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Thread: The Forgotten Few - SP/MP Dynamic Campaign for CO

  1. #481
    First Lieutenant Tonci87's Avatar
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    upload it somewhere, pastebin for example

  2. #482
    loving this campaign so damn much... just one question: is it possible to somehow enable the BI first aid module?

  3. #483
    Any word on my rpt file yet....?
    "The only enemy of a great plan is the dream of a perfect plan".

  4. #484
    Did you remove the "time skip" for the ground transportation? I tried a mission yesterday and I had to sit out the entire ride across the map...

  5. #485
    Quote Originally Posted by Doomguy View Post
    Did you remove the "time skip" for the ground transportation? I tried a mission yesterday and I had to sit out the entire ride across the map...
    happened to me only when mission was close to the base, else i've been always teleported, but still way to far from extraction point.
    >>>>Check Out<<<< my little "Arma 3 Optimization Tweaks", if you want best balance between quality/performance!

    Arma 2: Chernarus LIFE

    CD - Medieval; Digital - Future!

  6. #486
    KingNothing has alot on his plate atm, im sure he'll get around to fixing stuff soon

  7. #487
    Quote Originally Posted by FLv*VeNoM* View Post
    loving this campaign so damn much... just one question: is it possible to somehow enable the BI first aid module?
    I like the first aid module but I'm afraid it's not feasible in this case. From what I've gathered the module does not work on freshly spawned units (synchronize command does not have an effect) and apparently it's prone to breaking when respawning in multiplayer. Since it's a very picky module system it's very hard/impossible to incorporate these otherwise fine effects. I guess it's designed to be used only on conventional missions without any spawning/respawning features. :/

    Quote Originally Posted by BlackADD3R View Post
    Any word on my rpt file yet....?
    Yeah I checked it out. Apparently the freeze happened twice within the rpt event scope, both in "weapons cache" mission types. Somehow it failed to search a suitable place and spawn the weapons cache. I tried to run this mission type myself and I had no problems. However, your rpt was spammed with huge amounts of addon related errors. It seems like you're running a lot of addons am I right? Maybe this freeze had something to do with them. Try to leave out all unnecessary addons and try again. I'm quite sure it will work then. I can't think of anything else.

    Quote Originally Posted by Doomguy View Post
    Did you remove the "time skip" for the ground transportation? I tried a mission yesterday and I had to sit out the entire ride across the map...
    Yeah that happens sometimes. For some reason the skip point finding script failes to run through and the skip will be... skipped. This is very annoying indeed and I have to debug this issue and find out what's causing it. Only then I can fix it. And as I've said, the skip point is far(ish) away from the mission objective because you may unexpectedly run into an enemy hot spot during the insertion. Skipping further away would be "cheating".

    Single Scenario SP/MP Dynamic Campaign for Arma 2: Combined Operations

  8. #488
    Great news!! I removed and cleaned up several addons I had remaining in my root folder C:/ArmA2/Addons and now its working just fine.
    Thanks for checking out my rpt. It was my error, not the missions.
    I am very relieved now i can play my favourite mission.

  9. #489
    Quote Originally Posted by BlackADD3R View Post
    Great news!! I removed and cleaned up several addons I had remaining in my root folder C:/ArmA2/Addons and now its working just fine.
    Thanks for checking out my rpt. It was my error, not the missions.
    I am very relieved now i can play my favourite mission.
    Ok, great to hear that!

  10. #490
    Let me say that the amount of work, skill and attention to detail that the author put in is admirable.

    Instead of listing what I found brilliant I would like to point out what almost ruined the whole experience for me:
    The pathfinding of the infiltration/extraction ground vehicles is abominable. Every bend of the road slows
    the car down to a crawl, and once an obstacle is encountered or, behold, a town entered, the AI behaves
    like it just suffered multiple strokes.
    I assume that the author has little control over the AI's stupidity, so maybe it might be feasible to let the player be the driver.
    I literarily spent minutes (including time compression) watching the demented driver inching around nonexistent obstacles only to hit a house head on.
    It's just a moodkiller to lead Spetznatz into battle and then getting a ride home from Abe Simpson.

    Also, it would be great to have some control over the direction of entry/exit. Having to travel at least 3km ingame through possible enemy hotspots
    is well thought out. But the direction seems to be almost always the opposite of what would be prudent.

    But anyway, King Nothing gave us a wonderful campaign, thank you!

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