As far as I know a campaign saved (to .pbo) as a single mission works just fine as long as it's installed into the "campaigns" folder by the end userThe Campaign is 1 mission split into 2 parts (missions) (its only a campaign as it was to big to fit into one mission) - not sure how you can save this as a single mission!
needs to be PBO'edWorking on this - a bit tricky as its a campaign and the structure is different from a normal mission
first bug was when i first boarded the heli the pilot jumps out, runs about 20 feet away from the heli then gets back in and takes off.Yus, I think he went for a last minute leak - Fixed
the insertion ride in the heli is kinda long, maybe find a song to play during that timeThere is a soundtrack playing - have u got yer sound turned up enough? Maybe I need to turn up the volume!
next bug was when me and the press guy made it to the second ruined house and he tells me he saw Draco. after all that a script not found comes up, called actionarray.sqs.Yup - happens a few times - has no effect on game - fixed in V1.02
i liked the SLA chopper doing a missile strike, but it hangs around doing nothing after that, maybe get it to fly back to base or do more strafing runs.The chopper is supposed to be doing a Seek & Destroy, I'll take a look though
after alot of running i made it to the arcadia town and ran into a camp fire with 15 or so guys all standing around. i tried to engage them and died, which is where i found another annoyance, i had to start all over again. add some savegame commands after the "action bubbles", like after talking to the press guy.Presume the save game is related to the difficulty level that you have selected - but looking at incorporating a save game option soon.
It's all clear and makes plenty of sense. Some links to markers might be good though, eg where you say to meet your contact on the South Island, or if you want to keep that secret till later, perhaps just noting where the President and resistance might be hiding. This would give a sense of the situation on the island from the beginning. Also, large chunks of text can be quite hard on the eye, particularly if you're playing on lower resolutions, so maybe insert some line/paragraph breaks in your briefing.html. "part 1" - the P should be capitalized.Trying to go slow with pace early on but still give the players enough story to get there teeth into - its a very long mission that starts to hot up towards the end of Part one. The story unfolds quicker in Part two but this is partly to do with the story itself (without giving too much away) - split the Briefing up a bit - Can't find the "part 1" P you are referring to.
The soundtrack is pretty quiet relative to the sound of the chopper - maybe bump the volume up a bit?Tweaked the music volume up to 0.9
The second Saltzman hint gives his first name as John, the first as Harry.Well spotted - this was because of a name change half-way through development.
there's quite a lot of running in the mission so more vehicles might be a good thing.There are a number of vehicles scattered about and we have tried to make the mission as much non-linear as possible.
I'd follow Smoke52 in saying you should add savegames after each encounter or cutscene. Having to go back miles through the mission if you're playing on Veteran could end up being a real turnoff to the mission.Iv'e added three save games to Part one and will do the same for Part two.
when the map first starts you start in the eyes of a troop for a split secondFixed now (V1.05)
take the night vision off the players character when he talks to the officer then gets in the heli. he could grab them when he boards the heliYes, good idea!! (actually he's not the real player but a dummy one pretending to be the player)
something i forgot to mention and i dont know if it's intentional, but i can hear the enemy heli off in the distanceMoved him back now
at the end of the cutscene i was expecting to see draco driving away in his truck on the road, i think it would make it more dramatic if you see him driving awayHmmm, it would only work if you were near the road - the cutscene is triggered even if you are far away from Arcadia
on the way out of town i saw a civilian just standing outside of the townWell spotted - he is a gatecrasher, that i had not noticed!!
Hmmm, it would only work if you were near the road - the cutscene is triggered even if you are far away from Arcadia
the placement of the motorbike seems odd in the middle of the roadMoved!
the writing came up, but the car didnt explodeHmmm wondering if this is a mission bug or summint to do with the save game object status - looking into
i retrieved some ammo but the objective didnt tick offOk... but this is not an objective
next i made it to the buoy and lost my weapons swimming out thereHints & tips in the read me
another bug i found was leaving the saltzmen and draco stuff until making it to the buoy makes it so you cant remove it from your action menu.Not sure what you mean here - You should be able to remove the saltzmen and draco text at any time - but the pier stuff is different (see below)
next i waited for awhile with 4x speed on and no ambulance cameHow close to the base did you get? - you need to get within 150yds to set the trigger off - but been having some probs with this!
three things not ticked off; get ammo at the crate, hitch a ride, and meet colonel chantico objectivesAmmo (see above) hitch a ride is not an objective - Meet colonel chantico is not achieved until Part two (u ain't met him yet)
to my surprise i started in a tank with no fuelHow did you get this tank and the others?
but the mission failed saying spec ops cant leave the areaThis happens if you try to head south (back into S. Sahrani) you need to head towards your next objective "Meet colonel chantico" as marked on your map (this is why you cannot remove the pier text until Part two).
Was quite sketchy and secret and kept me wondering what I would be up againstThis is part of the story - time explains all :dry:
The village is totally deserted which is not what I expected since the readme hinted an adventure type gameplayEarly days yet - this is a very long adventure and it needs to be paced correctly - as the overview sez the southern part of Sahrani is mostly deserted.
I got the error message "void is not a class"Yes - someone else reported this - not sure what it is yet
All messages should update the Briefing or else the player would be forced to write them down if he doesn`t bring a whole day`s worth of playing timeDon't quite understand you here, are you saying that the Action menu notes are insurficient?
And then the objectives were updated with a really horrible (drum roll?) soundOk, I have to agree - it'l have to go! :(
When I was close to the village, a pitch-black cutscene kicked in which was completely useless because I could not see a thingDon't know what happened to you here - you are the first to report this!
You made the boat stop working in the middle of the oceanWell, it was not made to do this - it just ran out of gas! - it would be just to easy to skip Corazo in the boat so, to
The ambulance would go nowhere despite waiting 10 minutes in gameSorry, yup had a few problems with the ambulance - trying to sort it out now
i retrieved some ammo but the objective didnt tick offyeah its not important but i think it would look better being ticked off, just to show you went there.
Ok... but this is not an objective
another bug i found was leaving the saltzmen and draco stuff until making it to the buoy makes it so you cant remove it from your action menu.for some reason it just wouldnt delete it from the action menu. probably from a save point bug because i hit two different save points before i decided to try and remove them. its one of those "once in a blue moon" bugs i guess :)
Not sure what you mean here - You should be able to remove the saltzmen and draco text at any time - but the pier stuff is different (see below)
next i waited for awhile with 4x speed on and no ambulance camewhat happened was i was driving to the medical place and hit the save point, i made a quick left turn into the bushes, but i think i could of been spotted by the BMP. i bailed out and the first time i snuck around the back and went in the fence opening on foot. i didnt know where to go so i ran towards the tents and turned left around the building where i sat for awhile. i could of been spotted by an officer then because i saw him laying down and standing again. i thought i was spotted so i decided to get out of there but died.
How close to the base did you get? - you need to get within 150yds to set the trigger off - but been having some probs with this!
three things not ticked off; get ammo at the crate, hitch a ride, and meet colonel chantico objectives
Ammo (see above) hitch a ride is not an objective - Meet colonel chantico is not achieved until Part two (u ain't met him yet)
to my surprise i started in a tank with no fuel
How did you get this tank and the others?
but the mission failed saying spec ops cant leave the area
This happens if you try to head south (back into S. Sahrani) you need to head towards your next objective "Meet colonel chantico" as marked on your map (this is why you cannot remove the pier text until Part two).
Don't quite understand you here, are you saying that the Action menu notes are insurficient?
Well, it was not made to do this - it just ran out of gas! - it would be just to easy to skip Corazo in the boat so, to
do it you have to find some fuel first
for some reason it just wouldnt delete it from the action menuYes, this because the player needs some of that information for Part 2 of the mission (it can be deleted in Part 2).
in arcadia i jumped on the motorbike and rode close to the car. it gave an error about "_b1 = "m_ch29_at" #createvehicle _pos"I have not been able to reproduce this error - still trying
im in the ambulance area and i find it very difficult to get to the ambulanceYes, its not easy this part - but its not meant to be :o
it looks like the camera is looking towards the officer and its moving back and forth etcErm.. never seen this happen before - perhaps you needed a reboot or summint - Arma can do some real weird things when it gets confused - sorry dunno what else to suggest here:(
That boat that comes out of the mists when you arrive thereHmmm... that's ironic, as that is a left-over from the time before we discovered your script for transferring vehicles between missions. :good:
why do you still have your weapon pool when you start the second part of the mission?Erm... I am not that familiar with weapon pools transfers from mission to mission - I have PM'd Louiscar who done most of the tricky scripty bits for an answer.
there is a patrol moving along the roadOk, I'll take a look at this, lazy dudes :)
i sneaked in and waited and waited on x4Were you waiting for the ambulance to arrive or leave? (let me know please)
Looks like a really good mission just needs ironing out and more life, like empty carsThere are empty cars around but you have to look for them - also as the story tells you the Southern part of Sahrani is mostly deserted.
Regarding "remembered" -> Yes. Sadly, whenever you save something using any of the "save" commands, they're saved until...well...forever (or rather until you delete the objects.sav in your Myprofile/saves/ca/campaignname). Which essentially means that if you revert back to a previous state of your campaign, all the saved variables will still be the same >:( I suppose the only way to prevent that is simply to tell people not to do it! I'll probably have to find a way to bypass it in my campaign at some point, we'll have to see...
Weaponpools -> they're governed by these commands: "pickWeaponPool", "putWeaponPool", "clearWeaponPool" and "addWeaponPool" / "addMagazinePool". Finally there's also "queryMagazinePool" and "queryWeaponPool".
For your mission, all you really need to do is to call "clearweaponpool" the start of the mission (not before the briefing though, a trigger with a 1 second delay is good) : that will make the weaponpool empty for the second mission. If you want to get smart, and involve i.e. the players' vehicle or somesuch, you can play around with "putweaponpool" and "pickweaponpool". Try it out. :cool2:
There was already an ambulance in the camp, just near the med tents and where 2 soldiers are looking at a map with an officer, i sneak in past the barrels, get in the back and nothing happensI think the ambulance bug is solved now - you will need to download the new version V 1.08 (do not use old saved games though)
too much walkin 4 meThere are a number of means of transport available for the player to use, but you do have to look for them.
u still need 2 PBO da fileOk... I will do that
give da player a callsign... da name of his group...Done
deres 2 weapons w/o a magazines on weapon selectionNever realised there was a weapons selection screen :blink:
give da player da name he shud haveDone
da heli ride is really long...Ok, but did you not hear the music?
n san pelegrino da reporter says he shud leave b4 it "gets too light" shud rephrase itWhy is that?
Da draco in picture doesnt have same face like draco in da mision:o
I was walkin in arcadia and sudenly exploded ?Must have been summint you ate :)
have a beter reaction from soldiers 2 me getin detected... more movin around and stuff...Where was dem lazy soldiers?
add an animation 2 da health-packYou can see it in 3rd person
after goin out and getin back in i got an eror saying "eror on load value "/" class"Yus, nobody seems to know what this is :confused:
da shiop placement is realy nasty...Depends what version u r using - changed in version 1.08.
U shud tel 2 da player 2 stash his weapons somewere b4 getin da bouyIn the Readme :)
oaded nd sudenly didnt have my jeep... mebe have a save just on start so player can retry nd still have his stuff.It does an auto-save as you start Part Two - see "SAVING, RESTARTING & BETA TESTING NOTES." in the Readme.
I sugest turnin off da alarm sound after some time... it drove me krazyIt does go off after a while - but I will shorten its length :)
i think it sudenly became day when i talked 2 da generalWhat!! Do you mean it was dark all the way to the Colonel's Camp?
Im not sure u realy intended da player 2 stay n help da resistanceWell, that is part of the RPG (role playing) in the game - the player can choose for himself - what happens later depends on his choice :D
i think dat on da way 2 da castle deres couple of soldiers on careless...I will find them and they will be court-marshelled :)
Da timin 4 da masacre cutscene was realy bad.Yup - i gotta to change this bit
Never realised there was a weapons selection screen
When does that show up?
Ok, but did you not hear the music?
Why is that?
He should - he has the same "Setface"
What you exploded or was it the car that was booby trapped?
Where was dem lazy soldiers?
Yus, nobody seems to know what this is
Depends what version u r using - changed in version 1.08.
In the Readme
Do you mean it was dark all the way to the Colonel's Camp?
Well, that is part of the RPG (role playing) in the game - the player can choose for himself - what happens later depends on his choice
Never realised there was a weapons selection screenHow the hell do you get rid of these extra weapons ???
When does that show up? - in da briefing.... group tab... click on players name...
but da mision still seemed impossible (or can I realy fend off da attack ?)... does it realy detect if i stayted dere or not ? how ?As I said earlier, you do not have to get involved here (as the Colonel points out) but you can certainly affect the outcome of the attack depending on the many different things that you can do (and yes it does go on for a while, but it is meant to - things continue whether the player is present or not). Yes it does detect if you stay - a simple trigger checks for the players presence after a given time - there are quite a few things that the player may or may not find and some of these affect future events :o
How the hell do you get rid of these extra weapons
As I said earlier, you do not have to get involved here (as the Colonel points out) but you can certainly affect the outcome of the attack depending on the many different things that you can do (and yes it does go on for a while, but it is meant to - things continue whether the player is present or not). Yes it does detect if you stay - a simple trigger checks for the players presence after a given time - there are quite a few things that the player may or may not find and some of these affect future events
I guess u did not take the ambulance ride through Corazo, but did the troops there not try to stop you?
its in da description.ext of da misionAin't got any weapons in the description.ext file ???
we realy got mowed down.... i think i run away w/ only two soldiers still aliveTake a note of what the Colonel tells you as to what you can do to help.
all regular soldiers do not shot on friendly vehicles even if deres enemy driving emNot sure about this, once you use an enemy vehicle, I thought it became tainted. The enemy certainly attack it if you get out. :blink:
class Weapons
{
class M24
{
count = 1;
};
class M16A2
{
count = 1;
};
class Javelin
{
count = 1;
};
};
class Magazines
{
class 5rnd_762x51_M24
{
count = 10;
};
class 30rnd_556x45_stanag
{
count = 0;
};
class 30rnd_9x19_MP5SD
{
count = 0;
};
class PipeBomb
{
count = 0;
};
class TimeBomb
{
count = 0;
};
class Javelin
{
count = 0;
};
};
Take a note of what the Colonel tells you as to what you can do to help.
Yup, well, this is quite a long battle (but not an objective, its up to the player to decide wether to stay or go)
Reinforcments, do arrive as you are told over the radio
Wait and see if you want to as the senario unfolds or get on with the mission objectives (Alcaza Castle)
Not sure about this, once you use an enemy vehicle, I thought it became tainted. The enemy certainly attack it if you get out.
dats part of ur description in ver 108...:good:
when u get out dey shot u... but wen ur inside u can move thro unengaged by soldiers
da only thing dey gave me from da MD is dat blonde secritery.... :cool2: ;)
Failing load systemDo you mean when reloading a saved game or what??
Multiple smalls bugsCan you not point out these Multiple smalls bugs as it is most unhelpful to generalize in this fashion