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P2: Notes - Tips -warnings, suggests and complaints


migryder
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OK well you did take what I think of as a natural approach once you do learn that the bunkers/tanks are just too tough(don't advise coop teams to take a south/west approach only either..too much firing from too many mgs)..so you triggered at least one snowmobile..did you see two? When searching for the remaining guy(s) be sure to check all bunkers as one may have gone prone and just be maintaining that...I always just send two teams and watch em on CM run around trying to cover the map...watch for red dots...set your teams to suppress...or send em that way take your largest team and start going around areas with trees..check those trees...on that map I found as I stated last night that sometimes they may have gone up toward the initial fighting to check it out and then stayed up there..while testing last night we had to go back out and find a chr I was on the slope where you would go down from the bunker you can see from the underground facility toward the large doorway...one of my guys suddenly popped off three rounds and uttered he's history..Objective met, I never saw the guy! This shows me though that I failed to do here what I have done for all other missions with kill em all Objs or tasks..I set the OPFOR company to panic when they get down to something less than three or lower..that takes care of these goose hunts...sorry guys..missed this one..will correct in any future patch...so if you see yellow dots after you have met such an Objective that is the remianing OPFOR who are in panic mode after that...

..I guess its possible that the counter failed somehow and you can't win, but I doubt it..check thoroughly outside and inside, but if a door won't open normally it is prop only..the mission is p204_Sleeping Bear btw

Did you have a saved game for it? You can open a saved game, then quit it and when you go to the after action screen the mission name will be listed there...btw don't worry guys that the saves only show three of the four chrs of the mission nomenclature..like p20- instaed of p204..its an engine thing..it does work ok though..FB has the same thing..

mig :ph34r:

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mig,

Took your advice and sent my boys out on "suppress." WHAT a huge difference that made in their capability to find the OPFOR! I'm mystified at how they missed the OPFOR before, but I DID send them ALLOVER the map in the past, and they didn't find anyone. "Suppress" works, that's for sure.

It turned out that there was a guy hiding in a tree in the southwest corner, about 50 m. from where all of the armor was smoldering. There was another man WAY up near the northwest. I didn't bother to check at where exactly he was hiding, I was just happy he finally got waxed.

Nice surprise of the additional (won't spoil here) afterward, and I appreciate you giving us a text-based "heads up!" when it happens. It would've felt like a cheap shot if one of my men would've gotten waxed without the warning.

The use of the smoke at the EZ was a real nice touch. Very immersive.

I don't know how much tinkering you want to do to this mission. Perhaps it would be smart just to give a very bold and general warning in the Read Me which states "If you're missing OPFOR that can't be found, they may have FLED and are in the midst of a tree or two..." That's sound advice anyway, so I don't see the harm in just making a general pronouncement about it.

I am SO happy that I FINALLY finished this mission. Sometime tonight, it's onto the next. Can't wait!

Thanks for the help!

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once all the missions have been played by some people besides those of us who already have played them and I have the input about problems encounterd I'll probably go ahead then and release another patch at which time I'll set this one up like the others where the last couple of guys will be set to panic..so Objective met as the engine will count that the same as KIA...

mig :ph34r:

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IMPORTANT NOTE!! UPDATED p205_Standing Bear briefing...changed number of TORs to 3 and rockets needed to 4...you can copy and paste this into your p205 briefing in IGOR if ya know how to get to that...open the mission in IGOR and drop the menu from Edit, then select Briefing..you'll see the text in the briefing text window..that is were you would paste this..or just remember from this post...btw "{p}" is used to create a new paragraph..w/o the quotes.

Well, two lost arrows back in the quiver. Excellent!{p}We still have a big problem yet. The rebels have moved an SS-25 TOPOL to Outpost Ivan in northeastern Altai. They have a 1.3 meter Chameleon flyaway antenna on site and are using it to broadcast their threats and propaganda as well..They have broadcast ready fire drills with the TOPOL on three occasions now and we are told that once again their execution was flawless. They have threatened two European targets as well as Washington DC., smart on their account as it pretty much guarantees foreign boots will continue to operate on Russian soil. Forget that they have threatened Moscow with Iskander rocket attack..won't take much to get the Russian in the countryside up in arms about foreign soldiers running around blowing stuff up and shooting Russians in the process. They have a pretty good air defense umbrella to operate under. They have three TOR M-1s on site. To top that off they have an updated SA-2 Guideline battery, they have two launchers on a ridge to the east of the main compound and one in a box canyon to the southwest. There is an S-300 PMU battery providing multilayer air cover from another location several klicks away. That battery will have to be dealt with ASAP also, it has claimed two US AWACS recently. The SAM battery is controlled from the main building and the radar is located on the roof of that building. One of the TOR units shot down an SU-25 Frogfoot with an on-board surveillance camera as the pilot attempted a fly over to get a look at their operation and confirm the status of the TOPOL. We need to recover the data logger from that aircraft ASAP. We cannot allow them to move it off site. We believe the pilot has been moved off site to an old fortress for interrogation. The Frogfoot was flying west to east when hit. Needless to say people the TOPOL and its support vehicle must be secured. They will have the Vodnik that escorted the TOPOL on site parked somewhere around there. We have confirmed that yet another Vodnik is on site as well as a BDRM2. We have also confirmed that there may be several Special Atomic Demolitions Munitions (SADM) a.k.a. "suitcase nuke" or "nuclear backpacks" on site. We have confirmed that these are indeed the army version capable of yields ranging from 0.5 to 2.0 kilotons. The nomenclature for these devices is RA-155. These munitions were taken from one of the special storage facilities from which they could be distributed to Spetsnaz units. Here then are your objectives:{p}Locate and secure the TOPOL ICBM and its support command vehicle...DO NOT DESTROY these..{p}Do a search n Secure for any RA-155s that may be on site. Be sure to search each building or tent and pretty much any enclosure on site{p}Destroy the self propelled air defense, locate and destroy the SAM battery (you can use demo charges for this or any explosives will do, rockets and/or frags will take 2 hits for each SAM..total of three SAMs), destroy the radar on the roof ( this will likely take two hits of any ordinance or a demo charge.), and destroy the T80 they have on site as well. You'll need at least four anti-tank rockets for it and the TORs.{p}Secure the hard drives from the two PCs in the control room and locate, then secure the Chameleon flyaway ...DO NOT DESTROY it...you'll have to use it for extraction.{p}Locate and secure the data logger from the crashed SU-25 and then mark the crash site with blue smoke.{p}Collect at EZ-1 then use the Chameleon to call for your ride out..good luck.

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hi,

thanx again for the awesome mod, its been great playing the missions so far.

i have a question/issue with mission 213....

after finding the disarm code, only one of the bombs actually lets me disarm it... the other (on the right side if looking at them) is as if its not even there.

am i supposed to try to find a separate disarm code for the second bomb?

so far ive avoided asking for help/advice at all (even on those missions where it took me days to find that hidden sa-18 grouse) but im asking about this in case this is a glitch?

if it is not then just tell me its not and ill figure it out, but i just wanted to make sure

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hmmm well there was an issue with the one on the right, but that was addressed..we discovered it in coop on a dedi..are you playing v1.00 or the v1.20, if you are playing the old BETA then that same issue is sure to be there..OK try moving a little to the right of the bomb and see if you don't trigger the disarm code then...when we experienced that I went into the mission file and saw I needed to move the effect that triggers it..it had somehow gotten moved away from the bomb and never returned..I musta been adjusting the bimb(edit ? :rofl: bomb) against the generator as I had to place it there on the map..moved the effect and forgot to replace it...I'm gonna go back in and have a look...be back..

EDIT - well, it appears to be OK in IGOR..the effect is right over the bomb(bomb2 in the effects list)) and the script proximity trigger is 1.5 meters same as the one on the left(bomb1) to answer your Q there is only the one set of codes to be found and if the first bomb worked out the second should too..they are set up the same..I will state this..I used proximity platoon as the trigger..that was not the most powerful method..to be frank I should have created new groups and made time elapsed player platoon within 1.5 meters the trigger within each bomb group..so something like Group Bomb2 trigger 1 second elapsed, you are within 1.5 meters of bomb2...blah blah..I have found this more reliable and it may be the cause of your problem...but try just bumping around there some more and see if it triggers for ya..like I stated above, if you have the BETA then move to your right and try it..if ya can't get it to work PM me...

EDIT2 - just went through the mission in dev mode but was able to complete the bombs as well as all Objectives...

mig :ph34r:

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**P203 WARNING**

P 203. Single Player, I am unable to recreate this issue. Everything is fine. Seems only MP, was not a dedi server.

MP tonight, 2 guys ran off down the road, after stopping the convoy, in this direction:

bb_01.JPG

I guess it is at least a 200M run off the map! They both dropped under the map before they reached the end of the road! As said, this does not happen SP so far.

http://www.ghostrecon.net/fileman/users/tinker/bb_02.JPG

We had to restart the server, no way to kill them off. They were unable to frag themselves. Obviously they never went all the way down the road after that, and we replayed the mission no problem.

There is simply no need to go down that road. Defend around the bridge area, all will be fine.

:thumbsup:

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if you have the BETA then move to your right and try it..

mig :ph34r:

im playing v1.0 and

i tried bumping around the whole thing for a while, but to no avail.

if i upgrade to 1.2, will this resolve the issue? and will i be able to use my saves - as in continue to play the missions from where i left off?

also forgot to mention before (and im not sure if this is related or not) but in this mission the game crashed quite a bit. for example, i would be coming up from a certain angle (SE) up to the main camp and the game would crash... after reloading it, would crash after 5 seconds or so if i tried to continue coming up with the same platoon/unit, and this happened each and every time i reloaded it (5 or 6 times) ... the only thing that stopped it from crashing is if i switched to another platoon/unit and come up from the other side (SW)

Edited by teddemen
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well, that has not occurred for anybody else that I'm aware of and at least half a dozen people tested that one in SP before release...I did have another mission script on that map that did have a very odd CTD issue though..no matter what I did it would ctd at a certain time in the mission..but it seemed to be related to a specific area...the SW corner of the main comm building firing out at opfor in the surrounding trees...that was a defend mission that was slated to be mission 1..maybe this an inverse of that ..the opfor firing out at player from there...I even contacted sleeper(author of that Frostbite map) but he had no idea what that was about..and their FB mission script was quite stable AFAIK...this script has always worked well enough throughout for over a year of testing with the exception of when the coop thing mentioned above happened and I know what that was...I'm going to send you another copy of the mission file...perhaps that one is corrupted...I hate for you to have to restart it, but that may solve it for you at least...you could try to reload the new copy and proceed though..can't guarantee the result of that..TBH I hope you will load the copy I am sending via PM attachment and try it again...If you will send me a PM and explain what you did prior to getting that ctd I will go through some testing and see if it can be recreated here and maybe on another machine or two..

using v1.2 won't matter, nothing was addressed for p213...but that would not affect your saves as far as what testing I did for that after Tinker asked about it and I replied here..

http://www.ghostrecon.net/forums/index.php...st&p=540698

P.S. I don't release missions with known ctd issues and the scripts are always thoroughly tested..sorry bout that one.

mig :ph34r:

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When I designed that map, the idea was that the two dynamic barriers that stop you walking off down the road would be hidden at the point where the convoy pass through & then unhidden to stop anyone wandering off map.

However, I think this idea was dropped when we had all the server side issues concerning this map

So you can have a little Jack Kerouak moment and go for a road trip :D

I wasn't aware of any unstable terrain there though :hmm:

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Has anybody played p213? If so did you have any problems with it other than the obvious walking sounds? here are a couple of out-take quotes taken from two posts above by teddemen..

i have a question/issue with mission 213....

after finding the disarm code, only one of the bombs actually lets me disarm it... the other (on the right side if looking at them) is as if its not even there.

am i supposed to try to find a separate disarm code for the second bomb?

also forgot to mention before (and im not sure if this is related or not) but in this mission the game crashed quite a bit. for example, i would be coming up from a certain angle (SE) up to the main camp and the game would crash... after reloading it, would crash after 5 seconds or so if i tried to continue coming up with the same platoon/unit, and this happened each and every time i reloaded it (5 or 6 times) ... the only thing that stopped it from crashing is if i switched to another platoon/unit and come up from the other side (SW)

as stated in above replies we tested this mission thoroughly but an early script in the mod done on this map did have a persistent ctd...

mig :ph34r:

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Has anybody played p213? If so did you have any problems with it other than the obvious walking sounds?

Played it with full squad of 9 several times, no issues to report. Using latest patch.

Bombs worked fine.

Not a single crash so far.

:)

The above crash SP or Coop? Maybe a quick save issue?

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thanks for the info Tinker, definitely SP, might be that but appearantly it first occurred and then ctd shortly after reloading...I know KRP 56 always saves alot and reloads looking for those things but I'm looking further into this...

mig :ph34r:

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pm ME PLZ I CANNOT FIND THE WIRECUTTERS.

thanks

PM sent! :) I guess enough people have had trouble with this that it warrants a pic of the demo supplies that include the wirecutters in here so I'll get one up soon...

mig :ph34r:

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omg i feel so newbie - you know i was thinking to myself it's a little bit cheesy to have search an entire map looking in obscure places for wirecutters when in reality the Ghosts would keep them nearby.

they did! but i was just to stupid to look in the most obvious place. :\

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OK teddemen got p213 to work but then has had ctd after quick load in p214..I've sent him a copy of my p214...I could NOT create a ctd QS/QL or any other type of reload in quick mission mode..so I started autowinning missions in my latest campaign from p202 up to p213 and then played that and saved at least half a dozen times with reloads each time...I did the same for p214 just a few minutes ago and all went well..I QS after all important events and a few other times too..all reloads via quick load worked and I left the game and reloaded the save - that worked too. I wanted to be sure I was not missing a campaign quick load problem...I have played the campaign 5 times before releasing the mod and not experienced this..but I will continue now through the rest in dev mode so I can move through easy and check for this again in the remaining missions...

mig :ph34r:

omg i feel so newbie - you know i was thinking to myself it's a little bit cheesy to have search an entire map looking in obscure places for wirecutters when in reality the Ghosts would keep them nearby.

they did! but i was just to stupid to look in the most obvious place. :\

more of that developer's gaming - sleep disorder - we discussed... ;) I have no idea how I just included this here...guess it extends to posting here for me too.

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In fairness I am sure the brief says they are "nearby", everyone seems to miss that though, we are just so desperate to progress we are forgetting to take our time and just think things through sensibly, like opening cell doors too :rofl:

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  • 3 weeks later...

mods, please move if this is not the right place...greetings fellow gr gamers...I came across an issue last night that has me puzzled at the moment. I downloaded p2 and heros, thinking I would do some old school gaming. Installed original GR, DS and IT. Then patched to 1.4. Finally, I installed p2. Everything was fine (aside from getting my butt kicked, kinda out of gr gaming shape I guess :P )until I looked at my fps, and this is where it gets strange.

I have a decent pc(q9650 oc to 4.2, gtx 280 sli...yeah I know extreme overkill for gr). Whats weird is that my fps became capped at 120. So I tried stalker, and sure enough frames capped at 120.(I have a 23 inch dell lcd with a 60 refresh).So I uninstalled gr, but my frames on stalker were still capped at 120. Finally, I uninstalled my drivers (the latest 186.18) and reinstalled. Bam, no longer capped at 120.

I then proceeded to reinstall GR, DS and IT and patched to 1.4. Frames still uncapped. The second I dropped p2 in the mods folder and fired it up, my frames were capped at 120! :blink: I don't get it.Keep in mind that the frames are also capped on stalker and I presume other games as well. I just don't get it. Does anyone have a clue?

Thanks! :D

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I'm not sure...did you try STALKER w/o P2 installed at all? Remember that FROSTBITE is also active so test with just it prior to installing P2..beats me but I noticed that mine were capped at around 72 while developing..I was looking at fps on a few maps then...making me want to reinstall and load up "Marked One"...though...

mig :ph34r:

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thanks for the reply mig.....well, last night I reinstalled everything just like I had done the night before....exact same order...the issue seems to be gone...but I know what I saw...stalker was capped at 120 just like gr....gotta say its the weirdiest thing I have ever seen......

anyway, a fantastic mod......I am stuck on mission 2....there seems to be no more resistance left on the map...I have destroyed the helo and secured the device but can't seem to complete the manpads and the secure man made emplacements.....I noticed the abandon farm at the one far end of the map, but don't see a way to it...I have secured the house at the bridge and the nearby emplacement as well as the emplacements on the ridges....been over the map several times......thanks!

Edited by ghost gamer
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there are ten total fortifications/houses to check out...north ridge - 3 sandbag emplacements, two pill boxes

then, cabin in flood basin(accessible), large emplacement at exit of the cave, same on road...another pill box, stone house.

There are two MANPADS on the map...they are shoulder fired rockets, if you do a thorough job on the structures you'll walk into both...get up close and trigger it, the prox is set at 1.2 meters..I've gone through test runs where I thought I had done every one of the structures and lo n behold I'd remember something...the one that faces that abandoned area is one I may miss...or the next closest one on the north ridge...for whatever reasons...have forgotten to get those launchers too...you see a dialogue for each point visited. be thorough in houses and the like..

mig :ph34r:

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