Jump to content

Recommended Posts

Question: (nothing in the in-game FAQ or this thread)

I found a weapons cache. It has one option to "Take cache" and allows me to move it some place. I am not sure what this can be used for. Second option is "Load cache", it then asks to choose the destination. I had a Kamaz right there ready to take it in, but I could not find a way to point to the Kamaz as a destination. I supposed that pointing to the Kamaz I'd find a new option in the menu, but nothing happened. Help!

  • Like 1

Share this post


Link to post
Share on other sites

I've been playing 1.14, it's a great mission, many thanks. Reminds me a lot of the 100 days campaign from ArmA2. I just had a few comments (realizing that this may or may not be fixed in 1.15):

 

If your soldiers get killed, there should be a penalty for leaving their bodies on the battlefield (either loading into patrol vehicle or calling a helicopter to take them away via script)

 

I'm also having trouble with the arms caches. I found one with a Kamaz beside it, but had no options to do anything with it. Are we supposed to move them, blow them up or what? (I'm assuming blow them up...)

 

As I drive around when on a task, I run into civilians and I want to talk to them, no matter what interaction I select, they just say: ????

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, victor1234 said:

I'm also having trouble with the arms caches. I found one with a Kamaz beside it, but had no options to do anything with it. Are we supposed to move them, blow them up or what? (I'm assuming blow them up...)

In the mousewheel menu I had an option to take it (it then get stickied onto the cursor and you can place it somewhere else, I don't know for what purpose), and an option to Load it, but I couldn't figure out how to designate my truck as the recipient. I ended up blowing it up with a satchel charge my demo guy had, for the satisfaction of a job well done (and the 500 points didn't hurt either).

 

3 hours ago, victor1234 said:

As I drive around when on a task, I run into civilians and I want to talk to them, no matter what interaction I select, they just say: ????

Never tried this yet, but there something in the FAQ about that, "not everyone speaks your language". I wonder how this is handled though, since in the locations where a force like ours is usually deployed, the population isn't exactly multi-lingual. There should be enlistable translators somewhere in the base for better immersion.

  • Like 1

Share this post


Link to post
Share on other sites

The interpreter is a good idea actually.

 

Just as another observation. Why do the insurgents have tanks? I started out on a patrol and 3 T-72's shot down the transport helicopter.....it's one thing if you're keeping them in for a challenge, but then the player should have on call artillery + air support to deal with them (which considering the already existing awesome levels of realism, they should have anyways!)

 

Is there a chance of adding in a third force (independent), friendly to the west? It would open up a lot of possibilities, including new ambient patrols/checkpoints around the map and new tasks (train them, go on missions with them, transfer weapons to them, etc).

 

 

 

 

  • Like 1

Share this post


Link to post
Share on other sites

Thanks again for your feebacks and for your support, guys. I really appreciate !

 

@aarnoman

Yes, as you can see I'm open to suggestions. But keep in mind that I'm alone and that I have to develop OPEX on my free time when I'm not at work or with my family. I won't be able to satisfy everyone but I'll do my best to improve OPEX and make it as good as possible.

 

@neofit

The weapon caches has to be destroyed to get some bonus credits. The attached actions (Take, load...) are bringed by the R3F logistic script wich allows to move objects. In this case, it could be usefull, to move the crates away and avoid destroying civilian houses or killing civilians. I will add an entry into the FAQ to make it clearer.

 

@victor1234

Your suggestion about getting a penaly for leaving dead bodies (or vehicles) on the battlefield is interesting, thank you for that. I have to think about it but at this time I'm not sure it would  be so simple to implement a script like this. But I have noted it for later.

About insurgents that have tanks: what map are we talking about ? Enemy strenghts are a bit different, depending on the world region you are playing on. Anyway, yes, it's mainly for the challenge but I think it's not so far from reality to let them using a few armored vehicles. By default, artillery, air and other supports are available when you succeed some tasks (e.g.: rescuing the pilot unlocks an air strike). You can also make all of them available from the start in the MP mission parameters, before starting the mission.

About a third force: I already had this idea but again, it's a question of time. Moreover, as there's a possibility I will replace R3F units and JackFrench vehicles by OFrP mod when it will be available, I prefer to wait to avoid working for nothing.

 

@neofit @victor1234

Yes, "???" means that the civilian doesn't understand your language. I also already have the idea to add an interpreter speciality that could be learned on the training center but I didn't have time to implement it yet. It's in my to-do list.

 

I hope I have replied to all your questions, guys.

  • Like 3

Share this post


Link to post
Share on other sites
On 20/06/2017 at 0:26 AM, Gemini said:

To go faster, you can sell back your teammates and buy new ones at the delivery area.

 

Maybe for more RPG-ness and probably realism, as well, as I am not sure a lieutenant or whatever I am will change his team after each mission, you can implement the Arsenal feature with its saved loadouts? There are two empty stacks of crates at the back of the armoury, that at first I have taken for Arsenal crates. That would be nice, you switch to #2 doc Leroux and load the Medic/Ammo Bearer template and voilà, old friend is rearmed.

 

 

49 minutes ago, Gemini said:

 

@victor1234@neofitThe weapon caches has to be destroyed to get some bonus credits. The attached actions (Take, load...) are bringed by the R3F logistic script wich allows to move objects. In this case, it could be usefull, to move the crates away and avoid destroying civilian houses or killing civilians.

Then if possible remove the "Load" option if only the "Take" one is usable, to avoid confusion.

Share this post


Link to post
Share on other sites

I think that enabling a virtual arsenal would kill the credit concept, that obligates players to manage their equipement. But it's possible to enable the in-game virtual Arsenal into the mission parameters.

The "load" option should work. In this case, maybe it's because the crate is too big for the vehicle, I will check in details how R3F scripters made that.

Share this post


Link to post
Share on other sites
1 minute ago, Gemini said:

I think that enabling a virtual arsenal would kill the credit concept, that obligates players to manage their equipement.

 

I don't remember paying for the guns and launchers I took from the crates in the Armoury. Was it supposed to not be free?

 

1 minute ago, Gemini said:

The "load" option should work. In this case, maybe it's because the crate is too big for the vehicle, I will check in details how R3F scripters made that.

What was I supposed to do then in order to load it into the red cabin Kamaz that was parked about 5m away from it? The option says something like "Choose the destination" but I couldn't figure out how to do that.

Share this post


Link to post
Share on other sites

BTW, just in case, I've enabled Teamswitch in OPEX by adding two lines.

 

In fnc_enlist.sqf:

 

    if ((alive _unit) && (group _unit != _group)) then
        {    _unit switchMove "";
            _unit setCaptive false;
            _unit allowDamage true;
            addSwitchableUnit _unit;

 

And in init.sqf

 

enableTeamSwitch true;

// =========================================================================================================
// ENDING SCRIPT
// =========================================================================================================

 

 

Officially the latter is supposed to be the default value but I found it not to be true.

  • Like 1

Share this post


Link to post
Share on other sites
7 hours ago, Gemini said:

Thanks again for your feebacks and for your support, guys. I really appreciate !

 

@aarnoman

Yes, as you can see I'm open to suggestions. But keep in mind that I'm alone and that I have to develop OPEX on my free time when I'm not at work or with my family. I won't be able to satisfy everyone but I'll do my best to improve OPEX and make it as good as possible.

 

@neofit

The weapon caches has to be destroyed to get some bonus credits. The attached actions (Take, load...) are bringed by the R3F logistic script wich allows to move objects. In this case, it could be usefull, to move the crates away and avoid destroying civilian houses or killing civilians. I will add an entry into the FAQ to make it clearer.

 

@victor1234

Your suggestion about getting a penaly for leaving dead bodies (or vehicles) on the battlefield is interesting, thank you for that. I have to think about it but at this time I'm not sure it would  be so simple to implement a script like this. But I have noted it for later.

About insurgents that have tanks: what map are we talking about ? Enemy strenghts are a bit different, depending on the world region you are playing on. Anyway, yes, it's mainly for the challenge but I think it's not so far from reality to let them using a few armored vehicles. By default, artillery, air and other supports are available when you succeed some tasks (e.g.: rescuing the pilot unlocks an air strike). You can also make all of them available from the start in the MP mission parameters, before starting the mission.

About a third force: I already had this idea but again, it's a question of time. Moreover, as there's a possibility I will replace R3F units and JackFrench vehicles by OFrP mod when it will be available, I prefer to wait to avoid working for nothing.

 

@neofit @victor1234

Yes, "???" means that the civilian doesn't understand your language. I also already have the idea to add an interpreter speciality that could be learned on the training center but I didn't have time to implement it yet. It's in my to-do list.

 

I hope I have replied to all your questions, guys.

 

 


Thanks! Again, fantastic mission, and especially good because it's SP friendly (which seems to be rare nowadays). I didn't know about the support becoming available like that after doing the pilot task. Maybe something to note in the FAQ too?

 

I'm playing on the Kunduz map and the insurgents having a squadron of 3 T-72's working together seems like a bit much.

 

Even 1 T-72 would've been destroyed pretty quickly, as the Dutch kept flying F-16's almost constantly, looking for something to target when I was there (interesting sidenote: The regional counter-IED expert/specialist was French! I remember him wandering around the German base at Kunduz looking for someone who spoke French because his English wasn't very good....). The armed pickup trucks are more realistic, especially because the Afghan army/police used the same ones and it might be harder to tell from the air and I agree they need something more than infantry. 

Share this post


Link to post
Share on other sites

Hi everyone. My brother recently picked up Arma and I recommended this mission to him. I'm a bit busy to check on this myself, but I was wondering if you could help me out.

 

He's trying to play the FATA version. He sent me a screenshot showing me he has no recruiter guy standing near where you spawn (near the TV). He sent me a screenshot of this area so I can see he is not there like he was the last time I played this mission.

 

How do you recruit AI in OPEX these days? Is it from an object?

Share this post


Link to post
Share on other sites

@Gemini

 

It sounds like some great new suggestions are starting to come in. In particular, I like the idea of being able to recover friendly casualties for the role playing value. To address a few of the other comments, I would like to add a few things. It's not unrealistic for a guerilla force to occasionally have tanks but the terrain can certainly be a limiting factor. The Taliban in Afghanistan had tanks but I understand that they've all been destroyed or captured by now but I suppose it's always possible that they have a few hidden away somewhere. During the Soviet Afghan war, the Mujahedeen occasionally operated captured Soviet armored vehicles and on occasion, Chechen fighters operated captured Russian armored vehicles as well. However, it's unlikely that a guerilla force could operate a large number of tanks or other armored vehicles (especially in open terrain) since they have no air support to counter enemy air superiority. As for what to do with captured enemy caches, that can also come down to role playing. Destroying them can provide a nice credit reward but I like to keep an enemy cache to arm my guys and a few captured vehicles for my guys to use while on covert and special operations missions. Using enemy weapons makes rearming in the field much simpler. I just wish that we had some civilian clothing and gear available in the armory for my guys to use as well while on certain operations. There's a mod out there by Rydygier that allows one to be incognito while in civilian vehicles as long as you don't act too suspicious but I don't believe that it's available in a script version. However, there is a script by Incontinentia that does something similar. Should you be interested in adding such features, then check these links out:

 

http://www.armaholic.com/page.php?id=27496

http://www.armaholic.com/page.php?id=32345

 

I would also like to revisit the subject of time acceleration again. Would it be possible to make the default time acceleration an option somewhere in the mission for SP play without having to de-pbo and edit the mission? In SP, if I need to advance time for some reason, then I can use the rest feature. I also would much prefer to play in real time because I find that time acceleration makes night missions very time critical because it doesn't stay dark long enough. I often prefer to go out at night when friendly forces usually have an advantage due to night vision capabilities but I almost always find that daylight comes too soon for it to be effective. I don't know how day and night cycles are determined in missions or on maps but I've noticed that in the Taunus version of the mission, that it starts to get daylight shortly after 0400, which seems much too early to me.

 

BTW, it looks like I finally got my video card situation sorted out and I'm looking forward to getting back into the action later in the week. Keep up the awesome work.

Share this post


Link to post
Share on other sites
2 hours ago, HeroesandvillainsOS said:

Hi everyone. My brother recently picked up Arma and I recommended this mission to him. I'm a bit busy to check on this myself, but I was wondering if you could help me out.

 

He's trying to play the FATA version. He sent me a screenshot showing me he has no recruiter guy standing near where you spawn (near the TV). He sent me a screenshot of this area so I can see he is not there like he was the last time I played this mission.

 

How do you recruit AI in OPEX these days? Is it from an object?

 

I can help with that. Go to the helipad delivery area and recruit your forces there using the scroll menu to select the option for the recruiting menu. There have been some nice changes to the recruiting options as well.

  • Like 1

Share this post


Link to post
Share on other sites

@neofit

About weapons cost: some gear is freely available in the armory at start-up. But it's quite limited, so you have to manage it. If you need more, you have to order a new crate from the delivery center.

About the load option: as I said, I will check in details how R3F scripters made it. But when I tested it with other objects, it was very simple to use that.

About the team switch option: I already did that, it will be available in the next update.

 

@victor1234

I will try to adjust enemy armored forces to make it more realistic.

 

@HeroesandvillainsOS

There have been many updates since then, now every order (units, gear, vehicles...) has to be done from the delivery area (it's more convenient).

 

@scimitar

About the incognito feature: it's a nice idea, thank you for the suggestion. But it seems to be a bit complex to implement it, even if I use an already existing script. I keep it in mind for later.

About the time acceleration: some people like it, some other don't. I have implemented a parameter to easily modify it in MP, but as you know, mission parameters are not available in SP (why, Bohemia ???). And it's not so eas to develop a script that would bring the same thing for SP players. As you know, my free time is very limited, unfortunately.

About dawn/dusk: I wish I could and I tried to adjust the date to make them as much realistic as possible, but I can't do anything more: it's because of ArmA III's engine, unfortunately.

And good news about your video card ;)

  • Like 2

Share this post


Link to post
Share on other sites
44 minutes ago, Gemini said:

About the time acceleration: some people like it, some other don't. I have implemented a parameter to easily modify it in MP, but as you know, mission parameters are not available in SP (why, Bohemia ???).

This is the mission settings window in SP Pilgrimage, to stealget inspiration from to pay homage:

aaa.jpg

 

  • Like 1

Share this post


Link to post
Share on other sites

I didn't say it's not possible, I said it's not so easy: making a window like this is much work, believe me ;) And as always, it's mainly a question of time: I have to deal between my job, my family and my free time.

  • Like 3

Share this post


Link to post
Share on other sites

Gemini, I know I've said this in the past, but it needs to be said again. This is the single greatest thing I have EVER seen in Arma. Check that. This may be the single greatest thing I have EVER seen in any shooter game ever. It's a milestone accomplishment for what this engine is capable of.

 

I just requested a hostage rescue mission. I had the description (guy with red or blue hat), and the details (he may be helping the insurgents with placing explosives).

 

So we fly to the village area. I search a few people and there is Mr. Blue-hat. And sure enough he has explosive planting material in his inventory. So I arrest him. Slowly escort him to our chopper (I love the slow walk of shame through the village! It's awesome!), board him up, bring him to the detention center, and accomplish my objective without a single shot fired! What a thrill!

 

I have a couple questions/ suggestions/bugs to report, but I will post about those tomorrow. I just want to enjoy the high OPEX has given me before getting into the nitty-gritty.

 

Excellent job, Gemini! Some studio should gobble you up. Or selfishly, the A3 ALiVE team. I'd love to see you do some work for them. :)

 

Thanks so much for the mission.

  • Like 4

Share this post


Link to post
Share on other sites

Ok so a few quick things:

 

1. Is there a fully autonomous AI driven transport chopper to fly us to missions at all? As in, is there a pre-placed one somewhere in the base with an AI already in it, or one we can purchase? Or are we supposed to fly/command grouped AI to fly ourselves? I tried requesting support but in the base it was denied (which doesn't surprise me, just curious).

 

1a. In the Lythium version, grouped AI totally refuse to go inside the heliport. They just will not do it. At least not for me last night. You could see how this might be a problem relating to #1. If there is no autonomous transport, and AI won't go in the heliport, the only option is to leave them outside, grab your own chopper and move it outside the heliport, then command them to get in to have a chopper full of you and your grouped AI.

 

2. I think I agree with the post above about the time acceleration. A night op I went on turned into a day op so it's tough to plan on what gear to take. Personally I'd like to see it on a real 1:1 time scale, with an option to sleep/rest to fast forward, but if time acceleration is important to the mission functions (or easier), I'd love to see it halved.

 

3. This mission is pretty epic. I see it uses vanilla saving/loading in SP. Over multiple sessions as the data increases, is the mission still working ok for everyone? I want this to never end basically. :) Is vanilla saving ok for this?

 

4. When arresting a civ and putting him in jail, should I just leave him standing there with his hands bound? I haven't loaded my save so I have no idea if there's a clean up function. Just wondering the proper way to stuff this place full of bad guys. :)

 

5. Is there any way to teleport AI if they get stuck? I thought this was added. I just can't figure out how to execute it.

 

I'll probably have some other questions as they come to me. Again, amazing stuff Gemini.

  • Like 2

Share this post


Link to post
Share on other sites

@Gemini

 

I did a bit of searching for time acceleration mods and while I haven't had a chance to check it out yet, I'm wondering if this mod still works and if it might possibly allow us to set time acceleration on our own:

 

****EDIT*** Disregard. The Mod no longer works. A3 hangs when launched with the mod loaded. Still looking for another solution ***EDIT***

 

If anyone gives it a try (it might be a few days before I get the chance), then please post here.

 

As for incognito abilities, that can be done with the mod I linked to above and there are other mods that will unlock civilian and enemy clothing for use by friendly troops. While it would be nice to see it as a feature in the mission, it's really not that important.

Edited by scimitar

Share this post


Link to post
Share on other sites
1 hour ago, HeroesandvillainsOS said:

Ok so a few quick things:

 

1. Is there a fully autonomous AI driven transport chopper to fly us to missions at all? As in, is there a pre-placed one somewhere in the base with an AI already in it, or one we can purchase? Or are we supposed to fly/command grouped AI to fly ourselves? I tried requesting support but in the base it was denied (which doesn't surprise me, just curious).

0-8-1 (Transport)  Then the usual, click on the map on where it should land, then its destination. I never had it denied even when calling from the Altis main airport.

It will become available again a few minutes after dropoff. Or half a day later if you manage to get it shot down at the LZ (I mean a friend told me).

 

 

  • Like 1

Share this post


Link to post
Share on other sites

Hi,

 

What setup are you guys using to go on patrol? With this mod carrying an atmosphere of realism, I am trying to get into the mood as well. I mean I'm not just a civilian, a rebel, a paramilitary, a PMC, a zombie fighter or whatever else other dynamic missions make me play, but a soldier, so I need a proper vehicle. But I can't seem to decide on one.

 

First off, I believe a proper patrol into or close to enemy held territory must have more than 4 people, but Arma's MRAPs can barely carry that many, and atm Opex doesn't seem to allow any of the larger ones, I've only found the 4-seat Hunters so far, be it around the base or for sale (Altis).

 

Sure, I can use armor like a Marid or an M2, but this is way too OP IMHO, their cannon and armor feel like god mode.

 

Or I can use two Hunters for more than 4 people, but the AI dummass drivers still getting stuck on one single tree in a desert, 4 years after launch, make this impractical due to the amount of micromanagement.

 

Large trucks like the Kamaz are a bit too heavy and don't feel good when RP-ing a patrol.

 

Right now I feel the most immersed when I use a transport chopper. Or maybe "borrow" a civilian pickup - with 6 passengers it carries the minimum I'd take on patrol or to invade a compound, but I wouldn't feel much like a western soldier riding in one.

 

Also it would be nice if the mission allowed us to purchase something else than a 4-seat Hunter (or better yet, first have a couple for free on the main base). For instance:

* From Apex: a prowler, 6 seater
* From RHS:  an M113, 13(?) seats
* From Arma3/jackFrench: Panther, an HMG feels less "godmody" than a cannon.
* My Kingdom for a VAB Mephisto :)

 

So what are you guys riding on your patrols?

  • Like 1

Share this post


Link to post
Share on other sites

For time acceleration couldn't you just make a ellipse trigger next to the bunks in the dormitory to advance time?

like on Activation for a 6 hour advance.

skipTime 6;

Also for the AI recruitment, is the having to enlist each AI now done on purpose because it gets really tedious with like 8+ recruits :P

Share this post


Link to post
Share on other sites
33 minutes ago, Remy Lebeau said:

For time acceleration couldn't you just make a ellipse trigger next to the bunks in the dormitory to advance time?

like on Activation for a 6 hour advance.


skipTime 6;

Also for the AI recruitment, is the having to enlist each AI now done on purpose because it gets really tedious with like 8+ recruits :P

If I understand it, reading back through the thread, the enlist option is so players have the choice of High Command or group control. If they were automatically grouped, you wouldn't have High Command options for recruited squads and everyone you recruited could only be directly in your group, which has limited slots.

 

I like this addition myself. :) Freedom is good. Bigger battles are good.

  • Like 1

Share this post


Link to post
Share on other sites

How do you install the spying microphone? Are you just supposed to drop it from your inventory and then leave the area for the mission to complete? Or is there a scroll wheel option within the task area on an object to "install" it that maybe I'm missing? Just wondering if someone can help me understand how to beat this task.

Share this post


Link to post
Share on other sites

@Gemini

 

Well, the mod I linked to above no longer works. I also tried a cheat menu mod that enables the debug menu in SP play so that I could try entering a new time multiplier myself, but unfortunately the debug portion of that mod no longer works either. Unless I can find a working mod that allows manipulation of the time multiplier, I'm going to de-pbo the mission and try to edit it myself. Could you please tell me which file needs to be edited to change the time multiplier? Thanks.

 

***EDIT***

 

Gemini, please disregard the above question as I figured it out.

 

For anyone else that wants to edit the time multiplier, here are instructions using the Taunus version of the mission but it should work just fine using the other versions as well.

 

Locate the mission pbo on your system. For me it was located in "Arma 3 Other Proflies" in my documents folder. Your file path will differ but for me it is: "C:\Users\Family PC\Documents\Arma 3 - Other Profiles\Scimitar\Saved\steam\OPEX%3a%20Op%c3%a9rations%20Ext%c3%a9rieures%20(Taunus).xcam_taunus". Copy the pbo file in that folder and paste it into another folder somewhere else on you system. After doing that, rename the pbo file for the sake of simplicity to shorten the name and get rid of the Steam added gibberish in the file name. I renamed it to "OPEX.xcam_taunus.pbo". Now use a pbo tool to de-pbo the mission. I used ExtractPbo from Mikero (https://dev.withsix.com/attachments/download/22882/ExtractPbo.2.15.5.35.Installer.exe). After you de-pbo the mission, you should have a folder named: "OPEX.xcam_taunus" in the same folder as the pbo file. Open that folder and you will find another folder inside with the same name. Now open that folder and navigate to "\scripts\Gemini" and open the file named "hpp_params.hpp" with a text editor (notepad works fine). Scroll down to where you see the section that reads:

 

class timeMultiplier
   {
    title = $STR_params_timeMultiplier; // Param name visible in the list
    values[] = {0, 3, 6, 12, 24}; // Values; must be integers; has to have the same number of elements as 'texts'
    default = 3; // Default value; must be listed in 'values' array, otherwise 0 is used
   };

 

Where it says "default=3", change the value to "1". Now save and close the file. There's no need to re-pbo the mission as it will work just fine if you copy the folder named ""OPEX.xcam_taunus" (the folder that was inside the other folder with the same name) and paste it into your Arma 3 Missions folder. Unfortunately, you will have to do this each time the mission is updated but once you get the hang of it, it only takes a few minutes. Now launch the game and start the scenario. Be sure to launch the scenario located at the top and not the one listed under Steam subscribed content. Also, don't remove the mission from the workshop as you will need to do this again whenever the mission is updated. Once you start the mission, bring your watch up and watch the second hand slowly sweep one second at a time. :)

 

I hope that was helpful but if anyone finds a more elegant way to do this, then please post here with your solution.

 

 

***EDIT AGAIN***

 

Damn! Damn! DAMN! All of that was apparently for naught, I played for a couple of hours and when I first started, I checked the watch and it was showing normal real time movement of the second hand. After about an hour of playing (starting in the afternoon in the game), I noticed that it was starting to look like it was getting dark. I checked my watch again and the second hand was sweeping rapidly once more. I really could use some help editing the configuration files for real time in a way that will make it stick permanently! I also noticed that the enhanced movement mod had quit working once again, even though it worked fine in the beginning.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×