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bujalski

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About bujalski

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  1. bujalski

    Royal Marines - Afghan Missions

    I played remaining missions thus completing the campaign. Some remarks regarding the missions: Mission 3 (Intimidation) was the only one that I had a problem with - could not complete the Compound 17 task even though ... Mission 4 is the only one I managed to complete in one pass, including the surprise at the end - well designed. Mission 5 is the best so far - very nice weather play, good choice of providing the opportunity to rearm yourself - after the four former missions the player has a better grasp of what may be needed (more on that below). General remarks and improvement proposals: I run out of spare batteries in most of the missions (except the 5th one of course, where I packed 10 of them) even though I completed the 'Clear IEDs' task in none of them. To find and clear every explosive at least 5 batteries would be needed maybe more. What is the general idea of disarmed IED disposal? Every time I left them behind I had a feeling that some Tango takes them and rearms somewhere else. As they are too big and heavy to carry around I would prefer to destroy them on spot with explosives from my backpack but then a problem appears similar to the one with the batteries - there were too few of them. At the same time my gear was full of completely useless personnel/vehicle mines that I would never take on IED clearing mission. A suggestion of what to do with disarmed IEDs in mission description and a more fitting contents of the backpack would be nice (It doesn't apply to missions 1 and 5 for obvious reasons). There were too few civilians in mission 5 - at this stage I would expect they brought their families back. Also some traffic on the road that was not blocked due to IED clearing would be nice - the people who returned to their houses need to bypass the blocked road in their daily activities. Although there is a very good welcome/introductory/tutorial mission 1, a similar farewell/exit mission is missing. I only hope that's because you're preparing more of them :) While we're at additional/farewell mission, here is a report of sniper vs British base events - You could twist it to e.g. the player being seriously wounded by one last shot of the sniper (before him getting Hellfire), and then evacuated to hospital back in UK. Are you aware of the Real World Operations initiative? Because your campaign seems to fit perfectly there. I strongly recommend that you add Royal Marines - Afghan Missions to RWO.
  2. bujalski

    Mine Detector

    Hi R3vo, I've just finished a very good campaign (Royal Marines - Afghan Missions) that revolves around extensive use of mine detector, using your addon in every mission. It greatly enriches the game play, I enjoyed it very much and I've got two bug reports and a question: (Single Player) The battery continues to be drained when the game is paused. I didn't notice it at first, because the timer stops while paused, but when you resume the game the minutes spent pausing are subtracted from the timer. (CBA) When you open Configure/Controls/Configure Addons/Mine Detector, the last two positions are switched. The 4th says 'Delete mine markers' and the 5th 'Insert battery', but in fact the key bound to the 4th inserts the battery and the other way round. Is this normal, or is it my configuration problem, that when I press e.g. 'Ctrl+F8' to enable the detector, I also get a standard menu as if I pressed 'F8' only?
  3. bujalski

    Royal Marines - Afghan Missions

    Thanks for the update, I used the latest DROPBOX version. The 'Mine_detector\init.sqf' error message is still there after Arma is loaded but there is a slight change in the '[MINE DETECTOR] DEACTIVATED' message, the one displayed while in helicopter. However only the format and colour of the message changed, still got both detectors running until I put the mine detector item on the ground and pick it back up. No option to disable built in mine detector in 1st mision, but in 2nd one the option is duplicated in action menu, and the built in detector is off from the beginning. I moved on to the second mission and liked it very much. The dialogues, radios playing, running spotter (stopped, searched and arrested him). The bomb making place looked just as it should be. Though I felt the civilians were too few I understand it's part of the plot, as they are going to return to the village as my team continues to mop up IEDs and insurgents. Minor details to be fixed are 1. English names of the civilians and 2. Map of Altis unfolded on the ground during mission prologue. I also managed to get my squad stuck helplessly in one of the smallest cottages in compound 32. I entered it in search of IEDs, then my 2 entered it too, just before I left. After that 3 went in, and 4 blocked 2 from exiting. From that moment 2 and 3 could not get out no matter what order I issued to them or other team members. Minor problems aside, one of the best campaigns I played so far. You can feel how arduous task has been set to do. Hearts and minds (& IEDs).
  4. bujalski

    Royal Marines - Afghan Missions

    There's a progress - after I rearranged the required mods in the order you described and replaced Steam version of your campaign with the Dropbox one now I can finally use RMD during the mission - its display shows up and the detector works like charm. However several strange things continue to happen: The 'Mine_detector\init.sqf' error still shows up. When turning RMD on with 'Ctrl+F5' a standard 'F5' context menu shows up too - some conflict with standard keymapping I guess. Both standard and RMD detectors work simultaneously, when RMD is turned on (both distinctively different beeping is heard) until I open inventory, put mine detector item on the ground, pick it back up and turn RMD on again - now only RMD works. I don't load any other mods than required. Do I understand correctly that you added built in detector to the missions that is not really needed when using RMD? If so, and if you would bother to prepare a version stripped off of built in detector I would certainly give it a try. I'm going to enjoy your campaign anyway, the introduction is very promising.
  5. bujalski

    Royal Marines - Afghan Missions

    Unfortunately I can't get this campaign working with Revo's Mine Detector. I tried both Steam and Armaholic version of RMD, only to get following error on Arma start: Script Mine_detector\init.sqf not found Note that the error disappears when I unload your campaign in the launcher (which obviously misses the point of playing it). The error makes the RMD inactive, no fancy mine detector. Here's detailed list of addons as set in my launcher's 'Royal Marines - Afghan Missions' configuration. CBA_A3 (Steam) CUP Weapons (Steam) CUP Terrains - Core (Steam) CUP Units (Steam) CUP Terrains - Maps (Steam) Kunduz Afghanistan (Steam) Cup Vehicles (Steam) Arma Role Play Objects 2 (local) BLX (local) 3CB: BAF Equipment v1.1 (local) Mine Detector (Steam) 3CB: BAF Weapons v1.1 (local) 3CB: BAF Vehicles v4.0 (local) 3CB: BAF Units v3.0 (local) Royal Marines - Afghan Mission (Steam) What's your list that makes RMD work in your campaign?
  6. bujalski

    Another123 Missions for ArmA3

    Yesterday we played Operation Barracuda v1.2, multiplayer, 2 players, over LAN. We liked the scenario very much, but several bugs spoiled the fun. 1. Once we were helocasted into the sea two of the divers reported "out of ammo" all the time till mission's end. These were always team members 3 and 5, no matter played by player or AI. They had their ammo with them, and used it with good effect, but kept reporting "out of ammo". I ordered one of them to switch his primary weapon to one of fallen guerilla's AKs. It didn't help. This bug occurred every time we played in two. It never occurred when single person played the multiplayer game. 2. Occasionally some team members were injured during the helocast. Sometimes they didn't report the injuries but drown before reaching the shore anyway. 3. The hostages stuck in the building they were held in. We cleared the building and its surroundings, losing team member 4 in the building. The hostages joined my team, one as new team member 4, and the other as team member 7. Then they were unable to leave the building. Both of them stood by opened doors and couldn't cross the doorway. I planted an explosive by the building's wall and touched it off. The whole building collapsed to ruins, leaving the hostages untouched and then one of them was able to get out, but the other one could not. At that point I declared mission accomplished. 4. The silencers problem. It's very troublesome that Seals inserted into AQ territory with a stealth mission don't have the silencers attached to their primary weapons by default. There is no direct way to order AI team member to attach the silencer (no such order in '6' menu). I had to do it manually - attach my silencer to my rifle, drop the rifle, order AI team member to switch to it, pick up his unsilenced rifle, open his backpack, take his silencer, and repeat the steps four times. Even then I could not find a silencer in the backpack of UAV operator, leaving his rifle the only unsilenced. 5. Why can't we use the Zamak truck left by the hostages building? I personally hate blocked vehicles in scenarios, as it goes against the whole idea of sandbox game. We're gonna try German Special Forces Mission Pack next.
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