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P2: Notes - Tips -warnings, suggests and complaints


migryder

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So...

My wife came downstairs carrying our 10 month old son for the morning routine and asks, "What's that smell?"

And I said, "What...um...smell...honey?" 0:)

"Well, it smells like a loaded diaper." :blink:

"You do have Liam in your arms..."

"No, his diaper's wet... The smell seems strongest by the computer..."

My face turns red. :blush:

Thanks guys for making me mess myself when the you-know-whats come roaring launching their you-know-whats at the chief objective in Mission 2.

I don't want to give anything away, but OMG, my heart BURST out of my throat and out my nostrils!

Just remember, your mod won't get good word of mouth if it kills those who try it.

Thanks for the terror of the event! I've never had a game do that to me!

You ROCK!

Any idea when your highly illustrated text might be done? If you'd like some feedback on it, and proofreading, I'd be happy to volunteer. I'd love to contribute something to this superb mod. I've contributed to tons of other mods in the past, mostly in designing science fiction stuff, but I also translated from German-English the editing manual for using a dynamic mission system for Operation Flashpoint. PM if you wish!

Now on to Mission 3!

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- EDITED -

@ Kyle'...I'm afraid there may be a misunderstanding about a "text'...we are not working on such other than the information you see in this thread...yet there is a detailed PDF that explains all of the things you see in the day,dusk, and MP versions of the map you are playing, Black Wolf Bridge..I think Phlookian has included that walkthrough document in the Elmer Fudd Challenge download...I don't recommend you opening that until after you play mission 3..sorry about the confusion concerning any "highly detailed text..." if the PDF is not available in that little mod, PM me and I'll get ya a link to it on my FF account...

enjoy the rest...

mig :ph34r:

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Thanks for lending clarity regarding my misinterpretation of there being a .PDF guide for the campaign. Ah well, I guess that means that I'll just copy/paste all the visuals/data here myself then. It's too useful to just end up disappearing in the electronic ether.

Yours!

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Stuck on mission 5 here.

I have all the objectives clear apart from

2. Secure SS-25, LASV , WMD , SA18

Now, I know I have had the "secured" message for the Topol and LASV around the back of the "castle". I know I have found a tonne of WMD stuff in the cells, but I am unsure what to do next. I have walked every inch of the map in a grid by grid search, but came up blank.

Additionally, upon reloading the mission I find I cannot enter buildings without some kind of glitch that makes the outside visible i.e the walls disappear.

Help!

ps. wish I had Mig or Phlook on IM.

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The invisible wall thing is a portal fault in the map. I thought we'd cleared this map of any such nonsense. The dodgy portal would be the one you walked through before things became see-through

It would be nice to know where you went, & therefore, which portal is the dodgy one

Did you find the WMD crates/ barrels in the room that leads to the underground tunnel?

Not on IM (sorry)

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OK You mean p206 right? Did you enter the Fort through the "back door"? This is a portal issue I had completely forgotten about..it does not always happen if you do enter through the tunnel but can...does it persist even though you change avatars and then enter a building/room/cell? If you saved prior to going into the tunnel you might try progressing from that point, only try going into the fort via one of the front gates first..at least pass through that portal then maybe try the secret passage...I don't know but think it might have to do with blowing the door open...I had the tank covering the gates at one time, but when it would destroy a gate that would then cause the portal issue..or so it seemed cause it stopped after I changed that...did any chr destroy a gate? They will open them alright, but maybe they tossed a frag or shot n rpg that could have helped cause that by destroying the gate...like I stated above it does not always happen even if the gates are destroyed..

Rocky I have Yahoo Messenger and MS Messenger...I'll PM the monikers..best would be to PM me a time to meet if that is what ya need...I don't leave either active ever..meantime I'm gonna PM ya...there are two SA-18s...those plus the LASV and the SS-25 = 4 counts, there are 5 WMD items bringing the total for Objective 2 to = 9, the Obj counter should work for Obj Complete..it just did for me.

the portal thing bothers me as I had experienced it myself then forgot to post here after release that it can happen..maybe like Phlook I thought it resolved once I quit letting that tank kill the gates..I went in through the "secret tunnel" but did not have any problems in doing so..I used the m202 FLASH to open it...

Funny note...one of the guys in the bunker near the river left out and hid behind a bush...so I missed him there and had a whey of a time getting Obj 1 to complete..he was well hidden...but not far at all from his bunker...

mig :ph34r:

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The invisible wall thing is a portal fault in the map. I thought we'd cleared this map of any such nonsense. The dodgy portal would be the one you walked through before things became see-through

It would be nice to know where you went, & therefore, which portal is the dodgy one

Did you find the WMD crates/ barrels in the room that leads to the underground tunnel?

Not on IM (sorry)

After reloading the mission today, every door (both watchtowers, all the doors in the castle) I went though led to the portal thing. This did not happend the first time I played though.

I know the room you mean, yes got those. I have double checked all cells too, there are some that do not open though.

the Obj counter should work for Obj Complete..it just did for me.

What is this Obj Complete u speak of? Is it a console command?

OK You mean p206 right? Did you enter the Fort through the "back door"?

Yeh 206 sorry.

I did enter the Fort through the main entrance.

I just reloaded and it is all fine, no portal issue, weird.

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OK let me state that all the cells do open, its just that some are unlocked and others have pad locks on em.... :whistle: Yes that is weird, AFAICR there have been no reports of portal faults from anyone who tested in SP nor coop I believe...hmmm. So I guess if you can get in the locked cells you can complete Objective 2(thats the objective I was referring to Rocky, no console thing...)

sorry bout that problem...

mig :ph34r:

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WARNING TO COOP TEAMS ON DEDICATED SERVERS

Mission p210 map = White Skull Valley - Do not fire on the raft if you catch it in the lake area, they will head back up stream shortly and then you can safely fire upon them if you want..Tinker has reported a server crash due to firing on that thing while it was in the lake..the occupants actually returned fire from under the map...then the server crashed..

I will address this in any future patch...probably try to remove the raft completely during coop play unless asked to leave it in by you guys...

mig :ph34r:

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Could someone PM me with the location of the wire cutters in Mission 3? :ermm:

I honestly believe that I have looked EVERYWHERE. I'm confident that I scoured every bunker, pillbox, nest, hut, and vehicle there is, and no luck. If they end up being available at a vehicle, then the trigger to grab them needs to be made more sensitive, because I searched them big time. :wall:

Hopefully someone's help will keep my eyes from further bleeding! :(

Please do me another favor though. Would the first person to PM me make a short post in this thread so that the others know that I've been helped. I'm just trying to avoid an overstuffed mailbox.

Thanks!

:D

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Thanks gents for the advice as to where the wire cutters were. I guess I needed a spotlight shining right on them to see them! :lol:

Finished Mission 3. Loved it. The best one so far, and considering how solid the first two were! What I liked about this mission is that the map didn't make me feel like I was being "cheated" by staying on the same map from Mission 2, so nice job on accomplishing that as well.

SUGGESTIONS:

One of the approaches I took when looking for the wire cutters was done AFTER I rescued the pilot. I was on the north side of the river, patrolling where the Hind was at the end of Mission 2. I encountered approximately 10 rebels there, who stayed mostly stationary, and they were extremely easy pickings considering that I was facing them directly when I ran into them. Was their AI hindered by a trigger not being activated at an earlier time? Were they supposed to charge us after we took on the pilot and after we disabled the C-4 charges, or...?

It was strange not seeing the Hind wreckage; can it be placed there at the start of Mission 3 for wanderers such as I? Otherwise, we're forced to conclude that the rebels are REALLY into recycling and waging Green Warfare. :)

I then headed south at the waterfall, and crossed over to the south bank of the river. There I encountered two more very stationary rebels. I came at them from behind, but again, it made me think that they were supposed to have been triggered by something, but weren't.

After I got the tips regarding where to find the wire cutters, I restarted from an earlier save that I made right after the pilot was added to our list of goals. It took me some time to head north towards the bridge, and the wave of 5-7 rebels that charge that portion of the bridge seem to be approaching from the north bank of the river. They hugged the north shore of the river, and I can't imagine how they didn't see us (we were standing out in the open on the frozen ice patch just southeast of their approach), but we took them out, located the wire cutters, took care of the C-4, and then finished the mission. What I would like to suggest is that this wave of rebels who are triggered after the pilot is added to the player's element, is that their starting point should perhaps be from the south/southeast end of the map, so that as they head northwards towards the bridge that they will, for sure, encounter and engage the player's element if they're still near the bridge's supports.

Perhaps the rebels could be a set of two elements, one from the southwest and one from the southeast. How big these elements should be I'll leave up to you to decide. :)

Again, I suspect that the large contingent of forces near the waterfall that weren't triggered before were perhaps supposed to be part of the assault on the helicopter after its reached by the Ghosts, but I don't know for certain.

THANKS again, and I can't wait till Mission 4!

Yours!

:)

Edited by Kyle_K_ski
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OK this mission script teeters on the brink of absolute disaster! We had soooo many CTD issues with this one...it took alot of trial and error with a stroke of luck just to get it to work out both in SP and COOP on a dedicated server...if you look at the script you'll see that those modes each have a seperate script in many ways..the timing is reversed for main events and so on...there are rebels that are triggered by the helo sequence in SP and by initiating escort...I tried to minimize any hide this/show that teleport these there and so on due to the complexity of having those convoy vehicles on the map along with that very long death animation that makes up the helo sequence...never been anything like it on a GR map AFAIK...soo follow orders and and get those demo charges done before any more rebels show up then get over to to the crash site ASAP and get any survivors outa near freezing water! Explore all you want after that as all rebels should have been triggered that would be in that area anyway..my biggest concern for player seeing a spawn is the two man scout/sniper team...and that would be in coop mostly...if you look at the script and the placed elements you'll also notice there are not many sound emitters placed either..this also goes back to the CTD problems...just compare the load of those in p202 day version to the dusk version..

can't explain why they missed ya...sometimes they get watching the trout I guess..

there are damaged helo models in all three spots where the helo can show in p202, buuut, they would all have to be shown cause I have no idea where you saw it as that is a random event in p202...maybe something in the DYNACOMP mod could sort that out and allow only the helo shown in p202 to show as the damaged model in p203 but I kinda doubt it..then again that mod was a serious undertaking and carry over from mission to mission was to be a part of it.. if ya knew where all three were and you went exploring you would see all three damaged helos and to me that makes no more sense than simply never showing it anyway which also helps out with the whole CTD issue IMM as well...

mig :ph34r:

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Help.

I can't eliminate all of the OPFOR for Mission 6 (the first mission after the pilot is rescued, with all of the tanks, WMD factory and caches to inspect). I guess that I'm not finding them all.

Some of the doors are locked. I try opening them but to no avail. Do I toss frags at them, shoot their locks off...what?

Great mission!

Just tossed 4 frags at the first locked door, with no results.

If the locked doors aren't unlockable/destroyable, where's the most likely place the remaining OPFOR may be?

THANKS!

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Some of the doors are locked. I try opening them but to no avail. Do I toss frags at them, shoot their locks off...what?

I got stuck at this point too, but through no fault other than my own stupidity.

Hint, in real life...what would you do FIRST if you came across a cell door?

Then, if it was locked, what would you do next, assuming you did not have the key?

If you still don't get it, (!), PM me.

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Thanks for the heads up that these doors ARE to be (somehow) opened.

Part of the confusion regarding them is that one can complete the cache-inspection objective without ever having to access the cell doors. It would be a stronger indicator to the player that those doors HAVE TO be opened, in my opinion, if some of the cache objectives were behind wherever those doors lead.

Now, what would I do to open the cell doors first?

(1) Find a key (why is it that the bad guys NEVER have the keys to the doors in the buildings where they frequent?)

(2) Find an air duct that leads to whatever's behind the door.

(3) Locate a cache of explosives somewhere that can do the doors in. But the caches that have been found aren't of plain explosives, or are they?

(4) Find a secret door.

(5) Repeatedly smash my head against it till it caves in (my head, I mean, not the door).

(6) Something REALLY obvious that I haven't yet even mentioned here, and never will because there's crickets eating my brains...

I'll give it another run tonight.

I'll PM you later if I need the help, and thanks for the offer!

Yours,

Kyle

June 23, 2009

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1.How do you usually open a door in GR?

2. Many things in P2 are dyn objects, if the door won't open by usual means..if it is obviously locked..then use whatever 'tools' you have that are readily available to you to open it with..while there is ONE door on that p206 map that requires a frag, GL, rocket, big rifle, or demo charge....I don't recommend fragging most doors in this mod....might get a message like..."you have just released SARIN gas...time to die cowboy"... the doors in the Keep may be an exception to this rule as they are very thick...mission 24. Some doors may have VIPs like a captive Spetsnaz operator, pilot, or WMD expert from the International Inspection Team(to be introduced in a later mission) behind them...don't want to frag the packages do ya? If you do kill a package most likely mission fail..go directly to the after action screen..so take a breath and try something outside of the usual GR box...and be careful if any of the above characters appear to be inside a room or cell..

try and understand that prox triggers can be tricky when both the outside permiter and inside walkways or whatever are close to the item in question...you might trigger the response while walking around outside ...most of those cells have a message that is displayed when you approach the door, followed by other responses with messages once you walk inside..I don't think any of the items in those cells is given credit for securing or labeling for inventory w/o going inside the cell and getting close..the usual prox is 1.2 meters and I did a great deal of testing to come up with that range for those type items...easy enough to trigger, but close in enough to not trigger too easily...remember guys...if asked to secure or inventory items don't assume you have done so until you see a message as a box or yellow text up in the left corner that says the item in question is sercured or something like labeled for inventory..the procedure for most is ..item located...labeling item/securing item...item secured/item labeled for inventory..etc.. have a look at the script in IGOR for a good explanation...the scripts are mostly organized by Objective... for example only..Obj 2 - poker game located, Obj 2 - play poker, Obj 2 - finished playing poker..and so on.

mig :ph34r:

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Now, what would I do to open the cell doors first?

(1) Find a key (why is it that the bad guys NEVER have the keys to the doors in the buildings where they frequent?)

(2) Find an air duct that leads to whatever's behind the door.

(3) Locate a cache of explosives somewhere that can do the doors in. But the caches that have been found aren't of plain explosives, or are they?

(4) Find a secret door.

(5) Repeatedly smash my head against it till it caves in (my head, I mean, not the door).

(6) Something REALLY obvious that I haven't yet even mentioned here, and never will because there's crickets eating my brains...

LMAO, (6) you are missing the most OBVIOUS thing to try.

I am only laughing because I did the same, don't feel bad.

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NOTE/WARNING:

when playing p204_Sleeping Bear, be sure and go east far enough and then head south to clear the bunkers over there(straight from the insert, the most eastern bunker is the first in the cinematic) and clear any teams around there and south of there along the road where the second bunker in the cinematic is..there is a trigger zone on that map that I made too small and could be completely missed if you head south and west only, but you need to trigger that event in order to be able to complete Objective 3 so at some point you really need to go over there and make sure you got all patrols that could be in that area...I will address this(already have actually) in any future patch...for now just be sure and search the map thoroughly for OPFOR until you have the first three Objectives completed...

...when referring to missions..please use the code number at least, like p204 mentioned above. The complete name like p203_Walking Wolf or the code name like "Fighting Bears"(sure I'll get a Q or two bout that one p210_Fighting Bears, huge map [WSV] with lots to do) so we will be able to address your Qs properly...

EDIT - also please list the Objectives you have completed in a mission and the specific Objective or task within an Objective that you are trying to complete when posting questions...

thanks

mig :ph34r:

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mig & Rocky,

Thanks for so promptly replying to my PM last night. The good news is I do know how to open doors that are SUPPOSED to open. The bad news? I can't identify the mission I'm playing! :unsure:

I've attached an image below of the routes I took when playing the Mission P204 (I think that's the mission!). As you can see, my initial thrust was east and south, turning west and then south again. The armor's positioning is just too heavily fortified to do a direct assault, so the best way to get them is to enter the warehouse to the south, work one's way through its guts, and then get the armor from the back when one exits the warehouse's far southwest bunker doors.

The only things NOT shown in it is that I sent the sniper element on very short jaunts to the south at the first and second valleys, but they did not encounter any OPFOR.

I hope this helps in some way!

rutabt.png

So, any advice on how I can finish this mission and get whatever point promotions are due to my squadmates?

Thanks, and GOOD LUCK!

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I can tel you how I did it.

Modified your map to show the basics...

tact.jpg

So basically I split the teams so as to have a pincer movement when we got the the south west corner. There is lot's of action down there so having 360 attack works out great.

I got everyone into position first them moved them in one at a time to take out the bad guys.

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