Arma 3
Combat Den: Chernarus 2020
14 Comments
TheIdiot 3 Jun, 2020 @ 7:38pm 
Nah, I'm not that troubled by it. Just throwing out more ideas. If I do get a bit more serious about it though I will post on Github.
quade  [author] 3 Jun, 2020 @ 7:15pm 
@TheIdiot If you would like help adding content to this project (factions or maps), I recommend you move the discussion to the GitHub site. It will be easier to discuss this there. Just open an issue on the GitHub site and describe what your trying to do and any errors you're getting trying to build.
TheIdiot 3 Jun, 2020 @ 11:52am 
Hey again - I've just recently found the "Project BLUFOR" mod, which essentially does what Project OPFOR does except for the other side. Would be neat to get some of those factions playable with this mod as well since BLUFOR options feel rather limited at the moment.
I've attempted to add new factions and maps myself but can't get the mission to build for whatever reason.
TheIdiot 21 May, 2020 @ 9:16am 
Damn, alright. I'll keep testing and see if I can figure out what's causing it, then.
I'm certain the helicopter isn't getting shot down, it hovers around and then deliberately flies into the ground, ignoring buildings and the like so that it ends up on its side half the time. This happens even if nobody is shooting at it. Once it's on the ground, someone usually ends up hitting it with an RPG.
quade  [author] 20 May, 2020 @ 9:07pm 
@TheIdiot I was unable to reproduce the helo crash issue you described. I ran the mission without enemies and just tested that the helo could sling and it did. I had ACE, CUP, LAMB, and RHS loaded. I suspect the helo is getting shot down in your case, perhaps more often due to LAMBS making the AI more effective. I would make sure the area is clear before triggering the helo (helo is triggered by approaching the pallet). Sorry I couldn't help.
TheIdiot 19 May, 2020 @ 9:00pm 
I seem to recall LAMBS_Danger causing issues with this mission in the past, so maybe it would be a good idea to start there?
TheIdiot 19 May, 2020 @ 8:59pm 
So far, the helicopter crash has happened with the USMC, both in Temperate and Desert versions. Haven't ever gotten far enough as any other faction to actually test it.
Mods...well, as I said last time I found a bug, I have a lot of them. The ones which come to mind as likely culprits are:
- The RHS series
- HMDs + RHS HMDs
- LAMBS_Danger + Lambs Suppression
- ACE + RHS patches
- Enhanced Movement
- Advanced Helicopter Rappelling
- Advanced Sling Loading (?)
- Advanced Towing
Everything else is either new maps or things unrelated to AI or helicopters.
quade  [author] 19 May, 2020 @ 7:58pm 
@TheIdiot Thanks for the heads up. I opened the following to track this: https://github.com/dpottavio/CombatDen/issues/93

Can you please post which faction(s) this happens with? Also what mods you have loaded? I haven't seen this before so I need to try to reproduce this with your environment.
TheIdiot 19 May, 2020 @ 7:24pm 
I'm back with another bug report: I have yet to get the Chemical Extraction mission to work correctly. Every time I manage to get to the chemical box itself, the helicopter shows up but ends up crashing for no reason. It'll hover around the appropriate area briefly, then instead of deploying any sort of sling it immediately dives into the ground. If it doesn't blow up and end the mission right there, a random RPG will invariably come out of nowhere and make sure it explodes.
I've tried this mission on Takistan, Anizay and Autumn Chernarus, all with the same result. I tried disabling and enabling Advanced Sling Loading, which had no effect. Other than that I don't have anything that should be changing sling loading mechanics, unless ACE does this.
quade  [author] 18 May, 2020 @ 5:20pm 
@TheIdiot There is no way currently to change enemy vehicles as a setting. However, you can hack the mission files to change enemy vehicles. Take a look at the files in config/faction. Each faction has a config file. In the faction config file there is a class defined as "Group". These define the enemy groups for the faction. You can change the values to change the group configuration and vehicles.
TheIdiot 18 May, 2020 @ 1:34pm 
Excellent to hear as always. Keep up the good work.
By the way, is there any setting in the current version which will allow you to fight APCs or other armoured vehicles? It seems the only type of vehicles we're ever up against are either UAZs or Humvees. I've tried increasing the difficulty to "Hard" but it doesn't seem to do much other than add more infantry.
quade  [author] 18 May, 2020 @ 12:51pm 
@TheIdiot I'll update the Mission Loadout menu to set the medic trait for any unit that is assigned a medic load out. It's a good suggestion, thanks.

https://github.com/dpottavio/CombatDen/issues/92

I added Chernarus Summer to the CUP terrain backlog:

https://github.com/dpottavio/CombatDen/issues/66
TheIdiot 18 May, 2020 @ 12:08pm 
One more question - would you be able to build this mission for the Summer Chernarus terrain as well? Seems the terrain is exactly the same as Autumn Chernarus, so hopefully you won't have to change much. Honestly I'm not a huge fan of the new Chernarus 2020 terrain - it doesn't really look or feel like Chernarus with the new vegetation.
I was able to do it myself in a couple of minutes by changing a couple of lines in the actual mission files, but it would certainly be better and easier to just have an official release.
TheIdiot 18 May, 2020 @ 12:05pm 
Hey again, I have another bug report - it seems that only units designated as a Medic at the start of the mission will actually be considered a Medic, at least in ACE terms (i.e., have the Medic icon on the command bar). If you change a unit's class to Medic or change the Medic you have at the start of the mission to a different class, it's impossible to actually get another Medic, even if you set the unit class to Medic in the Mission Loadout.
The lack of the Medic designation seems to prevent them from having ACE medical AI, as well as prevents them from using items which only a medic is allowed to use as set in the ACE options.

Of course, it would be better if ACE would script all AI units, Medic or not, to treat their wounded comrades once the area is clear...