Jump to content
Ghost Recon.net Forums
migryder

[P2: "A Cold Day in Hell" v1.00 - public release]

Recommended Posts

hmmm well I have a mission script that was corrected for something and a briefing to correct...so maybe I'll put together a patch to take care of these things together...

mig :ph34r:

Share this post


Link to post
Share on other sites

I was replaying the P210 mission "Fighting Bears" with the heroes unlocked and I couldn't seem to find more than 2 SA-18 launchers and therefore could not complete Objective 2 - "Destroy SPAA/TELAR, Secure SA-18s". I had found the SA-18s at the special cave and at the SW camp. I expected to find one either in the central base or the NW cave hideout but didn't see any there. Backtracking, I figured the guys in the boat I shot up over on the east side of the map might have had it. Over in that area, I remembered a sniper up on a rocky roost I had killed earlier. I went up to the roost and there was the last SA-18 propped against the rocks. Jodit Haile ended up with 51 kills and over 50% accuracy! So if anyone is having trouble with Fighting Bears, this might help.

Edited by Burawura

Share this post


Link to post
Share on other sites

yea, I tried to place those Grouse launchers as if they might be ready for use in defense of the area...of course those two guys with one of em met a rather different fate than the average troop did in that area on that day.... ;)

Jodit can go crazy with that scoped PKM....and the nice little secondary weapon...

mig :ph34r:

Share this post


Link to post
Share on other sites

Stuck in mission P206 Roaring Bear (single player) :wall: . Accomplished first three objectives, now I have both Spetnaz and the Pilot in the same room (where the pilot was held) and we are all just standing around looking at each other :whistle: . What am I missing? Both magphone and Chameleon intact. I even sent one team to hang around the Chameleon while the other stooged around the magphone, no joy <_< .

Share this post


Link to post
Share on other sites

Bump the 2 pow's and the pilot to make sure they have been secured. I think you need to go to the magphone yourself and see if that helps. Been awhile since I played this mission. If you still get no joy, I'll replay it to give you a walk through of the last bit.

Agreed a great mod.

Share this post


Link to post
Share on other sites

Did that, several times, using both team leaders, I even had each POW and the pilot bumped by a seperate team member (personal body guards!), we still not happy. I used a grenade to clear the room the magphone is in, but even though there is no visible sign of damage, could that be the problem? Still, the Chameleon is undamaged, yet no response on it either. Thanks for your help!

Share this post


Link to post
Share on other sites

I played through it today and the way I did it was to gather all the POWs and the pilot in the room where the pilot was found.

(The room with the folding chair in the middle of the room.) Sounds like you have done this.

I did not keep an exact account but I think that was when the fourth objective was completed. However shortly after the completion of the fourth objective I got a text pop-up stating : "OJBECTIVE ADDED - SECURE THE PACKAGES(must mean the POW's) WHERE THE PILOT WAS BEING HELD - THEN USE THE MAGPHONE TO CALL IN SUPPORT"

If you don't get this pop-up I don't think the magphone will work. It took me a bit to figure this out about the magphone.

The antenna is outside but the phone is on a table inside of the room that adjoins where the pilot was located. You can actually see the wires from the phone running through the wall outside to the antenna.

The only other thing I can think of is make sure the first three objectives are complete.

If you still can not get it to work you can type autowin into the console and that will let you go on to Mission 7.

Share this post


Link to post
Share on other sites

Thanks for this. I did not get a pop-up which causes me to believe I must have damaged the magphone when I grenaded the room. Though I do wonder why I cannot then use the Chameleon as stated in the brief, oh well "autowin" it is! I'll replay this again sometime in the future and not use a grenade, see what happens then. Once again, thanks Wombat!

Share this post


Link to post
Share on other sites

Obj 4 completes as soon as you have tagged all 3 hostages. Obj 5 completes as soon as all 3 hostages are in the room the pilot was found.

Did that, several times, using both team leaders, I even had each POW and the pilot bumped by a seperate team member (personal body guards!), we still not happy.

The problem may be that the AI tagged the hostages, and not you, the player actor. As said above, nothing special about Obj 4, each hostage that begins being escorted increments a counter. Had a quick run just now and all seemed fine for me. Never had a previous problem with this mission too. But there are certain things in this game that do not register, if using AI to trigger. <_<

If you need to use autowin again at all, use unlockhero also.

:thumbsup:

Share this post


Link to post
Share on other sites

Tinker, your statement: "Obj 4 completes as soon as you have tagged all 3 hostages", by 3 is this two Spetsnaz and the pilot?, as all I located were two Spetsnaz in the cell block, plus the pilot in the room next to the radio room.

Share this post


Link to post
Share on other sites

just found this, as I recall you simply have to approach the magphone after securing the POWs in that room, and once proximity is met with the phone a series of typed messages will carry through the extraction.....

if that is not working then more n likely one of the senarios mentioned above....if a team member was within the trigger proximity od the magphone when the POW criteria was met then maybe that message got triggered then too....within seconds anyway....I don't know..if ya have a save of that maybe go and try doing the magphone thing again...

the magphone is not a destructable map object so there would be no worry about that....

I'll crank my old machine up and have a look at the script for that....

mig :ph34r:

Share this post


Link to post
Share on other sites

I just downloaded P2 two days ago, after playing through Frostbite in one sitting the day before that; Frostbite is great, and P2 is even better – thank you for all the work you put into it! :)

One thing I love is the sheer magnitude of the missions. There's always plenty to do, with each objective usually combining several sub-points, and the occasional follow-up/adapted order. Together with the yellow status messages/reports/dialogues in the top lefthand corner, this makes the whole thing very dynamic.

Also, this mod has finally taught me how to fight in houses/confined spaces properly – something I'd always dreaded in the original GR! I guess the original simply didn't provide enough such situations to practice. The small castle in the Fighting Bears mission was great training and great fun.

As far as scripting/triggering goes, wherefrom most problems reported in this thread come, I've only had to reload once so far; the charges in P213_Howling Wolf wouldn't disarm after I'd got the message that the disarm codes were found on one of the computers. I had saved right before checking the workstations, though, so I did so again, and voilà, disarming worked. I might have caused the problem by walking up to the second of the two last workstations too quickly after checking the first one, before the "Station checked" message appeared for the first computer. both "Checked" messages were displayed, plus the "Disarm now" line, but this is the only thing I did differently on the second try – after loading the save and hacking the second-to-last computer, I waited for the "Checked" message to appear before walking up to the last workstation.

Oh, in P205_Standing Bear, the destruction of the last SAM gave me trouble. I don't know if the positions of the SAMs ars randomized, but in my case it was the one tucked away in a valley behind a tank in the southwestern corner of the map. The first two, I had destroyed with two M26al grenades each, so I didn't test if my AT weapons would have worked on those, but for the last, I was out of grenades and had to use my last rocket. I can't recall if it was with the S.M.A.W. HEAA or Panzerfaust 3 – if that even makes a difference; neither of the two is listed (as a weapon not recognized as a an AT weapon) in the "Notes" thread – but the SAM wasn't destroyed; the rocket definitely hit, I tried it several times from the quicksave I had made right before shooting the rocket. Does it take two rockets to take down a SAM? Or won't rockets kill them at all?

As the destruction of this third SAM was the very last thing I had left to do on the entire map, I solved this problem by using the "refill" cheat on my support gunner, to get back some grenades to finish the job. I didn't have the presence of mind to use the same way to try using two rockets, but I could imagine it would have worked that way. Either that, or something's off concerning this SAM (or the SAMs in general, as said I didn't try rockets on the others, as two grenades worked flawlessly, as described in the mission briefing).

Another small thing I ran into: In P211_Smiling Wolf, moments after beeing rescued, the family got stuck between the stacked hay bales in the center of the barn and the wall of the horsebox they had been held in. The woman just stood there while the man tried to get past her, doing the typical "running against an obstacle indefinitely" play the AI sometimes likes to do. I couldn't get them to get moving again, even though I tried everything from bumping them with different members of the team, different squads, from different angles and positions, shooting the ground next to them, etc. Seeing it's a short mission, this wasn't a big deal – I simply restarted and carefully escorted them through the problem area one by one on this second try.

I guess this could be solved by moving the hay stack to directly touch either one of the walls, but I doubt it's worth the effort, as it can easily be avoided.

Apart from these minor nuisances, playing through the first 14 missions went without a hitch; looking forward to starting mission 15 in a moment!

Again, thanks to all involved for this great mod and all the fun and entertainment it provides me!

Edited by Moerges

Share this post


Link to post
Share on other sites

Thanks for taking the time to post Moegres, I'm sure Mig and the team will be more than a little pleased to know that people are getting so much enjoyment from their mod.

Share this post


Link to post
Share on other sites

The praise is well-deserved, considering how awesome the mod is; certainly worth the few minutes of my time to post a thank you note. :) Up to mission 18 now, still having tons of fun.

One of the many things I forgot to mention in my previous post: Love the mission briefings, they add a lot of atmosphere to the game; despite the lack of voice over, for me, they work even better than the ones in the original campaign (which I hold very dear as well).

When everything goes as planned, I will be playing some co-op multiplayer with friends tonight (one of whom I only introduced to GR yesterday night, and two others who haven't played it in years but still love it) – looking forward to it!

Edited by Moerges

Share this post


Link to post
Share on other sites

The praise is well-deserved, considering how awesome the mod is; certainly worth the few minutes of my time to post a thank you note. smile.gif Up to mission 18 now, still having tons of fun.

One of the many things I forgot to mention in my previous post: Love the mission briefings, they add a lot of atmosphere to the game; despite the lack of voice over, for me, they work even better than the ones in the original campaign (which I hold very dear as well).

When everything goes as planned, I will be playing some co-op multiplayer with friends tonight (one of whom I only introduced to GR yesterday night, and two others who haven't played it in years but still love it) – looking forward to it!

wow just read this post...and you remind me Moerges that there was the prob with the disarming bombs sequence on those generators! I planned to upload a fix I scripted but can't remember now if I did...guess not...so will try and get that done soon...what you propose ciould have been but it sure won't work if you visit them before you get the codes, messes up that script...that is what I fixed..I don't recall having any problems with the SAMs and rockets...they should go with just about any ordinance..I think I even included regular demo charges??? will hhave to look at that script to make sure...the hostages just did that goofy GR thing there...TO ALL - DO BE CAREFUL IN TIGHT PLACES WITH THAT...a real must in the last mission! since you must lead at leat one chr around with you to complete part of an objective in that castle...

so have you run across the Vic Morrow reference yet? Wild Bunch? I know you caught the Once Upon A Time In The West thing in mission 7...not to mention the loop from that soundtrack in several missions...

thanks for the great accolades! glad you enjoyed! You might get wombat50 and his crew to play some P2 coop with ya if they're not too burned out on that mod...BTW what did you think of the German weapons? Kluas' kits?

Now go play YOTM and Blood Oil...have you tried CENTCOM yet? If not - a must experience.

mig

Share this post


Link to post
Share on other sites

Just a little heads up. I tried to convert this monster mod for Mac without success so far. Many assets like e.g. 'dummy' actors and vehicles used for certain props appear to be completely incompatible with the Mac version of GR. I'll try working around this but haven't had much luck so far. Such a pity, as P2 is such an amazing mod!

Share this post


Link to post
Share on other sites

Hey Apex,

Its nice to know that you are attempting this (thanks for your efforts), I've never owned a MAC and don't really know what the differences are between the versions.

If its possible that you can help me find a workaround I'll see if any of my props can be modded in some way.

I can certainly export fixed weapon versions of some of these (although the usual limitations apply here (no animation/ bullets go through 'em/ you can walk through 'em etc)

So maybe not good in all cases

Phlook :thumbsup:

Share this post


Link to post
Share on other sites

Thanks for attempting this Apex! and thanks to you Phlookian for your offer to help him out there...

migph34r.gif

Share this post


Link to post
Share on other sites

I'm afraid my efforts to convert this for Mac were lost when my hard drives crashed. Will have to check but I'll probably have to start again.

Share this post


Link to post
Share on other sites

Sorry to read that Apex, maybe we'll get lucky...hope you did not loose too much other work there...Hey if you can get in touch with ingeloop he may have alot of that done already, he did some sp testing during development...as I recall though he had some problems with a few missions like the one on White Skull Valley..Fighting Bears.

migph34r.gif

Share this post


Link to post
Share on other sites

Hey, I see Mig seems 'AFGR', but I have  small problem maybe someone can help me with.  It's on the Black Wolf map, when I walk through water I hear gun fire in place of the 'footstep splash'.  I tried increasing the P2 priority above Frostbite.  That helped, only because now it's a less annoying gunfire sound, an SD one instead of an M16.

I was hoping to fix it myself, but I couldn't locate the sound file that's the culprit.  I can't see the conflict, I have GRPA and AS 2.6/etc. active alongside p2 and frostbite. 

If the sound didn't cause a reflexive "Oh ######, I'm being shot at from close, and I'm about to die..." I wouldn't bother trying.  It's such a cool map, it sure would be nice to be able to fix it.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×