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Toasticuss

[OA][SP] Operation Black Thunder

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"INSCOM just got confirmation that a UH-60 Black Hawk helicopter delivering supplies to the locals, was shot down by an RPG. Satellites confirm that there are 2 pilots that are alive down there.

Your team is being tasked as the first wave to go in and secure the pilots. Once you have secured their location proceed to the extraction point where a helicopter will exfiltrate your team and the pilots.

You're going in and getting out hot so be prepared. Civilians are out there as well, so make sure to check your targets.

Operation Black Thunder is a go, good luck gentlemen we're counting you."

Features
  • Dynamic Battles
  • Helicopter Insertion and Extraction
  • Lots of Weapons to choose from in the Gear menu at the Briefing.
  • Custom Music
  • Downtown Zargabad.
  • AH-64D Helicopter over watch



CREDITS AND THANKS

  • W0lle
  • Google
  • Forum Members
  • ArmA Holic
  • USRanger709
  • cobra4v320
  • Huge thanks to Kylania
  • Thanks to Raven and David for bug testing!



Minor Problems

  • Apaches fly a bit low.



Version 1.3 Change log (Old)

  • Enemy AI Re-Written
  • Extraction point officially moved and working
  • Brand new insertion method
  • Pilots animated instead of standing around
  • More weapon load outs
  • Rambo medic fixed
  • Crashes are all fixed
  • Marksman now uses a Scar sniper
  • All script errors fixed
  • AH-64D's are now called in via radio



Version 1.5 Change log (Old)

  • Auto save system implemented (Can also manually save)
  • Team switching implemented
  • More enemy AI re-written (Should be a bit harder now)
  • Objective system as been completely re-done
  • Helicopter hovering problems have been fixed (Please notify me if any more occur)
  • More enemies on buildings and in buildings
  • Starting weapon changed to M4A3_RCO_GL_EP1
  • CO-OP v1.0 (No Respawns yet)



Version 1.55 Change Log (Old)

  • Slight performance increase
  • End triggers should now work correctly in co-op (Let me know if they dont)
  • Pilot Building is now invincible
  • Some music changed
  • AI now has more ammo
  • Mission Version is now displayed in loading screen



Version 1.56 Change Log (Old)

  • Extraction point moved farther, should let chopper land better
  • Radio messages changed
  • Players can now respawn into AI bodys when they die in MP
  • A-10 Waypoints adjusted a little bit
  • End trigger 2 added when all players die in MP
  • Apaches should be working again




Version 1.60 Change Log (OUT NOW)

  • M16 Added for use with all squad members
  • M249 Added for use
  • M24 Added for Marksman
  • Fixed Pilots not joining group properly in certain situations
  • Cleaned up old code and made the mission a bit smaller
  • Fixed Debriefing
  • Pilots should no longer get stuck



----------------------------------------------------------------------------------------------
Install Notes
Extract the .pbo file to your ArmA 2 Operation Arrowhead\Missions folder to
play in single player under scenarios.

Extract the .pbo file to your ArmA 2 Operation Arrowhead\MissionsMP folder to
play in multiplayer co-op.

Its limited to 5 people.

Note - If you have an existing Operation Black Thunder PBO
replace it with this one.

Be careful when editing things in your backpack. It has been known to cause freezes on user specific computers.

Version - 1.60
Download Link - Mediafire: Operation Black Thunder v1.60

Armaholic mirror: -

I personally recommend everyone to play this mission with the following mods

Sound Mod - Elias Sound Mod for OA It makes the immersion quite a bit better.

AI Mod - Zeus's AI Mod AI has been overhauled to an extent.
----------------------------------------------------------------------------------------------
This is my first mission I have made for ARMA2 I really hope you guys enjoy it.

If anyone would like to assist me getting this to work in Co-op or help make the AI smarter, or have any other questions & criticisms please post below.

Please email me at admin@birchlake.ath.cx for any problems or questions you might have

Thanks! :bounce3:

Edited by Toasticuss

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A complex mission for a first timer, nice work. :) Here's some thoughts:

  • Install instructions say to "extract" the PBO to the missions folder, you just have to copy it there.
  • Overview image and description on Scenarios page were missing
  • I got a "Bad link to a Static Object, please open in editor and save" error upon startup
  • There were grammar and spelling mistakes in the Notes
  • It was an Operation Arrowhead mission, but the player started with an M4A3 with Aimpoint? More on this later
  • Place an invisible landing pad for the chopper so it lands instead of hovers.
  • Extraction point was really really close to the AO.
  • Insertion point was kind of far away
  • What were the ??? markers? Were we supposed to care about them? Take time to investigate them?
  • Opening music was nice, but REALLY LOUD.
  • Why two medics? Why AT?
  • Why a six man team instead of a four man fireteam or nine man squad?
  • What were the Apaches for?
  • C-130 flyover was interesting I guess? Might have had that happen during the exfil from a distance instead of overhead during the mission.

Almost every engagement that I got into was at a range of 200-500 meters. I couldn't identify, much less pinpoint, any targets with my adorable little M4 Aimpoint. Meanwhile my team is all decked out in sexy Mk17s! I'd either give the ability during mission briefing to pick new weapons or default to an OA loadout.

I'd also probably put a lot of ambushes, even just a single guy, along the main roads. There were tons of corners I just blundered past that could have made a great ambush spot. More enemies in general really, I only killed 2 things and the other troops or my team finished off everything else before I could see them. (Including one crazy time when a medic swapped to a silenced M9 and shot it like a Mac10! Crazy full auto pistol action!)

There were TONS of US troops everywhere. The briefing says you're the first wave, but the city is crawling with friendlies before you even get there. So much so that the difficulty of the mission was really lowered since things were dead before I got to them. I ran into other US units the entire mission. I'd scale them way back.. like, maybe a few in a firefight as you leave the airport, but nothing in the city. I'd probably ditch the Apaches too. Perhaps use a Little Bird flyby instead?

Maybe build up the exit from the airport a bit, some gates/gun emplacements that kind of thing. The amount of traffic in it at the start seems to indicate we're in control of it, so a small hint of build up would have been immersive.

Any drawback to mission success if you kill a civilian?

The music folder had several megabytes of music that apparently wasn't used. There was also quite a few album cover pictures that weren't needed. The images folder had a large image that wasn't used either from what I could tell.

Some suggested fixes for the briefing:

IntelINSCOM just got confirmation ofthat a UH-60 Black Hawk helicopter delivering supplies to the locals, was shot down by an RPG. Satellites confirm ofthat there are 2 pilots that are alive down there.

Your team is being tasked as the first wave to go in and secure themthe pilots. Once you have secured theretheir location proceed onto the extraction point where a helicopter will extract you to a safe LZexfiltrate your team and the pilots.

YourYou're going in and getting out hot so be prepared. CiviesCivilians are out there as well, so make sure to check your targets.

Operation Black Thunder is a go, good luck gentlemen we're counting you."

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A complex mission for a first timer, nice work. :) Here's some thoughts:

  • Install instructions say to "extract" the PBO to the missions folder, you just have to copy it there.
  • Overview image and description on Scenarios page were missing
  • I got a "Bad link to a Static Object, please open in editor and save" error upon startup
  • There were grammar and spelling mistakes in the Notes
  • It was an Operation Arrowhead mission, but the player started with an M4A3 with Aimpoint? More on this later
  • Place an invisible landing pad for the chopper so it lands instead of hovers.
  • Extraction point was really really close to the AO.
  • Insertion point was kind of far away
  • What were the ??? markers? Were we supposed to care about them? Take time to investigate them?
  • Opening music was nice, but REALLY LOUD.
  • Why two medics? Why AT?
  • Why a six man team instead of a four man fireteam or nine man squad?
  • What were the Apaches for?
  • C-130 flyover was interesting I guess? Might have had that happen during the exfil from a distance instead of overhead during the mission.

Almost every engagement that I got into was at a range of 200-500 meters. I couldn't identify, much less pinpoint, any targets with my adorable little M4 Aimpoint. Meanwhile my team is all decked out in sexy Mk17s! I'd either give the ability during mission briefing to pick new weapons or default to an OA loadout.

I'd also probably put a lot of ambushes, even just a single guy, along the main roads. There were tons of corners I just blundered past that could have made a great ambush spot. More enemies in general really, I only killed 2 things and the other troops or my team finished off everything else before I could see them. (Including one crazy time when a medic swapped to a silenced M9 and shot it like a Mac10! Crazy full auto pistol action!)

There were TONS of US troops everywhere. The briefing says you're the first wave, but the city is crawling with friendlies before you even get there. So much so that the difficulty of the mission was really lowered since things were dead before I got to them. I ran into other US units the entire mission. I'd scale them way back.. like, maybe a few in a firefight as you leave the airport, but nothing in the city. I'd probably ditch the Apaches too. Perhaps use a Little Bird flyby instead?

Maybe build up the exit from the airport a bit, some gates/gun emplacements that kind of thing. The amount of traffic in it at the start seems to indicate we're in control of it, so a small hint of build up would have been immersive.

Any drawback to mission success if you kill a civilian?

The music folder had several megabytes of music that apparently wasn't used. There was also quite a few album cover pictures that weren't needed. The images folder had a large image that wasn't used either from what I could tell.

Some suggested fixes for the briefing:

Wow thanks a lot. I read through all that thoroughly and agree with most of it.

What I was going for was a sort of close combat operation some what like Black Hawk Down. Cliche yes but, I wanted to use that as a starting point for my first mission.

Install instructions say to "extract" the PBO to the missions folder, you just have to copy it there.

Since its a zip file you should be extracting....

Overview image and description on Scenarios page were missing

This I tried to look into but could not figure out on how to do it.

[*]I got a "Bad link to a Static Object, please open in editor and save" error upon startup

I never encountered this. If you could give me a little more information about it I could probably fix it.

There were grammar and spelling mistakes in the Notes

Working on this, it was some what of a rough draft. I really wanted to get it out for feed back.
It was an Operation Arrowhead mission, but the player started with an M4A3 with Aimpoint? More on this later

I got sick of seeing the Mk17s and the noise it was making. I wanted something Spec Ops style with a nice clean sound.
Place an invisible landing pad for the chopper so it lands instead of hovers.

I did trial and error runs with helicopter pads and no helicopter pads about 50 times and the pads always gave me more errors because of the AI little bird trying to land on top of the black hawk at the same time.

Extraction point was really really close to the AO.

This I can understand, I am used to playing PR and things are close and hectic. I could change it to radio call in.

Insertion point was kind of far away

Better safe then sorry, yet that contradicts what I just said before -__-
What were the ??? markers? Were we supposed to care about them? Take time to investigate them?

Those are just small triggers I hid that people could go to and explore.

Opening music was nice, but REALLY LOUD.

Sorry about that. It sounded perfect on mine. I must of changed my default music settings. I will lower it.
Why two medics? Why AT?

This is up in the air for me, while play testing sometimes the medic in the squad would start running in trying to kill stuff at least I thought he was and he would die. Are medics programmed to stay back?

The AT is because of the ACM spawning vehicles.

Why a six man team instead of a four man fireteam or nine man squad?

Six man felt better, I wanted to have a black hawk and a littlebird. 4 people in a black hawk transport would look silly.
What were the Apaches for?

While doing play tests the ACM spawned enemy Mi24s or whatever the transports are called and I saw them engaging and shooting them down. It was awesome, plus they will engage infantry that are on the street that you missed. Although they will sometimes fly dangerously low and shoot near you :/ Something I would like to fix.
C-130 flyover was interesting I guess? Might have had that happen during the exfil from a distance instead of overhead during the mission.

:j: There shouldnt be any C-130s. I only put A-10s in for a cool fly over effect.
Almost every engagement that I got into was at a range of 200-500 meters. I couldn't identify, much less pinpoint, any targets with my adorable little M4 Aimpoint. Meanwhile my team is all decked out in sexy Mk17s! I'd either give the ability during mission briefing to pick new weapons or default to an OA loadout.

I gave the team leader some binoculars....Again the M4 I put in because of my hate of the Scar in this game. I guess I've seen too many Hollywood movies and like seeing the M4 in firefights. At least thats all I see in Iraq fire fight videos. Would you like it if I re did all the operators and medics with M4s? I think I could make the blackhawk have a weapons cache on it as well so users could choose.
I'd also probably put a lot of ambushes, even just a single guy, along the main roads. There were tons of corners I just blundered past that could have made a great ambush spot. More enemies in general really, I only killed 2 things and the other troops or my team finished off everything else before I could see them. (Including one crazy time when a medic swapped to a silenced M9 and shot it like a Mac10! Crazy full auto pistol action!)

Wow that's crazy, what difficulty were you playing on? I always encounter at least 30 enemies. Their can be even more then that because of the ACM.

Just to give you an idea on how many enemies are on the map...

http://img153.imageshack.us/img153/4086/arma2oa2010070706152337.jpg

Plus ACMs will never stop spawning units in random places.

There were TONS of US troops everywhere. The briefing says you're the first wave, but the city is crawling with friendlies before you even get there. So much so that the difficulty of the mission was really lowered since things were dead before I got to them. I ran into other US units the entire mission. I'd scale them way back.. like, maybe a few in a firefight as you leave the airport, but nothing in the city. I'd probably ditch the Apaches too. Perhaps use a Little Bird flyby instead?

The US troops thing never happened to me and never is supposed to happen. But the reason for it happening is because of the ACM. I will put in some more limitations for it.

Any drawback to mission success if you kill a civilian?

Right now the only drawback is you lose points. If I knew of a way to make more I probably would. But right now civilians are very low numbered.

The music folder had several megabytes of music that apparently wasn't used. There was also quite a few album cover pictures that weren't needed. The images folder had a large image that wasn't used either from what I could tell.

I didnt see any album cover pictures.... All of the music files are used. Loading screen files are now cleaned up.

IntelINSCOM just got confirmation ofthat a UH-60 Black Hawk helicopter delivering supplies to the locals, was shot down by an RPG. Satellites confirm ofthat there are 2 pilots that are alive down there.

Your team is being tasked as the first wave to go in and secure themthe pilots. Once you have secured theretheir location proceed onto the extraction point where a helicopter will extract you to a safe LZexfiltrate your team and the pilots.

YourYou're going in and getting out hot so be prepared. CiviesCivilians are out there as well, so make sure to check your targets.

Operation Black Thunder is a go, good luck gentlemen we're counting you."

Thank you very much for that. I will change all of that now!

:rolleyes:

At the moment now I am working on Version 1.2 to address and fix most of these problems.

Something I am also trying to do is enable team switching but its not working to well. Because once the player dies the screen gets stuck.

Edited by Toasticuss

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The overview is a html document that resides within the mission folder. Just copy an existing one, open it up with Notepad and change the text to whatever you like.

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The overview is a html document that resides within the mission folder. Just copy an existing one, open it up with Notepad and change the text to whatever you like.

So the overview is what will show up in the scenarios menu? Gotcha.

Overview is now working fine :).

Edited by Toasticuss

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Ahh, ACM might have been causing some of the odd things than.

Re: "extract", doh, yeah, I guess I use zip files without even thinking about them anymore. heh

Here's that error:

errorarma.jpg

For the overview do this:

Create a file called overview.html with this code (image must be 240x120):

<html>
<head><title></title></head>
<body>
<p align="center"><img src="img.jpg" width="240" height="120"></p>
<p>Put your description here.</p>
</body>
</html>

Extraction point worked fine, it was just really close. Doesn't have to be radio or anything, I'd just move it to outside the city a bit.

Regarding the M4, there's been stories lately about how the soldiers in Afghanistan are moving away from the M4 since it simply can't perform in the longer range firefights they are finding themselves in. Much like Takistan. :) I'd probably suggest using the M4A3_RCO_GL_EP1 rifle instead. It's the same as the one you're using, but has an ACOG for longer range use and a M203 launcher. A nice Team Leader type weapon:

gunnice.jpg

Here's the music folder:

musicfolder.jpg

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Interested in playing this mission, I subscribed. I'll keep a look out for your next version.

Thx.

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Ahh, ACM might have been causing some of the odd things than.

Re: "extract", doh, yeah, I guess I use zip files without even thinking about them anymore. heh

Here's that error:

[iM]http://img42.imageshack.us/img42/4971/errorarma.jpg[/img]

For the overview do this:

Create a file called overview.html with this code (image must be 240x120):

<html>
<head><title></title></head>
<body>
<p align="center"><img src="img.jpg" width="240" height="120"></p>
<p>Put your description here.</p>
</body>
</html>

Extraction point worked fine, it was just really close. Doesn't have to be radio or anything, I'd just move it to outside the city a bit.

Regarding the M4, there's been stories lately about how the soldiers in Afghanistan are moving away from the M4 since it simply can't perform in the longer range firefights they are finding themselves in. Much like Takistan. :) I'd probably suggest using the M4A3_RCO_GL_EP1 rifle instead. It's the same as the one you're using, but has an ACOG for longer range use and a M203 launcher. A nice Team Leader type weapon:

[iM]http://img248.imageshack.us/img248/4551/gunnice.jpg[/img]

Here's the music folder:

[iM]http://img13.imageshack.us/img13/1048/musicfolder.jpg[/img]

Ahh thank you for those pictures, my PBO builder must be including the windows 7 hidden files. Let me find those and DESTROY THEM :p.

One criticism I have with the ACOG version is that it completely removes the immersion because it takes up the whole screen where as the red dot does not. If this were a Takistani mission I whole heartedly agree that the ACOG would be a perfect fit for that situation. But I would like to leave it as the red dot for the time being.

I will work on a black hawk cargo system soon to let players choose.

Overview is working great now by the way and the extraction point has moved. Check the change log in the first post for more changes.

Edited by Placebo

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For the cargo system to let players choose weapons, just use the default briefing one. Put this in your description.ent:

class Weapons
{
 class SCAR_H_LNG_Sniper     {count = 1;};
 class M4A1                  {count = 8;};
};

class Magazines
{
 class 30Rnd_556x45_Stanag   {count = 50;};
};

Then from the briefing page before beginning the mission they can click on Units, then themselves and finally [Gear]:

unitchoice.jpg

And they'll see the gear available to them:

ingameweapons.jpg

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For the cargo system to let players choose weapons, just use the default briefing one. Put this in your description.ent:

class Weapons
{
 class SCAR_H_LNG_Sniper     {count = 1;};
 class M4A1                  {count = 8;};
};

class Magazines
{
 class 30Rnd_556x45_Stanag   {count = 50;};
};

Then from the briefing page before beginning the mission they can click on Units, then themselves and finally [Gear]:

[iM]http://img713.imageshack.us/img713/8691/unitchoice.jpg[/img]

And they'll see the gear available to them:

[iG]http://img69.imageshack.us/img69/9271/ingameweapons.jpg[/img]

Wow thats working flawlessly thanks. Added to the list!! :butbut:

1.2 HAS BEEN RELEASED! Check change log for details, 1.3 planned.

Edited by Placebo

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I started playing, but haven't finished yet. Heres what I recommend:

-Add pistols, just cause I hate the M9 lol.

-One of the guys on the team starts out with an M4A1 AIM but loaded with SCAR-H Mags.

-You also need to add SCAR H Mags to the inventory, cause if I want to use the SCAR-H DMR I can't grab any ammo from it.

-Make all of the dudes on the team playable. If I get shot, I can jump over to my AR or another shooter rather than lie there praying the AI gets smart and kills the baddies.

-Change the rank of the team. Player is a Captain, and all of the shooters Sergeants. Never would a Major lead a five man team, nor would there ever be a team full of officers. Lieutenants can't even be in SF, gotta be a Captain before you can lead a Special Forces ODA. SF/SOF teams are led by Captains (Majors would be in theater, but not leading a five man CSAR mission) and filled by NCOs (Sergeants, usually Staff Sergeants or Sergeants First Class, but Arma 2 only allows one sergeant rank).

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This was really fun, but I did not run into any difficulties...

...until the UH-60 pilot decided flying into trees was a better idea than flying out of the danger zone.

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Awesome mission, but I saw a couple of things to make it better.

1.You should change the ambient civilians to the ambient civilians (expansion).

2. You dont have to synchronize the ambient civilian module to the player.

3. Units 9, 10, 11, 12 by the little bird have "this moveincargo helicopter" in them. You should delete those since the group leader already has the group moveincargo command.

4. Your first music trigger you do not need to activate it by blufor present since you have set the condition already to true.

5. You should add objects H (invisible) to your two transport unload spots.

6. Instead of using the setdamage command on your helicopters at your dismiss waypoint you should use this:

{deleteVehicle _X} forEach (crew helicopter)+[helicopter]

This will delete the helicopter and the crew instead of blowing them up.

7. You shouldnt need an explosion script, all you would need to do is paste this:

_bomb = "Bo_GBU12_LGB" createVehicle (GetPos trig1);

into your activation field. Name your trigger trig1. Then when your group leader is present it will explode

Edited by cobra4v320

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Pretty good, I just played through 1.2 and I have a few suggestions.

The AI didn't follow me so well, they kept going prone and crouching and acting all tactical when nobody was around. I'm new to ARMA so maybe I just forgot to give them a command?

And I think the dropoff point should be closer, was that COD4 music I heard at the start?

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I like this type of mission with working Helo insertion and extraction.

I think it would be nice with a mission like this as a Quick Reaction Force giving relief to a patrol that's been hit by a EID or something similar.

Keep up the good work. :bounce3:

/Johan

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Pretty good, I just played through 1.2 and I have a few suggestions.

The AI didn't follow me so well, they kept going prone and crouching and acting all tactical when nobody was around. I'm new to ARMA so maybe I just forgot to give them a command?

And I think the dropoff point should be closer, was that COD4 music I heard at the start?

Use the behaviour menu (mmm number 7, or 8) and select "safe" or at least "aware" to indicate them that they should move faster and be less "tactical".

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Pretty cool mission, I especially liked the choppers circling around and providing CAS.

Some suggestions:

- Few randomly placed militia men with AK's and RPG's on the roof tops or baloneys would give a nice touch.

- Full box of all kinds of weapons at the crash site seemed a bit off. Did it drop out of the sky? ;)

- I was running the mission with -showScriptErrors start-up parameter and there were quite many errors. Although they didn't seem to affect the flow of the mission.

arma2OA.RPT, errors that popped up on screen in bold.

=====================================================================

== C:\ARMA2\arma2OA.exe

== "C:\ARMA2\arma2OA.exe" -profiles=profiles -nosplash -world=empty -showScriptErrors

=====================================================================

Exe timestamp: 2010/02/01 15:20:53

Current time: 2010/02/09 17:45:29

Item str_disp_server_control listed twice

Updating base class ->RscText, by ca\ui\config.bin/RscSplashText/

Added texture headers from file "ca\air_e\texheaders.bin"

Added texture headers from file "ca\animals_e\texheaders.bin"

Added texture headers from file "ca\ca_e\texheaders.bin"

Added texture headers from file "ca\characters_e\texheaders.bin"

Added texture headers from file "ca\desert_e\texheaders.bin"

Added texture headers from file "ca\l39\texheaders.bin"

Added texture headers from file "ca\misc_e\texheaders.bin"

Added texture headers from file "ca\missions_e\texheaders.bin"

Added texture headers from file "ca\modules_e\texheaders.bin"

Added texture headers from file "ca\plants_e\texheaders.bin"

Added texture headers from file "ca\roads_e\texheaders.bin"

Added texture headers from file "ca\rocks_e\texheaders.bin"

Added texture headers from file "ca\signs_e\texheaders.bin"

Added texture headers from file "ca\structures_e\texheaders.bin"

Added texture headers from file "ca\takistan\data\texheaders.bin"

Added texture headers from file "ca\takistan\data\layers\texheaders.bin"

Added texture headers from file "ca\tracked_e\texheaders.bin"

Added texture headers from file "ca\weapons_e\texheaders.bin"

Added texture headers from file "ca\wheeled_e\texheaders.bin"

Added texture headers from file "ca\zargabad\texheaders.bin"

Checking texture headers done - ok = 5591, failed = 0, patched = 0.

Exe version: 1.52.71612

File description.ext, line 3: '.onloadmission': Missing ';' at the end of line

Error in HTML file ca\ui\data\dtaext\mymissions\overview.html

Context 4

Error in HTML file ca\ui\data\dtaext\mymissions\overview.html

Context 4

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

ca\structures_e\housea\a_statue\a_statue_ep1.p3d: house, config class missing

MoveIn: Soldier B 1-1-D:2 (unit11) already in vehicle helicopter2

MoveIn: Soldier B 1-1-D:3 (unit10) already in vehicle helicopter2

MoveIn: Soldier B 1-1-D:4 (unit12) already in vehicle helicopter2

MoveIn: Soldier B 1-1-D:5 (unit9) already in vehicle helicopter2

Error in expression <l"]] call BIS_ACM_addGroupClassesFunc;

};

};

>

Error position: <};

};

>

Error Missing {

File missions\__cur_sp.zargabad\init.sqf, line 37

Error in expression <l"]] call BIS_ACM_addGroupClassesFunc;

};

};

>

Error position: <};

};

>

Error Missing {

File missions\__cur_sp.zargabad\init.sqf, line 37

Error in expression <pulationClasses = _populationClasses + [_type];

};

_populationCount = count _po>

Error position: <_type];

};

_populationCount = count _po>

Error Undefined variable in expression: _type

Error in expression <pulationClasses = _populationClasses + [_type];

};

_populationCount = count _po>

Error position: <_type];

};

_populationCount = count _po>

Error Undefined variable in expression: _type

Error in expression <ss = _populationClasses select _i;

if (_class != "") then {

_door = _doorlist >

Error position: <_class != "") then {

_door = _doorlist >

Error Undefined variable in expression: _class

Error in expression <ss = _populationClasses select _i;

if (_class != "") then {

_door = _doorlist >

Error position: <_class != "") then {

_door = _doorlist >

Error Undefined variable in expression: _class

Unknown action Surrender

Unknown action GetOver

Unknown action Surrender

Unknown action GetOver

Unknown action Surrender

Unknown action GetOver

Error in expression <civvy1 globalchat _ammoType>

Error position: <civvy1 globalchat _ammoType>

Error Undefined variable in expression: civvy1

Error in expression <civvy1 globalchat "Huge">

Error position: <civvy1 globalchat "Huge">

Error Undefined variable in expression: civvy1

Unknown action Surrender

Unknown action GetOver

Unknown action Surrender

Error in expression <group2 setDamage 1;>

Error position: <setDamage 1;>

Error setdamage: Type Group, expected Object

Unknown action Surrender

Unknown action Surrender

unit12: moving in direct condition failed, dist 2.34482

Warning: Unaccessible ladder point for AI (already used for actionend3) in ca\structures_e\housec\house_c_1_v2_dam_ep1.p3d

Creating debriefing

File description.ext, line 3: '.onloadmission': Missing ';' at the end of line

Edited by Rok
Added arma2oa.rpt

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Hey guys thanks for all the awesome feedback. I am currently prepping 1.3 and testing it in and out, I have fixed a few things and hoping to get this out before Saturday. If not tonight.

I started playing, but haven't finished yet. Heres what I recommend:

-Add pistols, just cause I hate the M9 lol.

-One of the guys on the team starts out with an M4A1 AIM but loaded with SCAR-H Mags.

-You also need to add SCAR H Mags to the inventory, cause if I want to use the SCAR-H DMR I can't grab any ammo from it.

-Make all of the dudes on the team playable. If I get shot, I can jump over to my AR or another shooter rather than lie there praying the AI gets smart and kills the baddies.

-Change the rank of the team. Player is a Captain, and all of the shooters Sergeants. Never would a Major lead a five man team, nor would there ever be a team full of officers. Lieutenants can't even be in SF, gotta be a Captain before you can lead a Special Forces ODA. SF/SOF teams are led by Captains (Majors would be in theater, but not leading a five man CSAR mission) and filled by NCOs (Sergeants, usually Staff Sergeants or Sergeants First Class, but Arma 2 only allows one sergeant rank).

-Add pistols, just cause I hate the M9 lol.

What? I added a 1911 jut for you :p

One of the guys on the team starts out with an M4A1 AIM but loaded with SCAR-H Mags.

Which guy? I believe they all work fine.

-You also need to add SCAR H Mags to the inventory, cause if I want to use the SCAR-H DMR I can't grab any ammo from it.

Fixed, sorry about that.

Make all of the dudes on the team playable. If I get shot, I can jump over to my AR or another shooter rather than lie there praying the AI gets smart and kills the baddies.

At the moment I cannot get this to work, I am on version 1.5 and everytime I die when its supposed to switch the camera will get stuck and I cannot quit the mission or do anything. If someone else has any idea on why this is happening let me know

Change the rank of the team. Player is a Captain, and all of the shooters Sergeants.

Done. Thank you for the insight on this.

Awesome mission, but I saw a couple of things to make it better.

1.You should change the ambient civilians to the ambient civilians (expansion).

2. You dont have to synchronize the ambient civilian module to the player.

3. Units 9, 10, 11, 12 by the little bird have "this moveincargo helicopter" in them. You should delete those since the group leader already has the group moveincargo command.

4. Your first music trigger you do not need to activate it by blufor present since you have set the condition already to true.

5. You should add objects H (invisible) to your two transport unload spots.

6. Instead of using the setdamage command on your helicopters at your dismiss waypoint you should use this:

{deleteVehicle _X} forEach (crew helicopter)+[helicopter]

This will delete the helicopter and the crew instead of blowing them up.

7. You shouldnt need an explosion script, all you would need to do is paste this:

_bomb = "Bo_GBU12_LGB" createVehicle (GetPos trig1);

into your activation field. Name your trigger trig1. Then when your group leader is present it will explode

You should change the ambient civilians to the ambient civilians (expansion).

Done and fixed, thank you I did not know which one worked with OA so I did both.

Units 9, 10, 11, 12 by the little bird have "this moveincargo helicopter" in them. You should delete those since the group leader already has the group moveincargo command.

Fixed.

You should add objects H (invisible) to your two transport unload spots.

Okay this is becoming a huge deal. I have tested this over 50 times and every time when I used the helipad the helicopter would land fine but then the AI will get out and start running against the helicopter, then the helicopter will take off and it will sometimes kill them.

Not using the helipads fixes this and sometimes takes more time but sometimes looks realistic.

Instead of using the setdamage command on your helicopters at your dismiss waypoint you should use this:
{deleteVehicle _X} forEach (crew helicopter)+[helicopter]

This will delete the helicopter and the crew instead of blowing them up.

Thank you very much for this, I knew their was a way to do this I just did not know the commad. FIXED :)

You shouldnt need an explosion script, all you would need to do is paste this:
_bomb = "Bo_GBU12_LGB" createVehicle (GetPos trig1);

into your activation field. Name your trigger trig1. Then when your group leader is present it will explode

My explosion script makes setting up bombs extremely easy, I can also determine how big I want the explosions to be just by changing the init code to "Small, Medium, High, Huge"

Pretty good, I just played through 1.2 and I have a few suggestions.

The AI didn't follow me so well, they kept going prone and crouching and acting all tactical when nobody was around. I'm new to ARMA so maybe I just forgot to give them a command?

And I think the dropoff point should be closer, was that COD4 music I heard at the start?

The AI didn't follow me so well

Yeah this is a little bit of a problem, just make sure you stay with the squad and keep putting them into safe once you clear a firefight.

COD4 music I heard at the start?

Possibly :-p

Pretty cool mission, I especially liked the choppers circling around and providing CAS.

Some suggestions:

- Few randomly placed militia men with AK's and RPG's on the roof tops or baloneys would give a nice touch.

- Full box of all kinds of weapons at the crash site seemed a bit off. Did it drop out of the sky? ;)

- I was running the mission with -showScriptErrors start-up parameter and there were quite many errors. Although they didn't seem to affect the flow of the mission.

Thanks for the feed back.

Few randomly placed militia men with AK's and RPG's on the roof tops or baloneys would give a nice touch.

This is something I have been planning but just keep forgetting.

Making a permanent mental note of it :)

Full box of all kinds of weapons at the crash site seemed a bit off. Did it drop out of the sky? ;)

Yeah, they do seem out of place now that you say that. They will go.

I was running the mission with -showScriptErrors start-up parameter and there were quite many errors. Although they didn't seem to affect the flow of the mission

Hmm I have had my startup with that too and never encountered any errors.

I will retry it see if any come up.

If you don't mind could you tell me which scripts errors you got that would be great

Look forward to 1.3 to come out soon!!! Must be going now!

Edited by Toasticuss

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I really enjoyed this mission, but I have one small error - the mission won't finish once we board the extraction helicopter and leave the combat zone (I lost 5 during the course of events due to a facepalm inducing AI screw up, if that helps)

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I really enjoyed this mission, but I have one small error - the mission won't finish once we board the extraction helicopter and leave the combat zone (I lost 5 during the course of events due to a facepalm inducing AI screw up, if that helps)

Does the helicopter just sit and hover somewhere? Does it even take off?

Couple big problems at the moment.....

I am unable to find the source of where my game keeps crashing.

I am unable to edit the mission, so until further debugging 1.3 is being delayed a bit.

If someone could be kind enough to try and load this preview build up into your missions folder in my documents and see if it crashes you that would be great, test it out in the editor if you can.

I need to know if it is my end or something thats causing it in the mission.

Here is the preview build - http://www.mediafire.com/?5d42y1nljyn

Remember it goes in C:\Users\"YourUserName"\Documents\ArmA 2\missions

I am currently on version 1.5, or the stock version of OA.

Edited by Toasticuss

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Yeah, sorry, shoulda been more clear - it takes off, flies to the edge of the map, hovers.

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I am unable to find the source of where my game keeps crashing.

I am unable to edit the mission, so until further debugging 1.3 is being delayed a bit.

When I was messing around with your first version it was crashing like that on me too. Are you maybe using something from A2 in an OA mission?

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Just downloaded. I'm going in and taking names.:)

Finished mission. Good job from my perspective. No crashes or anyother problems besides my medic getting injured and taking forever to get to chopper. Several of my boys ran out of ammo too. Seemed strange since it wasn't that long of a mission,

Edited by Fishercat
finished mission

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If someone could be kind enough to try and load this preview build up into your missions folder in my documents and see if it crashes you that would be great, test it out in the editor if you can.

I tried it and it hasn't crashed yet, but I haven't played it through yet either. (EDIT: Sorry, it just locked up on me so I guess you have a real bug.)

I am having problems with the insertion chopper not unloading because it gets fired upon. You might want to relocate some close enemies farther away or move the LZ and/or flight path.

Also to make the insertion heli touch down for a few seconds while unloading add an invisible H on top of (or close to) the unloading waypoint. Add a unit with the following selections: Side: Empty -> Class: Objects -> Unit: H (invisible). No need to do anything else and the heli will do its thing instead of hovering a few feet above ground.

Edited by Grizzle

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I tried it and it hasn't crashed yet, but I haven't played it through yet either. (EDIT: Sorry, it just locked up on me so I guess you have a real bug.)

I am having problems with the insertion chopper not unloading because it gets fired upon. You might want to relocate some close enemies farther away or move the LZ and/or flight path.

Also to make the insertion heli touch down for a few seconds while unloading add an invisible H on top of (or close to) the unloading waypoint. Add a unit with the following selections: Side: Empty -> Class: Objects -> Unit: H (invisible). No need to do anything else and the heli will do its thing instead of hovering a few feet above ground.

You should add objects H (invisible) to your two transport unload spots.

Okay this is becoming a huge deal. I have tested this over 50 times and every time when I used the helipad the helicopter would land fine but then the AI will get out and start running against the helicopter, then the helicopter will take off and it will sometimes kill them.

Not using the helipads fixes this and sometimes takes more time but sometimes looks realistic.

I have tried man. When the helicopter lands with the invisible helipad the AI are just retarded and will run into the vehicle and die when they get out.

---------- Post added at 11:45 PM ---------- Previous post was at 11:44 PM ----------

When I was messing around with your first version it was crashing like that on me too. Are you maybe using something from A2 in an OA mission?

Could be, this is very frustrating.

Edit: I believe I have pin pointed the crashing, one of the music files is doing it. Still investigating.

Edit: I am 98% sure I have solved the crashing. It was because of a 2 megabyte OGG file. I deleted it and its working fine now.

Edit: Crashed again!!! :cry: This time it was in the editor....Could be because of temporary files.

Anyway if anyone has any idea on how to get team switching to not freeze in SP that would be great.

Edited by Toasticuss

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