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Here are some issues and bugs we ran into while playing COOP on non-dedicated LAN server using RHS mod units.
- Tasks generated during the missions can't be cancelled.
- Some task types that we have managed to break so far (the task names here are probably wrong...):
-- Clear road (there were no more enemies on the whole map as far as I could tell but the task would not finish).
-- Wait for supply drop (supplies never arrived and there were no high level command symbols on the map so the supply vehicle was either not there at all or it was destroyed without the task cancelling/failing).
I think both of these tasks have worked about 4 out of 5 times so they are still working pretty well.
- In one mission when playing as redfor against greenfor, I could see all the real time nato symbols for all the enemy (greenfor) units on the map (this could be GPS item related but haven't had time to test it yet).
- The drag and carry mechanics of the medical system seems to be broken. In coop, the drag animation will only play to the point where the character should actually start dragging the player but moving (apart from turning) then becomes impossible. I have only seen the dragging work in single player for a moment before it broke too in similar way. The lifting animation before carrying never plays for the person/ai who is being lifted, but moving the person/ai is still possible after lifting even though the person/ai will be sliding on the ground, while the carrying person is "carrying" nothing on his back.
- Mod vehicles that are under IFV category are not usable (vanilla ARMA3 groups IFVs under APCs category I think but mods usually have them separated). In RHS this includes Bradleys and BMPs for example.
- At least in COOP, the AI friendlies that have died often revert back to ARMA3 NATO Rifleman gear when they respawn.
The bugs so far have only been minor annoyances. The missions overall have been great and provide an endells source of high quality tank and helicopter coop content. There's a lot happening on the battlefield at all times and the feel of the combat ops is very different from the recon ops.
Can confirm happened to me too but any side vs any side
- One task that we managed to break was 'defend area' (or something like that). There were no more enemies anywhere near the zone but the task wouldn't complete so not sure what happened there, maybe some enemy unit that was supposed to be destroyed got stuck or wandered away?
- The revive scripts and the command structure of the squad seems to break quite easily when players die on mission (sometimes when squad leader dies the leadership will not reset back to the original player after revive/respawn). Also if player connects while the game is in proggress the revive scripts will never work for that player. Maybe it would be possible to make a "reset" button that could be used to re-apply the scripts to players if they are broken mid-game for some reason?
- The 'secure route' task that I reported broken earlier might have been just an enemy minefield that I had not noticed (although I think I would have hit those mines at some point if they were there). I never realized I was actually supposed to search and defuce any mines in the area :)
And here is some general feedback, observations and suggestions:
- A small thing I have noticed about the 'secure route' tasks is that they are quite often positioned nowhere near the roads that the second platoon will be using when it departs.
- It's kinda weird how the take-and-hold zones task is assigned only after the original tasks have been finished. As a result we would first move through all the areas doing the original tasks and then end up moving backwards through the same areas to take hold of them. Maybe the take and hold objectives could be given right at the start of the mission so it would be clearer that they can and should be finished together with the other tasks?
- It would be great if there was more enemy force settings in addition to the action/realism options. Currently the enemy force will always be very heavy on tanks and APCs and this can get a bit ovewhelming if you are trying to play the mission in infantry heavy style. Maybe there could be an additonal option for the "heaviness" of the enemy force: light, medium and heavy for example, where the light would mean only few APCs, tanks and helicopters and the heavy would mean relatively large numbers of them. This would give the combat ops missions even more flexibility.
Really looking forward to having these missions on some more maps!
1. Vehicles get stuck and I mean really stuck on road blocks. Sandbags and burnt cars prevent vehicles from advancing. Remivng them would solve the problem. It gets really bad inside towns.
2. Tanks and other vehicles flip and fly up in to the air for no reason. An option to flip player vehicle back on to its wheels/tracks would be nice. Sems to happen a lot when you switch camera from firstperson to 3rd.
3. Defend point objectives seem to be very buggy. With no enemy Ai present they refuse to update. We tried assigning players and removing players. Nothing seems to help. They work some times and dont work other times. Maybe the defending part does not work well because advancing enemy ai gets stuck or bugged? I do not know. Maybe if no enemy AI is present the objective should quickly or timely update and progress.
4. Platoons and support should be seperated.
5. Player transport - as it is now I have to choose between a vehicle to transport my ai and other players or choose a valubale support unit or a platoon. I think player should have a seperate vehicle pool available. You could add jets to the player pool. That way placing base on the airfield and having players take jets would temporary solve the jet problem and add a huge fun factor.
6. Some of the stuff mentioned above.
What I think.
Missions are verried in my experience. I did not have a lot of armor to deal with. In my case we encountered light vehicles and lots of inf. units. I think it is very random. No problem there.
We had a huge town to take over. Our tanks got stuck on the road, ai inf got killed. We were left with no support or ai reinforcments. The odds were very much against us. The unit selection and support selections playes a huge roll in this mod. I think once the pathing is fixed and platoons and support is sorted. This mod will work as intended. It was still fun.
Great work looking forward to more updates!
Some of these points should have been fixed in the patch I've just published. The defend objective not triggering is strange - I do have a failsafe in place that should automatically complete the task after a few minutes have passed and no new enemies have entered the area. Perhaps that's not firing as it should.
Marcomies - The feedback on the revive script is a little odd because I haven't added any carry mechanics - is there any chance you're running a separate mod alongside that could be adding those kind of options? I can definitely see how there would be conflicts popping up in the general workings of it if you were.
The high command icons are incredibly annoying haha! As far as I can tell I don't seem to be able to affect their propagation to BLUFOR sides when using RED/GREENFOR. I think it might be an issue with the system itself but it would be great to be proved wrong.
having lots of fun so far, thanks!
Maybe if I can work out a better solution for it I could expand it to cover HC groups too.
Some of the RHS factions only have vehicles, possibly they don't have infantry group data either. Unfortunately that's not something I can solve on my end. The advanced faction options on the startup menu allow you to use the vehicle only factions as a supplement to factions that do have infantry data though.
Roadblocks might have to go, yeah. It was a fun idea, but it's obviously not working great in practice - I'll see about placing warzone objects offroad instead.