View Poll Results: Do you want first aid modules used in the Missions/Campaigns?

Voters
46. This poll is closed
  • Yes, please add the ability to provide first aid and drag wounded

    23 50.00%
  • No, please keep it as the original, without the First Aid module and only medics can heal

    23 50.00%
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Thread: Cold War Rearmed² Discussion

  1. #1011
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    Quote Originally Posted by RedSnt View Post
    I'm currently playing CWR with ASR AI and I'm stuck at the "After Montignac" mission. It doesn't seem to matter which way I take I get shot. Is it because the mission is meant for more stupid AI?
    Well... the mission was already pretty tough back in 2001. With the default A2 AI it's not easier, and you use that Mod which makes the AI even more smart. Now go figure.

    EDIT: So I can make it to Figari take a car and drive directly to Morton. But I'm guessing I have to be there at the right time in order to get an evac. I'd still like tips on how to make it our alive.
    Spoiler:


    EDIT3: Just can't end "After Montignac" no matter what. After the rescue operation when I go out of the medical tent there is no cut scene, nothing happens. How do I end it?
    Read a few posts above yours. The mission doesn't end because the one who made the mission screwed up the ending (no it wasn't me this time). It's fixed now but not released.

  2. #1012
    After Montignac is not hard. I found it surprisingly easier than in OFP.

    I remember in OFP it was quite hellish. I guess this has to do with better viewblocks in ArmA2 for vegetation - hiding was easier.

    All you have to remember is - stick to forests. If there's an open field in between them and you are in doubt - crawl. Yes it will take time but if you will be patient you will get out alive.

    Also if open fields have bushlines (and they tend to have quite a few) - plan your way through them.


    The only problem I ever had in CWR2 demo campaign is hunting down the last unit in Montignac Must Fall. In OFP AI commanders never stayed behind but in ArmA2 they do (which is wiser) and thus it complicated things.

  3. #1013
    Staff Sergeant Heaney's Avatar
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    I'm guessing this has been answered before, but is this compatible with ACE?

  4. #1014
    Quote Originally Posted by Heaney View Post
    I'm guessing this has been answered before, but is this compatible with ACE?
    i hope, it wasn't[for reliability/security purpose].

  5. #1015
    If some of your crew is in Norway, I might take a position as coffee fetcher :P

    I hope this doesn't die due to the long development behind it. I can maybe try help out with the campaigns, but I feel like I am not on par with your skill level. I am only a low-mid level mission designer.
    Spoiler:

  6. #1016
    Quote Originally Posted by Heaney View Post
    I'm guessing this has been answered before, but is this compatible with ACE?
    It wasn't made to be ace compatible, but it wasn't made not to be, either. I have heard some people use both and I hear the experience is alright.

    Quote Originally Posted by BasileyOne View Post
    i hope, it wasn't[for reliability/security purpose].
    Those aren't concerns at all... especially the security thing- I really have no idea what you mean by that. Like said above, I hear reports that they can exist side by side but there has been no effort made on our part to make our vehicles use ACE features. To do so would require an expert in both and I think a chunk of time. Right now we just want to eliminate any barriers to getting version 1.0 out the door.

    Quote Originally Posted by aLmAnZo View Post
    If some of your crew is in Norway, I might take a position as coffee fetcher :P

    I hope this doesn't die due to the long development behind it. I can maybe try help out with the campaigns, but I feel like I am not on par with your skill level. I am only a low-mid level mission designer.
    To be honest, what we need are not self made superstars that can do it all from the start. What we need is people who can do what they say and then can commit to that for a while. None of our man-hour limitations so far have been about skill level. Besides, that's what the team is for: to support and help you, and your skills will grow because of that. If you can do mission stuff, talk to w0lle. Maybe there are some things you can do- and maybe we can help you do some things you have never done before. We just need people who can commit to what they say they will do.


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  7. #1017
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    aLmAnZo

    Thanks for your offer, but we currently don't need any more mission designers. But we appreciate the offer to help.
    What we need are skilled modellers and texturers, the more we have, the faster the mod gets released.

    And no, the Project will not die. It will be released one way or the other. But creating one of the biggest Mods around with 5 Terrains, countless of units and weapons and vehicles is nothing you do that quick. Especially when people leaving all the time and finding new ones gets more and more tricky.

  8. #1018
    Quote Originally Posted by Heaney View Post
    I'm guessing this has been answered before, but is this compatible with ACE?
    For me both work just fine when lauched together. There are some issues like incorrect equipement weight or lack of ACE damage model for some vehicles, not all features work properly.
    Maybe when full CWR2 will be released (which I anticipate more than ArmA3) someone will create ACE-compatibile config, for units, weapons and vehicles to fully support ACE features.
    "Artillery adds dignity to what would otherwise be a vulgar brawl." - Frederick the Great

  9. #1019
    Chief Warrant Officer Thunderbird's Avatar
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    What would be truely awesome, is to involve the MOD into a complete 'CWC' universe. By this, concretely, I mean, get ride of BIS ArmA II Vanilla units, or replace them by 'CWR' ones. Switch the scopes of those which can't be replaced to 1 and disable Vanilla Campaigns and Missions when you launch CWR.
    That would be, in my judgement, truely awesome and would in my humble opinion, increase the immersion of the MOD. You can only access CWR Campaigns & Missions, play around in the editor with only CWR units... ;]
    Just my 2 cents. I can help in these regards, done it a while ago for FFUR, but it was, another era... Heh

    edit: My second suggestion would be to make a NSIS script for a proper installer which detects the .reg key of the game. And would avoid you a shitload of questions about making this properly running (Especially now, with all DLCs... etc). ;]


    Regards,
    TB
    Last edited by Thunderbird; Jul 31 2012 at 00:32.
    - Former FFUR MOD Leader (For Operation Flashpoint).
    - Long Live the French Army - Among the most professional armies in the world
    - Tweak ArmA II as much as you can, once tweaked, you will discover the real potential of this game simulator.

  10. #1020
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    Quote Originally Posted by Thunderbird View Post
    What would be truely awesome, is to involve the MOD into a complete 'CWC' universe. By this, concretely, I mean, get ride of BIS ArmA II Vanilla units, or replace them by 'CWR' ones. Switch the scopes of those which can't be replaced to 1 and disable Vanilla Campaigns and Missions when you launch CWR.
    That would be, in my judgement, truely awesome and would in my humble opinion, increase the immersion of the MOD. You can only access CWR Campaigns & Missions, play around in the editor with only CWR units... ;]
    Just my 2 cents. I can help in these regards, done it a while ago for FFUR, but it was, another era... Heh

    edit: My second suggestion would be to make a NSIS script for a proper installer which detects the .reg key of the game. And would avoid you a shitload of questions about making this properly running (Especially now, with all DLCs... etc). ;]


    Regards,
    TB
    Both we had in CWR1, and people complained about losing their game content. They also complained about the installer because "you never know what they do to my system".

    We could make that "CWR² only" an optional pbo for those who really want this. If you would do that for us, we include it and make if "official" of course.

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