Arma 3
Cold War Rearmed III - Resistance Campaign
Mr Elusive 25 Dec, 2022 @ 7:31am
[Spoilers] Bug Reports / Feedback
I finished the campaign yesterday for the first time since 2004. Honestly, it's a great effort and I want to thank you guys and the CWR3 team in general for bringing this to Arma 3. I didn't see a thread for bug reports/feedback so thought I'd make one as reported issues tend to get buried in the comments over time.

Counterattack: Armored units do not arrive.
The Soviet infantry attack no problem, but the T-72s and BMPs never arrive. Because they never arrive, you can't destroy them and trigger the gunship counter-attack, which soft-locks the mission.

Using the spectator camera, I noticed they always get stuck at Slapy. They either ram themselves into other tanks that are parked there, ram themselves into buildings, ram into each other and flip over, or just stop moving entirely. You also can't move down to Slapy and engage them because there's far too many tanks already there guarding the place, PLUS the convoy that's also stuck there. Eventually I skipped the mission using cheats because I couldn't progress.

I think this problem is related to grouping multiple vehicles together. Something I've noticed specific to Arma 3, multiple vehicles grouped together have broken pathfinding. Often the first vehicle moves ahead, while the rest of the "convoy" trails miles behind - or doesn't move. If I was making this mission, I'd avoid grouping the vehicles, even though it's more work with waypoints and triggers.

Mission Contraband: No ammo for Steyr AUG.
One of the crates you get contains a Steyer AUG rifle, but no compatible magazines. The STANAG magazines can't be used.

Fireworks: Blowing up the bridge doesn't always trigger escape objective.
Exactly which part of the bridge, or how many parts of the bridge, need to be destroyed? Also, it might be worth updating the briefing to tell the player how many satchels it takes to do so. Maybe move the waypoint on the part of the bridge that needs to be destroyed with the charges?

I was able to complete the mission on my third try by destroying two bridge segments, but I'm not sure if that was pure luck.
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Showing 1-14 of 14 comments
lamasutra  [developer] 26 Dec, 2022 @ 4:15am 
Hi, thank you for your report.
You are right with the vehicle groups, they tend to get stuck or not to move at all. We have some detections, but they does not solve the occasional flip issue.

Counterattack
In the counter attack mission the convoy in Slapy has 300s timeouts on waypoints as in the original game, so you have enough time to place mines and satchels.

For the flipped vehicles I will probably introduce some kind of detection, unflip and reassign the crew to them so it does not blocks the trigger.

Contraband
My bad, I have not checked the right ammo is there too.

Fireworks
This one was tricky. At least one pillar has to be destroyed. As the satchels are uneffective from above, there are triggers for each segment. If both segments near pillar are destroyed, the segment will go down too and objective should be done.
I will review the briefing. I am pretty sure some info is there, but I don't know if correct one.
Mr Elusive 26 Dec, 2022 @ 5:15am 
Ah, I didn't realize the Counterattack convoy has a timeout set - that actually makes sense. I've never unpacked the original Operation Flashpoint missions and looked at them in the editor.

Another thing you could try is maybe waypoint them around Slapy so they don't collide with the buildings or other vehicles? The player isn't going to venture down that far, so in theory they shouldn't see them. The vehicles won't get stuck and immersion isn't broken.

Thanks again for taking this feedback on board, it's very much appreciated.
lamasutra  [developer] 26 Dec, 2022 @ 5:49am 
Hmm maybe it's a good idea to add a hint at the beginning of the mission. "We have around 15 minutes to prepare for a counterattack"

For the stuck in the object issue, I will test the solution we have for trees and extend it to houses too.

Little hint as you have already finished the campaign. Try enable the Victor is engineer setting, try replaying mission on veteran difficulty and try to use toolkit on damaged vehicles, like tank in mission No turning back 03b. You should be able to partially repair the vehicle. This should be whole new experience.

Please, let me know if it is working correctly.
Mr Elusive 26 Dec, 2022 @ 6:15am 
Originally posted by lamasutra:
Hmm maybe it's a good idea to add a hint at the beginning of the mission. "We have around 15 minutes to prepare for a counterattack"

That's a good idea as well. I've played many bad defense missions on the Workshop where the players are not informed of what's going on, so you sit there for thinking "What are we waiting for? Is everyone dead? Is the mission broken?" etc...

Originally posted by lamasutra:
Little hint as you have already finished the campaign. Try enable the Victor is engineer setting, try replaying mission on veteran difficulty and try to use toolkit on damaged vehicles, like tank in mission No turning back 03b. You should be able to partially repair the vehicle. This should be whole new experience.

Please, let me know if it is working correctly.

I just tested it with the difficulty set to regular and then set to veteran - it's working as intended. I also checked with the debug console (player getUnitTrait "engineer") to be absolutely sure.

Just curious - is there a reason the engineer trait is specifically locked behind veteran difficulty? What about players who prefer regular difficulty?
Last edited by Mr Elusive; 26 Dec, 2022 @ 6:15am
lamasutra  [developer] 26 Dec, 2022 @ 6:32am 
It is quite OP trait, it changes a gameplay a lot. Maybe I will create a poll for this later so the players decide.
I have also thought it could be a reward for finishing tough objective in some prequeel mission. Time will tell.
killjoy 31 Dec, 2022 @ 7:59pm 
Mission Field Exercise:

Unless i've missed an enemy hiding in a building or something the trigger for clearing the town won't execute.
killjoy 31 Dec, 2022 @ 8:15pm 
Originally posted by killjoy:
Mission Field Exercise:

Unless i've missed an enemy hiding in a building or something the trigger for clearing the town won't execute.
Disregard, fixed itself after a reload of the save. Enemy tanks got stuck on some trees or something.
Mau der Kater 8 Jan, 2023 @ 12:45am 
In mission Counterattack, I start without a backpack so I could not lay mines on the road. Once I managed to repel the infantry, run to a RPG soldier, get his backpack, run to the crates, get two mines, lay them on the road and when I was ready to grab the next two mines the tanks where there and hat not driven over one of the two mines I was able to lay. So maybe place a backpack in one of the crates so the player can start laying earlier.
lamasutra  [developer] 8 Jan, 2023 @ 11:21am 
I am preparing an easy mode. Enemy skill will be reduced to 15% and additional backpacks will be present in the weapon pool after mission No turning back or Contact.
Additionally I will add crate with backpacks to every mission near starting position.
Easy mode will be available for recruit and regular difficulty.
BlackBurn200PL 20 Jan, 2023 @ 9:29am 
Stuck on "Scrap". Decided to inflitrate it alone, eliminated garrison, and with BMP eliminated most of castle. After that I rearmed the T72B and eliminated incoming tanks. After that I went to castle to clear it, called reinforcements. Can't find any more enemies, repaired, refuelled and rearmed the tanks. Nothing, did some AI run away or something like that? I had similar problem with Ammo Low where enemy BMP just ran away.
lamasutra  [developer] 21 Jan, 2023 @ 6:41am 
There is an update planned for next weekend. Missions you have mentioned were changed a bit.
For now to solve your issue try to escape to the mountains. The place should be visible on map. Your units have to be max 150 away from you there to finish the mission. I will probably remove this condition to make it more playable for others.
Hello, I have a problem with mission Reckoning where we destroy helicopters at the airfield.
I destroy all the helicopters on the strip and in the hangar, but there is no reaction from the game. It is also impossible to complete the mission through the village, where you have to go.
Last edited by Better call Hellbomb; 11 Jun, 2023 @ 4:36pm
lamasutra  [developer] 17 Jul, 2023 @ 6:07am 
@Qruxx try to restart the mission. I have tested it and it worked as expected.
Make sure you are not using unsupported mods like ACE. Try launching game only with required mods.
If you are familiar with arma debugging, you can try check the logs if there are some errors regarding this mission.
killjoy 12 Oct, 2023 @ 7:56am 
Stuck on fireworks, Objective doesn't trigger once you reach the bridge or once you destroy the bridge spans.
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