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Full Version: Who Stole My Souvlaki SP & MP (co04) (Arma 3)
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Big Grin V for Victor!y
No trouble I love it. I get to learn through troubleshooting Big Grin

Loaded. Will play after I eat!

Playing on dev branch 1st and so far only error
http://s9.postimg.org/lnpk4dozz/arma3_20..._49_74.jpg

Dont eat and drive
http://s9.postimg.org/wokp9eh8v/arma3_20..._58_04.jpg

Complaints- The ai after the village was quite static. Not sure if there is much you can do about that. They basically just went prone. One out of the whole squad at Rogain actually moved. the rest just went prone.

Would it be possible for you to keep the tasks up a bit longer?
On my way back to the base, a task that said something about dismounting popped up and disappeared in about 2 seconds.

I dismounted and stood around for a while then got back in the ifrit and drove back to base and I am currently jogging around wondering what to do.

http://s9.postimg.org/iw6adrqhb/arma3_20..._53_84.jpg



Other than that, the mission was quite smooth. I enjoyed it very much. The chap inside scared the crap out of me.


I noticed you removed the AT guy from squad. Intentional?

As per what the I did. 

1. Noticed guys on hill during the patrol. GL them to death.
2. Went up hill for the superior Iranian weaponry.
3. Lost 2 guys on hill.
4. Superior Iranian weaponry had crap scopes.
5. Got shot up by superior Iranian weaponry.
6. Hid and threw grenades .
7. Last  AI squad mate mutinied, and refused to follow me into the base.
8. Assaulted base Assaulted main building - Shot 1st guy in doorway.
9. Cleared most cubicles- Iranian stood up, I laid down.
10. 2, regroup. 2, regroup. 2,regroup. 2, regroup.
11.  Crawled out of door, stacked back up on door, and shot Iranian.
12. Hopped in IFRIT and drove to 045058 (give or take). Took out 3 Iranians. 1 in tower 2 on road leading in to camp.
13. Drove to camp. Cleared camp.
14 see complaints. Thus far Ive been here for 17 minutes and nothing has happened. I think I must have broken or missed something important from the task that popped up.
Looks like you missed disembark waypoint and trigger, that's why you got it so late in the mission when you accidentally passed through them. I think I'll have to include a hint to briefing that player should follow waypoints, at least in the first part of the mission.

When you get to the airport, around waypoint, if the mission doesn't end by 30 seconds then trigger is broken. I lost my hair today trying to fix it and in the end I don't know if I fixed it because it takes time to reach that point in the mission. New version which I uploaded should work but then that's what I have though about previous versions too.

Anyway, consider that you have beat the mission although you didn't see the debriefing! 

Camp area AI's - I know they are static, most of them are not patrolling. Problem is they are so keen to get prone, I just don't know why, maybe I'll have to set their behavior somehow.
Hey, this was a lot of fun! Thanks!

I played it twice just now (killed both times before completing it, of course). I was doing great the first time, when an enemy soldier I thought I'd killed long before turned out to be playing possum. As I came up the stairs, he blew my head off.

The second time, I was killed crawling down the hill towards the base when two enemy popped up in different directions. I'd taken my time, and given them plenty of opportunities to show themselves, but they still ambushed me.

I'll definitely be playing it again. My only suggestion would be to make one of the AI soldiers a medic. I hate listening to my guys groaning like that. Smile

Bill
Thanx Bill! Much appreciated!

It is a surprise how AI every time acts differently. I played this mission for it must be 40 times, and even now I cannot tell in advance what they gonna do around the base.

Good thing that you did not finish it yet, because I uploaded a new version which should have ending trigger fixed. I now understand why it failed to activate.

Guys, test this without worry that I will upload new one soon because I will not have time to edit it till next weekend. Hopefully if everything is working right, I will do some minor tweaks and that would be it - singleplayer version finished! After that, I will convert it for multiplayer.
Misha's Mission Friday Night Special? Big Grin Eagerly awaiting.

[Image: arma3_2013_04_15_04_17_02_11.jpg]

8)  8)

Ai moved a bit in Rogain this time. not sure if you changed anything.

http://s9.postimg.org/9e6jdq4sv/arma3_20..._29_10.jpg

Most of the squad thought it would be a good idea to see what all that shooting was about. Bad Idea.
http://s9.postimg.org/aui1vv7pr/arma3_20..._47_11.jpg


I lost one of my fireteam members. I watched him stand up, turn around, and just run into and through Rogain.

http://s9.postimg.org/zca5jraa7/arma3_20..._23_12.jpg

Didnt notice until I was ready to leave.  Where the hell is 4?
http://s9.postimg.org/qij92nnbj/arma3_20..._20_12.jpg
http://s9.postimg.org/ug6is2a4v/arma3_20..._38_10.jpg

--Some observations-- It doesnt seem like the ai can handle the lmg well. (even from prone)

2nd play through I decided to be a bit of a rogue.  I noticed some smoke from the airport as I approached the island so I went to investigate.

http://postimg.org/gallery/4roqzuh4/

It seems I can bypass the whole mission by heading to base. So I will have to check to see if it is possible to bypass any other objectives. e.g. the patrol (thus skipping the dialogue)

The other two I think are tied to eliminating the bestfor. But that will have to wait till later today. It is 0455 and I need to steal some sleep.

p.s. I have no idea what destroyed the friendly vehicle.
Thanks Victor for playthrough! That mission complete  screenshot with all objectives ticked or canceled makes me very happy!

Seems that by making ending trigger more simple (it was tied to other trigger and a unit in earlier versions - which didn't work) I enabled that mission will end when you get to airport in any point during a mission, which was not my intention. Can you tell did you get any debriefing text?

Trigger to end the mission was grouped with players team and should be activated by team leader presence with conditions: this && triggerActivated Trig5 && Biggles inthisList
(Biggles is name of team leader, Trig 5 was trigger that completes Return to airport objective)
Mission makers, does this condition makes sense to you? Why it didn't work?

That explosion on Airfield happens on 1 in 4 mission attempts. I placed module that should automatically populate area with friendly units. Sometimes it spawns vehicles on objects and buildings which cause them to explode. BIS should fix that.

(04-15-2013, 01:08 PM)?? link Wrote:Can you tell did you get any debriefing text?

http://s9.postimg.org/o6fuit03z/arma3_20..._50_10.jpg
http://s9.postimg.org/9br94mqj3/arma3_20..._59_10.jpg

Thats all I got. Was I supposed to get more?
Yes, but I figured why it didn't show. It will be back in next version.
Fun mission Misha!
It ran with no problem for me, up till the end.
One thing that I might have missed or overlooked, what made us go to camp Rogain? Was it something we found in the abandoned base in Agia?
One thing I don't like about Arma games is that it sometimes gives you important information during engagement so you don't notice it. In my mission it is pretty hard to make sure that you get it after the engagement, but it can happen sometimes I guess.

I even made a screen notice in the upper right corner to tell player that he has found some intel. Looks like it can still go unnoticed.

But thanx for playing! Gonna tweak the mission next weekend and would possibly release it officially next week. Then coop version follow, but I fear what can happen if I get stuck during conversion because I don't know how to stop when I'm onto something like this.
(04-15-2013, 01:08 PM)?? link Wrote:Trigger to end the mission was grouped with players team and should be activated by team leader presence with conditions: this && triggerActivated Trig5 && Biggles inthisList
(Biggles is name of team leader, Trig 5 was trigger that completes Return to airport objective)
Mission makers, does this condition makes sense to you? Why it didn't work?

If you have the trigger grouped with the team, then you should be able to set the condition to "Group leader" and do not need to name him explicitly (more so since the mission will break if the team leader dies and someone else takes over.

I wouldn't use triggerActivated. Rather, use triggers as a waypoint sync for a game logic, and use the way points onactivation field.
FYI there may be a disparity in difficulty because of a current ai (bug)

http://forums.bistudio.com/showthread.ph...ost2367111

Quote:It seems that small groups of riflemen (1-3) aren't able to identify/engage single enemies (ie. you the player) at ranges over 150 metres or so, even when you fire, move or even hit them. For auto riflemen, they will fire a couple burst and then act the same as the rifle men not engaging until you are within 150m. the problem seems to go away when group size increases or when a squad leader uses his binoculars to identy targets. But I am noticing that when there are only a couple of enemies in a squad left they are very reluctant to shoot at you at range.
So far my test is to just place an enemy rifleman on the air port with a waypint 200m away from me. I then fire and move around to try and get him to shoot me. He never does. Anybody else have the same problem? Hopefully tommorow i will have enough time to do more analytical tests looking at knowsabout and what not as well as make a video to demonstrate.

Ive done your mission a few times and I always engage Rogain from 400m+.  The only time I  recall them shooting back was on version 1.  It is also near impossible to make anyone but the lmg gunner fire from that range.  If you order them to engage they get up and suicide charge.

Again not a problem with mission but current a3 ai.
You can also add markers in the descriptions so when you click on the text ingame, it will redirect you the to marker's position.

For example, if you placed a marker called "here" and then add this within your description.

You start <marker name='here'>here</marker>.

You can do the same thing to task descriptions.

It will look like this. Look below for how it looks ingame and how to put it in your briefing texts.

http://phantommissionsite.weebly.com/briefingsqf1.html
Thank you all on feedback and suggestions. I thought that I would have finished mission by now but instead my free days I spent beer drinking, flying DCS Huey (sober or drunk - same results) and finishing some music that I started to work on a long time ago.


Now, time to get serious! I will try to make these markers and links to obejctives before I call mission finished. I already have a new version but I would rather make a final release and publish it then upload new version every other day. 
First post updated with tested final SP version and untested "primitive" MP version.
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