Arma 3
[SP/CO12] The Forgotten Few 2 (VN/CLN)
143 Comments
MonsterM 17 Jul @ 8:54pm 
how can i turn off the medical system off i wanna use a different mod Project injury
KingN  [author] 5 Jul @ 8:19am 
@Magiel Thanks will check this. You should also be able to reset the AI unit via the units 6-action commands. This will respawn the unit.
Magiel 4 Jul @ 2:53pm 
On a “Capture drug dealer” mission, the drug dealer has trouble moving with the team after being arrested. Also Move there command does not help. What did help was do enableAI “PATHING” on the guy, so maybe the mission forgets to do that after the arrest?
KingN  [author] 1 Jul @ 1:54am 
@v1k7oR ♛♛♛ * Ok thanks for the report
Sliced Ham 2012 30 Jun @ 3:09pm 
Came here to see if anyone else had that "Team Leader: MIA" text. Glad I did. SOG AI was doing it to me as well. SP, after every mission. The save from finishing the mission stayed there, and I could just use the scenario's save state to re-load and play with no issue until finishing the next mission.
v1k7oR ♛♛♛ * 30 Jun @ 11:04am 
@KingN Hey, so after testing my mods 1 by 1, for me the problem is SOG AI. Its in SP yes and the mission version doesnt matter it happens on all of them. I guess even after the mission successful pop up, SOG AI keeps running in background and brakes something.
KingN  [author] 29 Jun @ 2:38pm 
@v1k7oR ♛♛♛ * And this is in SP and this mission version? Then I can test this myself if I can repro this. No problem, thanks for reporting this.
v1k7oR ♛♛♛ * 29 Jun @ 2:28pm 
@KingN It happens after every 1st mission. I will do a clean install and no mods tomorrow and see if that fixes it. If I narrow down to what the reason is I will share it here, cheers for answering.:steamthis:
KingN  [author] 29 Jun @ 2:24pm 
@v1k7oR ♛♛♛ * Still not quite sure what the "teamleader MIA" text is. I have seen a "player killed" text in MP environment so there could be something that needs some fixing when the screen goes black after the mission. Have you experienced this only once or is this a reoccurring thing?
v1k7oR ♛♛♛ * 29 Jun @ 2:03pm 
@KingN Its the mission debrief pop up where you can see your kills and deaths. At the end of a mission I open the command menu and press on the extract option, it all goes well and I go back to selecting my second mission. Either if you stay for a while here or on the next screen where you choose platoon load out and stuff I get the dead blur screen on the background and after that the pop up debrief screen telling me the team leader is MIA and the kill score and deaths. I am using SOGAI, maybe its the problem as it attached some elements to the player which after mission completion might prevent him from resetting but I havent tried without it yet.
KingN  [author] 29 Jun @ 1:41pm 
@v1k7oR ♛♛♛ * When does this happen exactly, what's on the screen/what UI screen is open when this happens? What MIA text, do you mean the standard Arma death screen? How did you exfil in the previous mission?
v1k7oR ♛♛♛ * 29 Jun @ 12:52pm 
Hey, best dynamic scenario out there. Having said that, I am experiencing a bug: After finished a mission and already exfilled, while I am setting up my next mission in the UI, I do get Mission failed pop up with Team leader: MIA text. After which the only option is to restart the scenario all together.
Keepthechange 21 Jun @ 7:47pm 
these scenarios are all amazing do you have any future plans to put this scenario on the Sa'hatra map ?
KingN  [author] 19 Jun @ 6:17am 
@Danilik I only use the save state system built in the mission and load the mission by lauching the mission and picking a load in the dialog window at the start.
Danilik 19 Jun @ 6:03am 
@KingN 1)The strange thing that I never had any problems before and I've been playing your mod for a long time.
2) what do you mean by "use the game loading functionbut the mission save state system" ?
as always thanks for your kind reply
KingN  [author] 19 Jun @ 2:56am 
@funked1 You have to be in touch with the mod author to see if something can be done to this issue
KingN  [author] 19 Jun @ 2:55am 
@Danilik I never use the game loading functionbut the mission save state system. I've sometimes run into this kind of behaviour and why this happens is unfortunatley beyond my understanding, although having the save state system I haven't looked into this too deep.
funked1 18 Jun @ 6:17pm 
For me, SOG AI won't initialize properly. It works fine in the Khe Sanh version of FF2, but not this one.
HazBo 18 Jun @ 2:18pm 
similar problem to the below. I complete a mission in campaign mod, select a new a new mission and once it launches into the "dashboard"/platoon management mode back at camp; I get "player is dead." screen
I am running SOG AI, so will try without to see if the problem is mission or mod related.
Danilik 15 Jun @ 8:12am 
with versions 1.08 I have problems with saving, that is, I save and exit but when I relaunch the game it gives me player dead and mission failed, the end of mission statistics are correct, saved exactly at the time of the previous exit
am'z 14 Jun @ 11:28pm 
I love you KingN
Hans(z) 9 May @ 11:11am 
Yes, they were changed with the latest update of the SOG. So now the HP pistol doesnt share same magazine as M1 shorty. I think the reason is, they buffed some atributes of M1 shorty ammo (suppressed sound coef. maybe).
KingN  [author] 9 May @ 9:58am 
@DRKMS Thanks I'll check it out
neoKMS 9 May @ 9:35am 
When I choose the M1 shorty + scope + suppressor, the mission gives me and my squad incompatible ammo - '13 Rnd HP Mag' instead of '13 Rnd M1 Mag'.
Sanae Kochiya 5 May @ 2:02pm 
well ACE has a feature that lets you create zeus anywhere so I usually use that to spawn a crate and give it an arsenal in other missions. I just wonder if there was a way to do it before starting the mission proper, 'cause if we do it after being inserted or whatever we'd be like behind 30 minutes while we play dress up in the arsenal instead of actually doing our job

thanks for responding by the way
KingN  [author] 5 May @ 1:45pm 
@Sanae Kochiya Well you could use the debug console and spawn a crate containing funny hats etc. That's what comes to mind. Otherwise you'll have to depbo the mission and edit it.
Sanae Kochiya 5 May @ 1:28pm 
hey, i hate to be a bother, but i was wondering if there was any way to access the arsenal before missions, or does this conflict with the way things are coded? I know it probably goes against the spirit of things, but I really wanna try this scenario with my friends 'cause it looks real cool and i know they'll probably not wanna do it if we can't make our guys look all funny.

I know you've probably been asked this like a billion times, and of course you don't have to change anything, but I was just wondering if there was a workaround or something we could do so it'd be easier for us all? like some way to do it in that pre-mission menu thing where you'd normally select your loadouts, by like being able to turn off the menu and walk around in that hq area for a bit or something? I understand if it's not possible though, all this scenario coding stuff eludes me.

also i may be stupid cause I haven't tested it proper in multiplayer so i might just be missing something i dunno
Thomas 4 Feb @ 1:41am 
@KingN Thank you so much! i'm gonna try it!
KingN  [author] 3 Feb @ 8:36am 
@Thomas I've tried ASR AI and Lambs danger and they work ok. Lambs does make the friendly AI not always follow their intended waypoints and I've disabled the lambs AI for friendly troops in an upcoming update to help that.
Thomas 3 Feb @ 3:50am 
@KingN I checked and it seems to come from the ai mods I'm using (DCO soldier and CF BAI). Using them with this mission on a dedicated server is not working as well as on my pc.

What ai mods would you recommend for playing in the jungle ?
KingN  [author] 2 Feb @ 3:52am 
@Thomas You should check the server rpt log and see where it gets stuck and let me know.
Thomas 2 Feb @ 1:59am 
Hi,
I installed the mission on my nitrado server and evertime I launch it it gets stuck on this black screen with the writing in orange "Host/Server Initializing..."
When I launch the mission via my pc it's working but not on my server.
Any ideas how I can fix it?
Subprimer 28 Jan @ 2:14pm 
Love FF2 fam, thanks for making these; but, I'm having an issue when trying to run this one specifically on a dedicated server. The first mission of a campaign always loads and plays fine, but after finishing the mission the server always crashes before you get to see the map screen. I am running other mods, but those mods don't cause issues on any other FF2 missions on other maps. Any idea?
Balfour 2 Jan @ 11:15pm 
how can i enable zeus with this ?
KingN  [author] 6 Nov, 2024 @ 11:05pm 
@satcom420 I believe the Prairie fire PAK just has different texture fitting to the era
satcom420 6 Nov, 2024 @ 12:16pm 
@kingN yes i figured it out. the comms is good noww. i wanted to use a PAK to be in the birds or boats when they leave cuz we was using ace medical, but i could not figure it out. Does the SOG medkit do the same? we are only playing with a few peeps and having to zeus in a PAK or something kinda lame. just wondering. love the mod btw, the best i have played so far
KingN  [author] 5 Nov, 2024 @ 9:03am 
@satcom420 Having them loaded on both on server and clients should be enough
satcom420 4 Nov, 2024 @ 5:40pm 
I tried to get ace medical and acre to be default loaded on my dedicated server but the radios do not load in. is there a setting i need to change for this to work?
KingN  [author] 2 Oct, 2024 @ 11:10pm 
@Earth H Thanks. Some people do their own versions for their own use but it's not easy. There's a dedicated folder "Libraries" for creating factions and porting to terrains when you depbo the mission file. But it's more for keeping files and code organized than to be any user-friendly way for users to do their own versions.
morons always 2 Oct, 2024 @ 2:11pm 
Fantastic mission. I really respect the effort that went into the production value & presentation of this. And it's nice to see extraction AI that isn't completely broken, even working with VCOM + LAMBS.

Do you have any plans to make it so we can make our own versions? Port to other terrains and factions ourselves? Or is it too complicated and reliant on your scripting?
KingN  [author] 27 Sep, 2024 @ 11:54pm 
@Knuckleroo This issue has been discussed before. Try to play without any other mods loaded that those required and see if it helps. I've never experienced this myself so my guess it's some mod or mods causing it.
Knuckleroo 27 Sep, 2024 @ 11:55am 
Hi, I'm experiencing helis, both on extraction and insertion, taking off and then just going as high as they possibly can, before slowly occasionally moving kinda forwards a bit now and again in roughly the right direction. This doesn't happen all the time, any ideas why it does happen and if it's a mod conflict or something that I can hopefully deal with?
KingN  [author] 24 Aug, 2024 @ 1:50am 
@thewesternrider44 Yes, drag and drop the AIs to the reserve pool. You can also disable the Jackal squad in the starting parameters.
thewesternrider44 24 Aug, 2024 @ 1:17am 
Is it possible to disable the squad AI, and just play with 3-4 friends?
KingN  [author] 19 Aug, 2024 @ 1:25pm 
@conninator2000 Yeah that has happend to me also. The AI cannot be commanded to use a certain landing point. There's invisible LZ objects used to help the pilot to land at the requested position but sometimes theres something obstructing and it chooses some other random position. However helicopters gaining altitude to ridiculous heights instead of heading to the destination is a problem I've never witnessed myself.
conninator2000 19 Aug, 2024 @ 12:56pm 
I have had a few issues with heli transports with no extra mods. I told both jackal and coyote to have a joint transport out. The heli landed in a clearing 500m from the pickup and got jackal squad, then took off by the time I ran over and landed in the actual LZ to pick up coyote.

Other than that no issues after running ~10 missions
KingN  [author] 19 Aug, 2024 @ 12:53pm 
@Ackbaraddin Check that you don't have any unrequired mods first. I've got reports of this bug from some people but I have yet to experience this myself. So I think it's some mod.
Ackbaraddin 19 Aug, 2024 @ 11:35am 
How can I fix this
Ackbaraddin 19 Aug, 2024 @ 11:35am 
How can I show I dont know but my transport helis in bug. For example transport wasp pilots are trying to reach the highest level they can, and while doing this, it takes a very long time to go on a mission (about half an hour).
conninator2000 11 Aug, 2024 @ 7:32am 
@EagleShark Is that the only issue with SOG AI and this mod? I haven't used SOG AI in a few years, does it navigate the terrain any better?

Some insertions/patrols in this dynamic campaign can just mean watching the AI try to cross a shallow river for 10 minutes while they wait for the perfect angle in the sun, temperature, humidity, etc to cross.Vanilla AI can kinda manage but once you are deep in the jungle - which isnt that uncommon with a lot of these missions - the vanilla AI is a bit rough without having an emergency teleport squad script ready in case they bug out.