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#1 Posted at 2014-10-02 05:52        
     


In Our Time

by
ted_hou


Description:
'In Our Time' is a short, single-player campaign consisting of five connected, well-written, story-driven missions that occurred on the same day, during which the situation deteriorated fast for NATO peacekeeping forces stationed on Altis. The plot is unfolded in the eyes of Cpl. 'Nomad' Walker, who would soon need to adapt to the changing situations...


Features:
  • Voiceacting: Featuring 10 professional voiceactors with a variety of American, British and Greek accents.
  • Story: A compelling story told with well-scripted cutscenes.
  • Gear persistence: Player weapons/gear/health is inherited throughout the campaign. Failing to pack mission-critical equipmentcould have consequences later on in the campaign.
  • Choices: Choices on how to complete missions. Optional tasks that are risky but provide reward later on.
  • Music: Carefully placed music tracks.


  • Mission content:
  • Mission 01 - Checkpoint Alpha (Defence)
  • Mission 02 - Up Cadillac (Recon)
  • Mission 03 - Altis Airways (Defence)
  • Mission 04 - Caught In A Trap (Combined Assult)
  • Mission 05 - No Grave (Stealth)



  • Installation:
    Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Campaigns folder.


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    Make Arma Not War entry:
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    Changelog:
    v1.0.6.1 (Quickfix)
  • Campaign version wasn't loading due to a packing error. This release fixed it and now the campaign should show up in Arma 3.

  • v1.0.6
  • Added sound effect when lights are turned off in mission 5;
  • Added ears ringing sound effects at start of mission 5;
  • Fixed Mission 4 helicopter boarding bug. Now compatible with Helicopter DLC patch.

  • v1.0.5
  • Fixed an issue in mission 4 where the player is ordered to disembark the little bird as soon as he boards.
  • Enabled debug console for mission 4, this should allow dev branch users to board the little bird using the console command "player moveInCargo Bee2".
  • Various bug fixes and improvements.


  • Credits & thanks:
    Morgenstern (morgensternproductions.weebly.com)
    Cliff Thompson
    Peter Reynolds (peterreynoldsva.com)
    David Botcher
    Joel Leigh Deakin
    Anthony Ingruber (www.imdb.com/name/nm3452021)
    Mathieu Abdi
    Lucas Boggie
    Jonathan Bullock
    Enrique Gurule Jr.




    This post was edited by ted_hou (2014-12-29 00:35, 1026 days ago)


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    #2 Posted at 2014-10-02 20:38        
         
    Small feedback, nothing big but in 1st mission - first task "Jog to the checkpoint" or something like that dont have green "v" in briefing when we go to that checkpoint (task not completed).


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    #3 Posted at 2014-10-03 03:41        
         
    # tom3kb : Small feedback, nothing big but in 1st mission - first task "Jog to the checkpoint" or something like that dont have green "v" in briefing when we go to that checkpoint (task not completed).
    Hi tom3kb,

    Thanks for the feedback. I believe the bug is due to script lag and might appear from time to time. I recently found a solution and will implement it soon.
    Thanks again!


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    #4 Posted at 2014-10-03 17:14        
         
    Just finished this campaign so... small summary ;)
    Nice story, good missionn design. Not to long but nice cutscenes. Good voiceacting. Campaign is not to long but i hope we see part two in future.

    Small bugs and things that you can change.
    Mission 2 all ok.
    Mission 3: we have optional task to put some mines on road. I put them but task was not completed (no green "v" in briefing). Maybe this task is completed when some enemy units are killed by mines, i dont know. Maybe there is no bug. One more thing, when heli come to extraction point task with mines was canceled so...i dont konw.
    Mission 4: In last task we must clear building in military base. And in that bulding all enemy units lie on the floor. I know its Arma's AI behavior but you can use command setunitpos up/middle/down. Whit this some units will stand, some will crouch and the rest will be on floor. I think this will look better.
    Mission 5: all ok, no problems.

    Thanks for this campaign. Good job, i hope soon we will see more of your work.
    Ps. also thanks for all voiceactors :)


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    #5 Posted at 2014-10-03 17:58        
         
    # tom3kb : Just finished this campaign so... small summary ;)
    Nice story, good missionn design. Not to long but nice cutscenes. Good voiceacting. Campaign is not to long but i hope we see part two in future.

    Small bugs and things that you can change.
    Mission 2 all ok.
    Mission 3: we have optional task to put some mines on road. I put them but task was not completed (no green "v" in briefing). Maybe this task is completed when some enemy units are killed by mines, i dont know. Maybe there is no bug. One more thing, when heli come to extraction point task with mines was canceled so...i dont konw.
    Mission 4: In last task we must clear building in military base. And in that bulding all enemy units lie on the floor. I know its Arma's AI behavior but you can use command setunitpos up/middle/down. Whit this some units will stand, some will crouch and the rest will be on floor. I think this will look better.
    Mission 5: all ok, no problems.

    Thanks for this campaign. Good job, i hope soon we will see more of your work.
    Ps. also thanks for all voiceactors :)

    Hi tom3kb,

    I really appreciate the feedback! To answer some of your questions.

    Mission 3: You need to place 4 or more mines (or C4 charges) to complete the task. (Ryan only has 3 mines but if you brought mines yourself at the start of mission 2 you would be able to complete the task.)
    It does not matter where you put them nor whether a poor bastard steps on it. If the mines are not placed, the task is cancelled when you extract because there would be no point mining the perimeter any more.

    Mission 4: I noticed the going prone issue in the last playthrough and must have forgotten to fix it. I'll be sure to include it in the next update.

    And the next campaign is about 30% done. It'll focus on guerrilla warfare, with hubs and free-roam patrol missions it should take longer to finish. However, I'm not planning on releasing it until I finish the entire campaign so it might take a while.

    Anyway thanks for the really helpful feedback. Much appreciated.


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    #6 Posted at 2014-10-03 18:03        
         
    I'm stuck in mission #4, I cannot board the Little Bird. I read on Steam WS that I'm not the only one and that you are already working on a fix, so I hope you can upload the new file to Armaholic too soon, because I'm eager to continue playing this.

    It is a really good campaign, great atmosphere, and I like the weapon selection that gives enough options and doesn't impose time stress (I hate being forced to grab some shit in a hurry and start playing only to soon note that you grabbed the wrong stuff, I rather prefer to think about it for a while), also the use of the weapon pool features does connect the missions much better. Would be great if you made more of this kind :)


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    #7 Posted at 2014-10-03 18:41        
         
    # Brainbug : I'm stuck in mission #4, I cannot board the Little Bird. I read on Steam WS that I'm not the only one and that you are already working on a fix, so I hope you can upload the new file to Armaholic too soon, because I'm eager to continue playing this.

    It is a really good campaign, great atmosphere, and I like the weapon selection that gives enough options and doesn't impose time stress (I hate being forced to grab some shit in a hurry and start playing only to soon note that you grabbed the wrong stuff, I rather prefer to think about it for a while), also the use of the weapon pool features does connect the missions much better. Would be great if you made more of this kind :)
    Hi Brainbug,

    Regarding the little bird problem, I believe it is an issue with the dev branch, and the stable branch should have no problem at all running the mission. I'm uploading a new version on dropbox but it might take ~30 min due to crappy internet conditions. I'm still not sure whether it'll fix the problem in dev-branch so I'd appreciate it if you could inform me of the outcome.

    I'll post the link to the new version as soon as it finishes uploading.

    Thanks for the feedback. And I'm glad you liked the weapon selection system! Mission design is a ton of fun and I will certainly be making more in the future. Cheers. :)


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    #8 Posted at 2014-10-03 19:05        
         
    Thanks for the hint about mines. ;)

    I played on stable branch and i didnt have any problems to board littlebird.

    One more thing, in mission 2 when we have to save Ryan we have to fłank and eliminate few soldiers. Im not sure but i think you launched some animations on them, becose i flank them and kiled them from behind and that was easy kill ;) no reaction. Whole time they was shooting in Ryan's direction.


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    #9 Posted at 2014-10-03 19:33        
         
    # tom3kb : Thanks for the hint about mines. ;)

    I played on stable branch and i didnt have any problems to board littlebird.

    One more thing, in mission 2 when we have to save Ryan we have to fłank and eliminate few soldiers. Im not sure but i think you launched some animations on them, becose i flank them and kiled them from behind and that was easy kill ;) no reaction. Whole time they was shooting in Ryan's direction.
    In the new update (1.05), only 3 mines are required to complete the task.

    And yes, the soldiers were scripted to shoot at Ryan only because I did not want them shooting at me from 400m away as I was approaching Ryan. I might look into getting them to respond to getting flanked. Thanks for the feedback!


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    #10 Posted at 2014-10-03 20:11        
         
    I forgot to write, when mission 5 started i had error message "no player selected" in A2 this error pop up in editor when no units was set as player or al uni0ts in squad was set as playable.


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    #11 Posted at 2014-10-03 20:31        
         
    # tom3kb : I forgot to write, when mission 5 started i had error message "no player selected" in A2 this error pop up in editor when no units was set as player or al uni0ts in squad was set as playable.

    Yeah, I think I found the issue. I used the variable 'player' in init.sqf and it might have been called before the player unit has been initialized.

    Thanks! Cheers!


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    #12 Posted at 2014-10-04 15:09        
         
    I'm still not sure whether it'll fix the problem in dev-branch so I'd appreciate it if you could inform me of the outcome.
    I've tried version 1.0.5 now (with dev build, with some and without any addons), but unfortunately it still does not work :-( I only get a move order to 173103 (the LZ) from my team leader, but no "get in" command.

    Maybe you can circumvent this issue with a totally different approach, you could just make a task to board the chopper, let the rest of the team board when he is in, and add the player to the team only after landing at the LZ, or in mid-air. Just an idea, but of course I have no clue about all the mission making tricks.


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    #13 Posted at 2014-10-04 16:27        
         
    # Brainbug : I've tried version 1.0.5 now (with dev build, with some and without any addons), but unfortunately it still does not work :-( I only get a move order to 173103 (the LZ) from my team leader, but no "get in" command.


    Maybe you can circumvent this issue with a totally different approach, you could just make a task to board the chopper, let the rest of the team board when he is in, and add the player to the team only after landing at the LZ, or in mid-air. Just an idea, but of course I have no clue about all the mission making tricks.

    Hi Brainbug,

    Thanks for the feedback. Thanks for the suggestion but I doubt the issue is caused by teammates being on the little bird before the player. I am not sure what changed with the "shoot from benches" update making it impossible to board. And I'm afraid I can't effectively test any proposed solution since I don't have dev build. But I'll take a look at the bug when they release the update for the stable branch.

    Were you at least able to continue the mission using the following command in the debug console?
    player moveInCargo Bee2
    This should teleport you right onto the little bird despite god telling you not to...

    Cheers!


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    #14 Posted at 2014-10-05 17:32        
         
    Hey ted_hou
    Version: 1.0.5
    I saw a visible waypoint om map at mission "Caught in a trap"
    maybe it remained after test...

    This post was edited by Anrio (2014-10-05 17:40, ago)


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    #15 Posted at 2014-10-05 18:48        
         
    Hey ted_hou,

    I started playing your campaign today and I really liked what I saw. However I have a problem. When I die and reload the mission Arma always crashes. After some crashes I tried reloading other campaigns and it worked just fine. I don´t know if the problem comes from my computer or your campaign. However I just wanted to inform you. Maybe you know what the problem could be.