/oldsmileys/confused_o.gif
Oh well, let me know how you get on.
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif
Sailindawg
Aug 6 2007, 21:09
Regarding the enemies not spawning....
I have seen this also. With the 91f version, on the very first patrol @<hidden> Cadet level (with or without FX on), I have gone through the patrol and not seen an enemy. I get to the completion point (red circle) and the mission in completed.
Initially, I thought that was how you may have written the mission, hence, DYNAMIC War. Hell, in real life, not every mission results in contact, so I thought that may apply here.
I have had the "Raid the terrorist base" mission not respawn enemy as I approached the base. I met some OPFOR outside the base, subdued them and went on to find the base empty. Once I got to the completion point (red circle) the mission did not end nor could I call a chopper evac. When I called a chopper evac, I got a message to complete the mission first.
The other glitch I have seen was on an earlier version, .91d or .91e, I had to protect the town/civilians. When I went to pick my LZ, I was denied permission. So, I loaded up a truck, got to the town and engaged the OPFOR. After eliminating all OPFOR, I found the heavily armed civilians outside the town, where they stayed. The mission would not end even though all OPFOR were eliminated and I was in the red circle area for ~5-10 minutes.
Generally, when these things happen, I log off, go to the arma file where the missions saves are and remove all saves, but the autosave file. That at least keeps me at the last completed mission.
I hope this helps.
Quote[/b] ]on the very first patrol
Done on purpose on the patrols.
However,
Quote[/b] ]The other glitch I have seen
Isn't the plan.
Nor this
Quote[/b] ]The mission would not end even though all OPFOR were eliminated
But, as long as this
Quote[/b] ]That at least keeps me at the last completed mission.
happens, then all is groovy. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Cheers
stevenxowens792
Aug 7 2007, 20:21
Is this dynamic war, something you can play with AI on
multiplayer, or is this single player only?
I am new at ARMA but I absolutely love the game so far.
Best Wishes,
SXO792
Sailindawg
Aug 7 2007, 22:37
Is this dynamic war, something you can play with AI on
multiplayer, or is this single player only?
I am new at ARMA but I absolutely love the game so far.
Best Wishes,
SXO792
It is single player only and very good. It's premise is to always regenerate a mission. There's about 4 or 5 mission types and you will never get the same identical scenario twice. Give it a try, it's people/modders like Mr. N that make ARMA very fresh and interesting.
Enjoy!
Sailindawg
Aug 7 2007, 22:45
Removed by OP, wrong thread http://forums.bistudio.com/oldsmileys/banghead.gif
victor66
Aug 9 2007, 17:09
First off, this mission keeps me playing ARMA! Excellent work! I have only run into one issue -- I am supposed to kill the officer -- it is a raid mission -- I have done that and eliminated all the baddies in the area, but the mission does not end? Called for evac and the officer tells me I have not completed the mission. Any thoughts?
@<hidden>
As Sailindawg said, SP only.
@<hidden>
Quote[/b] ]wrong thread
http://forums.bistudio.com/oldsmileys/whistle.gif
http://forums.bistudio.com/oldsmileys/tounge2.gif
@<hidden>
Quote[/b] ]First off, this mission keeps me playing ARMA!
Thanks fella! Glad to hear it.
Quote[/b] ]but the mission does not end
Quote[/b] ]Any thoughts
Only, not another bug ffs! Are you playing the latest version? (0.91f), did you get the brief cutscene when the officer died?
Cheers
victor66
Aug 9 2007, 19:16
MrN;
Yep, got the cut scene and playing with latest version.
Quote[/b] ]Yep, got the cut scene and playing with latest version.
K, how many missions in (roughly), did the briefing show mission complete, any addons running and did you try the Evac call again?
Any info appreciated, I was hoping to wrap this up soon. http://forums.bistudio.com/oldsmileys/banghead.gif
Cheers
victor66
Aug 9 2007, 20:31
About 6 missions in and no add ons running. Actually I should add that after I evac'd out I reverted to an earlier save -- there is no red area around the map coordinates where I was to kill the officer.
Great mod/campaign! This is something cool and fun to play with!
I'm getting the same problem as Victor, 2 mods (dm_smoke and fdf_sounds) played 2 missions, killed with a m240 the first time and with artillery the second time, playing veteran mode with fx (awesome features!! they helps with the low framerate combats).
I noticed on the up-right corner of the map some markers on the sea.
I get those bugs/error/crash:
- ctd when loading saves done in-mission (not all but many)
- kill the officer not ending
- the chopper sometimes crash on the landing zone or drop the team from altitude (10 meters http://forums.bistudio.com/oldsmileys/banghead.gif stupid pilot)
- rearm at the tent, gives you only the m4, so i have to go by the ammocrates for other equipment
- i noticed some artillery barrage engaged by other members of the squad, can it be? and they're faster and effective
- the radio on the map disappear
Suggestions, if you mind http://forums.bistudio.com/oldsmileys/wink_o.gif:
- make some troops static so the artillery is in someway usefull! cause is too slow for moving targets
After fixing the main bugs, whats you plans for the future?
It's going to be a masterpiece with cooperative and extended gameplay.
Sailindawg
Aug 10 2007, 02:01
Mr. N I have seen the same problems that the others are reporting. Also, the save function is buggered. Sometimes it works, sometimes not.
Add-ons used:
CSM sound effects, DM smoke mod, Trueview 1.1, Truemods (gui and crosshair) & Sick Boy's SixPack Tracers mod.
I also use VAC. That doesn't seem to mess with ARMA.
I hope this helps.
Mr. N I have seen the same problems that the others are reporting. Also, the save function is buggered. Sometimes it works, sometimes not.
Add-ons used:
CSM sound effects, DM smoke mod, Trueview 1.1, Truemods (gui and crosshair) & Sick Boy's SixPack Tracers mod.
I also use VAC. That doesn't seem to mess with ARMA.
I hope this helps.
Everyone who has the save game issues seems to be using DMsmoke mod.
I had the same issue till I removed the mod and trigger from that mission to run it. My guess is its bumping the variables back up over the limit.
My save games work fine without it. But because I love the mod so much, I have gone back to using it and doing the "backup save game" method, which so far is working fine.
Sailindawg
Aug 10 2007, 09:35
@<hidden>
What is the "backup save game method". I have read one poster state that he saves, alt-tabs out, navigates to the saved game file under My Documents and saves the Saved Game file for Dynamic War.
Is this how you are doing it?
Sailindawg
Aug 10 2007, 16:05
@<hidden> N
I may have found why my saves were corrupting. I believe it may have been Sick Boy's tracer mod. I loaded the Sick_Pack1 folder, but only loaded the tracer file. Eventhough I only loaded the tracer mod, I was also getting a blood effect. Not the spurting blood, but increased blood by wounds and some pools on the ground by bodies.
I removed the mod and played a few missions, after doing a clean install with the DynaWar file. The missions ran fine, I saved and left the game. I rebooted the game and restarted the mission with no crash.
I had forgotten about your post regarding the amount of variables. Most of the mods I run do not impact the number of variables. Sick_Pack1 mod did because of the increased blood. That seemed to put everything over the edge and corrupted the save game files.
I will see how long this works and post back if I start getting corrupted saves again.
@<hidden>
Quote[/b] ]About 6 missions in and no add ons running.
Ok thanks, I'll double check things but it seems to be ok here. http://forums.bistudio.com/oldsmileys/huh.gif
@<hidden>
Quote[/b] ]I noticed on the up-right corner of the map some markers on the sea.
Yup, just laziness on my part.
Quote[/b] ]I get those bugs/error/crash:
- ctd when loading saves done in-mission (not all but many)
- kill the officer not ending
- the chopper sometimes crash on the landing zone or drop the team from altitude (10 meters http://forums.bistudio.com/oldsmileys/banghead.gif stupid pilot)
- rearm at the tent, gives you only the m4, so i have to go by the ammocrates for other equipment
- i noticed some artillery barrage engaged by other members of the squad, can it be? and they're faster and effective
- the radio on the map disappear
-Read salindawgs & froggs posts re: addons
-Looking into it
-It's rare but I know it still happens.
-Yep http://forums.bistudio.com/oldsmileys/smile_o.gif
-Yep, there's west artillery that can be called by the players group. It's an unintentional side-effect of the friendlies having artillery.
-Yep, I've had a tip for fixing this but I haven't had much editing time recently.
Quote[/b] ]Suggestions, if you mind
I don't mind suggestions at all, just don't be offended if I don't implement them. http://forums.bistudio.com/oldsmileys/wink_o.gif It would be a bit pointless adding static troops, it's up to you to make sure the artillery is useful. http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]After fixing the main bugs, whats you plans for the future?
Don't know yet. I'm much more relaxed about this now I've got the savegame working so I'm treating it as an organic mission, if I see something I like or think of something to add I will but I have no firm plans.
MP scripting scares me so it's unlikely it will be me that converts it, a lot of the changes I've had to do make it even less MP friendly.
@<hidden>
As you've now discovered, effects mods can impact the savegame. I'm under no illusions the savegame is perfect but I am skating on thin ice with the amount of variables so it can still cause the occasional issue.
BTW, what's VAC?
@<hidden>
Quote[/b] ]Everyone who has the save game issues seems to be using DMsmoke mod.
Thanks for the tip. I'll add something to the readme about additional FX mods.
Cheers
http://forums.bistudio.com/oldsmileys/smile_o.gif
Sailindawg
Aug 10 2007, 20:46
@<hidden> Mr N
Quote[/b] ]BTW, what's VAC?
VAC = Voice Activated Command program (http://www.dwvac.com/). It' a very sweet program for using speech activated key commands. Works very well for squad command.
Regarding it's compatibility with ARMA, it does have one issue. It seems to impact how ARMA allocates portions of the game in memory. What occurs, is that when I go to an ammo box, the gear applet opens. One cannot scroll through the ammo selections. The selection bar keeps going back to the top. I need to alt-tab out of and back into the game. This corrects the behavior. After that, one can scroll through the amoos selections. Sometimes it occurs with the map. The map cannot be resized. Sometimes a shift + [-] key + flush gets it right.
Because an alt-tab cures this behavior, I suspect VAC running the background somehow impacts ARMA & how ARMA allocates itself to memory. The alt-tab is said to clear vid mem & maybe sys RAM. I know that the flush just clears video card RAM. At any rate, this behavior does not seem to impact how ARMA saves games.
The save game issue here seems to parallel EVO-SP. I believe that both of you solved the save game problem in the same manner.
Anyway, back to VAC, it's a geat program for issuing commands to the AI squad. There's another application called SHOUT that some use. I have not tried that one yet. I should give it a try now that I understand how these programs work.
Ohh.......one more thing.......when I run the game with the FX on, the context menu is very hard to highlight with the mouse scroll wheel and click to select with the middle mouse button. What happens, is that the intended item never gets selected. The only way to accurately select, is to use keyboard stroke only. I usually play with FX off. I find the context menus much more amenable to use with the mouse. The mouse context menu selection accuracy comes back with FX off.
No matter how I try, I can't gett used to that bullet cam. It's pretty cool for sniping and it's much improved in .91f. It is a matter for taste though.
Enjoying your mission very much!
Stuntman
Aug 11 2007, 19:51
Hi, very nice mission, indeed! http://forums.bistudio.com/oldsmileys/smile_o.gif
But I found a bug.
When you ask the Pilot for LZ and you have chosen it, and when that cutscene comes up with that cool music, then after a small moment this error message pops up in the corner:
http://img129.imageshack.us/img129/2558/armaerrorkm4.jpg
I tried several times, but it's just coming and coming. I have only tried this Dynamic war mission on its first mission, were you must chose difficulty and get a patrol, I don't know if this problem continues ahead in the game on the next missions, but at least this error occurs at the start of your dynamic war career http://forums.bistudio.com/oldsmileys/confused_o.gif
Manzilla
Aug 11 2007, 21:09
Stuntman,
You may not get an answer to this since it was discussed in one of the previous pages. Anyway, if I can remember correctly, the message will not effect the overall performance of this campaign at all. It's purely cosmetic. I believe MrN. also explained how one may fix this if they so desire. I can't remember if he said he'd fix in the next version or not but I'm almost positive he said it will not have any ill effect. I don't remember what page it was on and didn't look so I'm sorry I can't ell you where to look. The message popped up after the most recent version release(I think) so the explanation was posted around July 29th, in case you want to double check if I remembered correctly.
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