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Thread: [SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!

  1. #121
    Quote Originally Posted by markb50k View Post
    quick fix: misspelling of one of the PRSZ soldiers
    removed bad HK_416 version from weapons list

    if you DL'd 4.92 please get 4.93 thanks.
    whooo glad I am up early. dl now.

    You sir have created a masterpiece. Oh suggestion. Perhaps a difficulty starting option? Right now whatever you pick as your starting character you get all the weapons by default with the class. In the interest of making it harder, could an option be introduced that allowed you to pick a starting level of preparedness. Meaning that you could start with the default like it is now, or there was an option that starts you with substantially less in terms of weapon quality, ammo and accessories.

    Last thing I promise.. How can I add Icewindo's Apocalypse Resistance units. If its a matter of unpbo and adding the classnames I can do that. Just need confirmation on the steps.

    Thanks!!!! These are soo good I would have to be playing them while I am supposed to be at work.. HA right as if I would do that.... uh.. I have a cough.. yeah. a cough. I'm sick.
    Last edited by heklos; May 7 2012 at 03:35.
    You can have peace. Or you can have freedom. Don't ever count on having both at once.
    -Robert A. Heinlein

  2. #122

    Small Bug

    I think I may have found a small bug, I cannot initially control the "PMCs" when I'm "BIS US Army" and I barely manage to get my hands on a radio. This happened during Lost in Takistan. They don't respond to orders unfortunately. I had them join my personal player group and had to split each of them in their own platoons/fireteams for me to be able to take full control of them. Small bug regardless, not sure how much of a perfectionist you are markb50k hehe..

    ---------- Post added at 03:07 AM ---------- Previous post was at 03:01 AM ----------

    Correction: None of my units (non-player groups) respond to waypoints.
    - Delta 5-1

  3. #123
    @heklos : I'll take a look at the Resistance units and a way of controlling loadout. To add new units just look in init_factions.sqf in the Addon PBO, i belive that is the only file you have to update. if you add in the array for the units then send me the file ill put it in for the next update.

    @delta : hmm, if you are able to get them to join your player group, then they are in you High Command units. If they are in your high command units then they should respond to you. I dont do anything special there. So, my initial guess is a problem with High Command. sometimes you have to wait a while for a unit to respond, like they are stupid and won't move. I'll take a look at it however anyway. Thanks!

    And I guess you guys realize this but i forgot to add it in to the update notes, but now you can choose your starting player from any of your loaded west/resistance mods, even if you dont include that faction in the mission.

  4. #124
    Quote Originally Posted by markb50k View Post
    @heklos : I'll take a look at the Resistance units and a way of controlling loadout. To add new units just look in init_factions.sqf in the Addon PBO, i belive that is the only file you have to update. if you add in the array for the units then send me the file ill put it in for the next update.

    @delta : hmm, if you are able to get them to join your player group, then they are in you High Command units. If they are in your high command units then they should respond to you. I dont do anything special there. So, my initial guess is a problem with High Command. sometimes you have to wait a while for a unit to respond, like they are stupid and won't move. I'll take a look at it however anyway. Thanks!

    And I guess you guys realize this but i forgot to add it in to the update notes, but now you can choose your starting player from any of your loaded west/resistance mods, even if you dont include that faction in the mission.
    Saw that.. and that kind of already gets the previous suggestion out of the game.. If you want it harder just pick a civilian type character from NAPA.. I've been running and hiding with only 2 mags and a AKM for the last hour

    Soon as I can figure out the class names for the units i will place them in the file.
    Last edited by heklos; May 7 2012 at 20:05.

  5. #125
    Quote Originally Posted by heklos View Post
    Saw that.. and that kind of already gets the previous suggestion out of the game.. If you want it harder just pick a civilian type character from NAPA.. I've been running and hiding with only 2 mags and a AKM for the last hour

    Soon as I can figure out the class names for the units i will place them in the file.
    LOL, thats an interesting choice. Something even I didnt consider, starting as a NAPA villager. NICE!!!

    UPDATE: ive finished configuring the Tora Bora map, and adding in PRACS units as well to the mod. Wow, that mod has alot of stuff! Anyway, hope to get a new update out tomorrow after i test it.

  6. #126
    Or playing as any OPFOR or a Takistani/Chernarus insurgent would be COMPLETE freedom! Of course the bad thing is that would change your whole spectrum/story of your original mission.

  7. #127
    Quote Originally Posted by DeltaFiveOne View Post
    Or playing as any OPFOR or a Takistani/Chernarus insurgent would be COMPLETE freedom! Of course the bad thing is that would change your whole spectrum/story of your original mission.
    Yeah, ive considered that, and it would be a coding nightmare to do that, so I'm going to say that its probably not something to expect any time soon. LOL.

    UPDATE: finished coding Chechen Rebels into the mod as another friendly group. After testing, will release with the rest of the new stuff.

  8. #128
    I never post on this forum usually but I just had to tell you how awesome your scenario is.

    I love global missions and missions with a sense of progression and "Lost" has it all. Starting off as a lone soldier and then slowly recruiting stray troops on your side and slowly but surely taking over the whole map is absolutely amazing. (I always play with Friendly Squads set on 0, it's more fun that way.) That's exactly what I love in my singleplayer ARMA missions. You did a great job on this!

    I wanted to share some of my thoughts about the mission and I would love to hear your opinion on them.

    1) My very first though when I played your mission was "This totally begs for some kind of Warfare-esque module." Being able to steal or find an HQ vehicle and then scavenge money and supplies from houses and use those to build a small base would fit perfectly to this mission IMO. It would also give the player a great sense of achievement and prove a nice transition from lone soldier guerrilla warfare to coordinated raids to full scale warfare as you liberate more and more resources and are able to create a bigger base of operations for you and your guerrilla friends.

    It would also feel nice when you can return to your base with a truck full of loot. Not to forget that it would allow for more scenarios to appear, think about how the player would feel when his base, that he worked hard to establish, would be found and attacked by an enemy chopper. You be that players would do anything to protect it.

    2) I don't know if it's possible or not, but it would be great for shitty players like me, to get an "easy mode" where you would be allowed to respawn at your cache or your base, when you die. It would still penalize the player for dying, since he would lose all the gear he had on him and all his followers at that place would probably be dead.

    Also, it might also be a good idea to only allow players to save at their base/respawn, that would prevent players from "cheating" by reloading all the time but it's a minor thing.


    I hope this wasn't too big of a wall of text for you. Again, great job on your mission. I'll be glad to see what you come up with next, even if you decide to discard all my ideas.

    EDIT: Oh yeah, I forgot the most important thing. It is very annoying to search for Cache every time you spawn it or unload it from the vehicle.
    Would it be possible to make it spawn much much closer to you/your vehicle?
    Last edited by kiberkiller; May 8 2012 at 10:00.

  9. #129
    I've added Icewindo's apocalypse units from the newer unfinished ver 1.03 of the files... So I don't know if you would want to include it in your finished pack since the units/vehicles were unfinished. It is still playable though just a texture error from the vehicles and some texture swapping disappearing thing on the backpacks. I was just testing this part first before I go ahead and add Icebreakr's units for Jade Groove to it also. The biggest thing besides the unfinished state is the lack of vehicles, so I left some of the guerrilla vehicles in there with the new units, have not gotten to put the weapons available in the icewindo pack yet.

    I have had another error crop up about Land_Church and am not sure about what or where its coming from as the error doesn't name a file, Ill track it down tho.

  10. #130
    Quote Originally Posted by kiberkiller View Post
    I never post on this forum usually but I just had to tell you how awesome your scenario is.
    Well first of all, THANK YOU for your thoughts and feedback on the mission. Its stuff like that, that makes me love doing this..

    - base building : you can current "load" sandbag walls and static weapons into your vehicles, unload them and place/rotate/drag them. Did you know this? Adding in a small bit of functionality that allows you to construct a base using the Construction interface (COIN) is a great idea and something i will look into. Thanks.

    - isnt the current setup allowing you to save whenever you want, basically an easy mode? I dont know how to do the respawn thing so that's my major reservation. plus its a SP mission, not sure how respawns work with that...

    - when you unload your cache from a vehicle it tries to place it directly behind the vehicle. i can look at using "findsafepos" to get a location a bit closer.. will look into it..

    @heklos : since its people's choice if they want to use a certain mod or not, i dont think its a deal breaker if the mod has some issues, on whether we make it supported by the mission. obviously if its a mod that is adding new classnames every week or so, i'd want to wait until it was stable to support it since every time it changes i'd have to edit my faction file. but if you have done the dirty work for me adding in the new array for the new mod, i can add it in on the next release

    Quick update:
    Expect in the next update, support for AAW (Australian Army), PRACS, Chechen Rebels, and more French soldier groups, plus support for the newest PCDF. Plus Torabora and a few bug fixes. Right now High Command doesnt work for new missions. I've figured it out and will get the new version out soon, hopefully tomorrow.

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