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What I THINK is going on, is the house is ever so slightly below ground level, JUST ENOUGH so they your head is hitting the top of the doorway, thus you can not go thru.
Example:
Your height: 2m
Doorway height: 1.9999m
That is MY guess... ;)
It happens, for me it is very rare.
:)
:)
Now my thinking when desinging and putting the lore and missions together, Guba invaded Czechoslovakia, but he didnt expect much of a resistance, thus using the 82s soldiers BECAUSE they dont have full body vests, but only Harness (which is basically almost one shot one kill with 7.62 mm) and same goes for the Americans and NATO. David was part of 1st Platoon unit.
After Motignac NATO sends 2nd platoon under the command of Col. Blake, which is the 85s units. They have better equipment, full chest vests etc. and he recieves I think 4x tanks, and ofcourse his spec ops unit.
And something similiar happens on the east side. Guba has underestimated the threat of the Resistance lead by Gabriel (in my version he still lives) and Viktor. Because Guba will sent his best platoon to attack NATO and cross the border in Part II, but meanwhile his troops are getting amushed on the east side.
So I checked, and yes, they are default units from the CWR, but CWR has three units '80, '82 and '85 ... The 85s are used in Cold War Crisis campaign and in my Part II. So in this Part I used the 82s preset. And same goes for the Gubas units, they also have 82s and 85s uniforms. (But you are right, I am not sure why the default units has 2x pairs of compass, map and radio).
From gameplay perspective, it was ments so the start of the game, the enemies are much easier to kill. And a little bit of lore in my comment above.
Don't think they're CWR units. In the CWR III - Cold War Crisis campaign They all have PASGT helmets and M16A1E1 rifles (Weird choice of rifles to be honest, since it was an M16A2 prototype)
The US Army soldiers in Cold War Resistance Part 1 seem a bit anachronistic. More like 70s soldiers with M1 helmets and being flown in in UH-1 Hueys instead of blackhawks. The M16A1 is however somewhat true to the period, since the Army was in the middle of replacing them with A2s in 1986-1987.
I think they are just default units from CWR, but I can check the missions. The loadouts are easy to do. Thanks for the notice :)
If there are specific containers or vehicles where the weapons and equipment are supposed to be stashed for them to count as being added to the weapons pool it would help if they were somehow pointed out in the briefing or on the map.
I chcecked the codes, here are the missions that carry over:
- New Camp to Low Ammo (Viktor) Note: There are 2 ways how to destroy the first BMP in the Low Ammo convoy attack. First shoot gunner before he hides, or carry over guns from New Camp mission {I think there is one or two soldiers with RPGs}
- Low Ammo to Attack on Modrava II (Viktor) Note: Yes, Viktors next mission after Low Ammo is Scrap (stealing tanks) but he puts on his old military night gear. So your weapons will carry over in the last assault.
Also it seems some of the action menu items like "rescue hostages" and "call for reinforcements" still stay there after being triggered.
Captured weapons? Though I have played this, I used my mod which will let me load a custom load out when I want, so this is what I did. So, I have no clue about that. Sorry.
Good job on the other though!
:)
I managed to continue by only losing the Squad leader. Had to go through tens of reloads and memorize where the enemy pops up.
Also, captured weapons don't get added to the weapons pool. Is it a bug or a feature?
#1 - Keep playing and learn to be/get better.
#2 - Use my mod to do things such as show where the enemy is, move you squad 5k away so they live, use god mode, call in heli support, artillery, etc. and 2000+ other things.
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2441776362
#3 - Hit SHIFT - (minus sign on number keypad), then type: endmission This is a cheat to skip the current mission and 'move on' with campaign or end the SP mission,
Also, ensure too that you're not using an AI 'helper' mods such as LAMBS. These are KNOWN to 'break' missions/campaigns.
And remember: "...is a reimagined version of the original ArmA 1 campaigns..." - It is NOT a 'remake' of the original.
:)
Getting kinda tired of ARMA after all those years... ;)
SO...it may be 'a while' before I can let you know anything.
@OVG seems to play 'more often' than I do, they might be able to give you some feedback on this as well, and probably quicker too! ;)
I will, when I do play...so fret not on that one... :)
And the '2 mods into 1 mod'? That was just a suggestion that MIGHT make it easier on ya...never done MP missions nor campaigns...so I am just 'guessing' on stuff... ;)
Thanks again for addressing the issues!
:)
I will probably now focus on finishing the Part 1 reduction of assets. On paper it sounds easy, but it usually took me whole 6-8 hours to find all the OLD assets and replace them, so the mission wont crash. Also I would like to add one more mission to the NATO, as tank intro for David on Malden base, so it make sense for him, when he joins the resistance.
And as you stated, I could put it in one simple campaign now.
If you do run into any more issues, do let me know.
What I did to no avail:
#1 - Unsubscribed
#2 - ENSURED it was ACTUALLY DELETED! Note: Sometimes Steam does NOT remove unsubscribed items, just sets the 'Hidden' attribute. I do not know if Steam still does this, so CHECK!
#3 - Deleted ALL past saves
#4 - Resubscribed
Result: Same issue.
Oh well...Steam can be 'funky' at times.
You got it fixed and it appears you have a 'work-around' too.
Knowing ARMA after 20+ years, I SUSPECT that clients 'registered' xyz as being completed, but that mission 'xyz' was gone. renamed, etc., thus ARMA 'puked' on it. Because I COULD used mission 4+ with no issues. ??? i.e., it was looking for the MISSION NAME, not MISSION NUMBER.
Good job and thanks!
:)
PS - As a suggestion, just put parts #1 and #2 into a single mod/campaign...I think in the end, it would make things for you and the other players a lot simpler.
;)
"No entry 'Campaigns/cwr_1986/description.ext/Campaign/Misssion.00Run' " is the full error message.
Or sniff around the config, but I found... nothing wrong (or nothing that could be causing it, but hey, I last modded these games in OFP days, so I'm a bit rusty). Even changing the mission names to match the names in the config (00rintro -> 00intro, or whatever) didn't do anything.
So... I suppose psifena(Ghost) has to come back and fix it is the only option. :(
I do not know what new players will have to do...outside of fixing the PBO...
I unsubscribed, made sure it was gone...made no difference...
You're not alone Ovg....
:(
VirtualAISquad once was a Module in base game, but been removed by BI in recent update.
https://forums.bohemia.net/forums/topic/244300-problem-with-old-mission-ie-virtualaisquad/?tab=comments#comment-3529419
As I have not played ARMA in about 1-2 months, I can not rule out this as being a possibility.
After all, it IS ARMA!
;)
Probably #3. Sad doesn't work anymore with latest Arma 3. :(
#1 - You're ARMA is missing files.
#2 - You're ARMA is corrupt.
#3 - You do not have all REQUIRES mods.
#4 - The mods in #3 are bad/corrupt/outdated.
Hint: Notice that YOU ALONE have this issue.
:)
bloodsplatterlite "
" Campaigns/cwr_1986/missions/00Run.stozec/mission.sqm/Intro/Entities/Item26.type : Vehicle class VirtualAISquad no longer exists "
Broken campaign? Cutscenes don't work and scripted actions don't play out properly. Seems an A3 update killed it.
And MANY people has this too (Old Man) and to my knowledge, there was never a 'fix', just 'tricks' like mine to 'make to work'.
Personally, I think that this has NOTHING to do with ANYTHING you have done. Rather, this is an ARMA/Mod issue and nothing more.
As proof, the 'Old Man' is the ONLY 'thing' that has done this to me...with ANY version of ARMA...and that is after 20+ years of playing and the THOUSANDS of missions.
Nah...this is a 'conflict' of some sort that has been around for a number of years now...
It IS a pain with no 'real' solution either...and at least with the 'Old Man', load order was tried and no success...
Oh well... ;)
I think the 'save and reload' trick would work here too....
:)
Hold down the left shift key and tap numpad minus. Release shift and type 'CAMPAIGN'
This will unlock all the missions.
Also I recommend playing the Part II of the campaign, its better optimized, better campaign resource management, and within the Diaries I keep the lore, so you can play it. And also the Part II still can be finished, the mods updated didnt broke the system.
In case you did not know, and I would advise doing such at that time, you CAN view the RPT log file WHILE ARMA is running. When it 'stops', just open up the RPT file.
The RPT is a text file by the way.
USUALLY, the last line or so well 'show the issue' - NOT ALWAYS!
:)
I had one campaign/mission AND the 'Old Man' did it too. What is that? You start and get nothing but a black screen.
If you notice, you can fire, move, turn, every thing...BUT SEE!
NORMALLY, this would end the mission for MOST players! Not you! Now you 'mastered' the old 'Show Screen Trick'.... ;)
Just hit ESC, save the game and reload it!
BAM! Just that simple!
Why/what causes it? Beats the heck out of me! Others and me ALL started having this issue with the 'Old Man' campaign. And as I stated, I had some campaign/mission that did this too (this one?),
Give it a try!
Good luck!
:)
Well.. for some reason Arma 3 won't even star first mission of Part 1
May be some updates made this... I choose mission, click "continue" and nothing
Part 2 actually starts
Checked all dependencies of individual mods, no missing ones