#old_man_feedback
1 messages · Page 2 of 1
Or you can also buy medecine on the black market
in mostly all spots where you find IDAP, there is also medicine, some of it respans after some time too (did at least in previous versions)
I can't access the blackmarket cause LE isn't friendly with me yet.
Even tho I did the bombing mission.
I restartet this 3 times already
Thats why I even visited the rebel camp before the bombing mission.
go in their caches and seell sstuff
you dont get the good black market shops before you have higher rank wiith samjo
Make sure you don't loot from IDAP while Gendarmerie are nearby.
They won't like it if they see you trawling through the crates.
I can buy the viper harness for 325, but I can sell it for 405
market is -20% / 20%
Feel free to share the problem you're having
Good
The mission is "collect cargo"
It froms L'Ensemble
But I set down to the openfields as it's planed
But there isn't more
I'm just here waiting
I think the rebels should load my plane
But I don't know why it don't happens anything
Can someone explain what should I do
Because nothing explains it
It took attention to put my plane really close to the point on my map ..
Help ?
Hm I havent played that mission yet so I cant help with it, maybe someone else knows the solution
I hope ..
Haven’t played the mission either, you sure there isn’t a time you should be skipping to?
I though about that but nothing is write then I think it isn't
My flashdisk with the virus not working. I already made 5 Base csat. It's possible to reload my game when cpt Miller give me this mission/item ?
same thing happened to me last time i played
THEY REALLY need to adjust the AI sensitivity in Old man
Just literally had a soldier walk in front of my car so I stopped so I didn't hit him then the entire checkpoint fired on me
Is one of the endings bugged ? can't get the rebel one to work
Small bug: When going undercover as CSAT, you still can't drive vehicles without being seen as an enemy. Is it possible fixing this somehow?
CSAT AI needs adjustment, I just hit one that didn't have a helmet 5 times in the head saw the blood fly he had a beret on.
Didn't drop turns one shot hits me in the head
@restive kindle are you sure they didn't fall into the area beside the bridge? They do have frags that fly from them.
also some of the bridges being wood do have penetration
Can a moderator or admin verify this is the correct place to report bugs or is there a forum we should be using?
Forum is probably the better option but I think some of the BI devs look here
Very minor detail, but in the intro the red CSAT hexes spread across the blank islands. I looks like there is supposed to be one hex spreading in each quadrant of the island, but for one portion west of the main island, the hex spreads across the quadrant border.
The only correct place to report bugs is Feedback Tracker website. Every other place is just "I'll post it here on the chance that some dev might someday stumble upon this"
Additionally, use SPOILER TAGS please.
Caused my ifrit to fly up into the air and tp 10km away and blow up 30 people in kavala on a roleplay server
not exactly sure what this has to doo with old man
Exactly the gameplay in arma 3 I was looking for, congratulations and I hope other dlcs of the same content.
Mods like overthrow, antitasi and now old man are my favorite style of Arma gameplay.
@charred vortex thats an arma feature
@merry fern has never happened before this new old man update
@charred vortex have you played arma before old man?
on a serious note that's really not new
The infantry movements crouch and stand up sometimes don't work when I press the each key once time, I have to press them again. Anyone experienced that?
I have no problem with those movements in any campaigns, scenarios, MP, and etc. But Old Man only
Realized I was in Old Man Discussion, and this would be more feedback I guess, I dunno.
So Old Man is excellent, and I loved every second of it. Just saddened that the inevitable had to happen, but it was so late-game by that point that I pulled off the ending without a hitch to my plans really.
is there a way to turn the movement and controls into default arma?
old man is great i hope theymake more scenarios like that
old man is the last piece of official Arma 3 content if I remember correctly
but there may be more like it in Arma 4 and there's definitely going to be similar on the workshop
I'm sure we can expect more from BI weekend projects (like Old Man) and CDLC's, and not to mention community made content.
he got old in the process of making it
DayZ was also a "weekend project" or "80/20 project", which ended up with as a full project and even a complete game.
It's pretty unlikely that we'll see anything else of this scale from this point onward.
Something small like Karts or an even tinier version of Remnants of War could happen if any of the BI devs had spare time.
FPS DLC 
pfff... just run -moahFPS and -optimizedAF params
Seriously though, I'd pay a decent bit for a "DLC" that improved FPS
pay a decent
donate 750.000€ to BI and help them get more devs for enfusion... that's your DLC 😉
If there was a magic way to improve FPS they would have already done it.
Maybe not magic, but there is a way
i am dead serious
there is nothing else to do for a over 15y old engine
it is what it is
You can also use the -nothing xD
But if there was any way to improve FPS, don't you think it would be already kmplemented?
wanna bet
if you want more FPS, get a CPU that can be OCed to well over 5GHz, server board and ridiculous fast server ECC ram
If they didn't, it means they can't with their current or past ressources
again, the engine reached it's limits
I mean it's not too far fetched https://cdn.discordapp.com/attachments/378346813834657794/703019894358409236/unknown.png
just saying...
https://i.imgflip.com/3xvqp2.jpg
@ashen juniper the engine may have reached its limits, but what should now be the main focus is looking to make the whole experience, both outside and in game, more streamlined and ergonomic, and i mean more drag and drop features, unticking and dialogue boxes, and less code, code shouldnt be so prevalent as is within the whole arma 3 world
nice ad hominem
no, i fully support their move to go for enfusion and keep arma 3 on low flame
So do I
i want arma 4, not arma 3²
again, so do I
Dwarden says it all in your message: would take days or weeks and lots of QA
Whilst producing DLCs and other updates
so not much sense in wasting valuable dev recourses to arma
who says every hand on deck has to work on it?
if we all contribute to some degree for a joint, common cause, we can reinvigorate the dwindling flame of arma 3
and give that cow in the photo a big belly and a hard on ready to go round 4
DLC i believe is going to be an influential income source, and we must see the opportunity and utilise it, not sleep on it or be like 'ah someone else will do it'
but everyone already knows what i just said, im just the one saying it now, so yh
There will be no more DLCs from BI (maybe some here and there but nothing like the previous one), and now they don't have the resources anymore so yeah, don't except much
ah someone else will do it
cough
CDLCs
oh @ashen juniper im sorry i wasnt rooting for an argument, or attempting to be toxic, so i apologise for a miscommunication error, you probably already knew what i was saying, i was just the one to say it
no offense taken
lastly, i am working on a big DLC project myself, whether it becomes a CDLC, im not sure, maybe in the near future, i hope 🤞
@tiny glen is BIS funding been cut, therefore dev opportunities severely cut?
in regards to directly from BIS, not from us
in the form of dlcs, etc
Nah, it's just that Arma 3 is basically being ran by a skeleton crew at this point
bare minimum for critical bug fixes and uploading CDLCs
oh, just a maintenance team, not installation team
Arma has less dev and budget noex they now working on future projects as of the Tank DLC release iirc
it makes sense, business wise, cant knock it
And yeah, mostly maintenance and bugfux and small features/engine updates but nothing like we used to have
They said that Bohemia will introduce their new technology called Enfusion [in 2020] - I guess it's not going to write itself, they kinda need people working on it 😉
They probably are moving onto a new game at this point
And they are recruiting for unannounced projects (probably a game) so I guess it's where another part of the team is going
ArmA is great but it’s getting old slowly and the bugs are uh
Flying tanks aren’t too ‘simulation-like’ if you ask me
i think their business strategy is to put all their eggs into different baskets, get a return, and come back to arma 4
@tiny glen ssssshhhh... don't tell them that we're looking at the jobs descriptions! 😛
as a game like arma 4 could potentially take in absolute millions, if actually executed correctly and to perfection
Yeah
Problem is I don’t think we have any information on the next game to my knowledge?
i think a arma 4 release in 2020 isnt going to happen, not at all
Arma 3 at it's release was already a pretty good game and BI is not a huge studio so they have done pretty well I'd say
Yeah but it’s slowly getting old as I said
Hence the release of Old Man 😉
tbh I expect an Arma 4 announcement in like 2023-2024
They’re not that slow.
but, further to what all you guys said, i do believe a few, well done DLC's could reimagine arma 3 as we know it
they also still have to finish Enfusion
As far as I know, building an engine takes more work than making a game on said engine
plus, lets talk about the cross over from arma 3 development approach and enfusion engine
but, further to what all you guys said, i do believe a few, well done DLC's could reimagine arma 3 as we know it
@frank rune they can only add content so features engine wise we will not get much more but it's fine
I’m just hoping it’s based in the modern era as the entire 2035 thing is a little off compared to the last 3 Cold War games
its all good making a new engine, aesthetics is good yes given, but ergonomic, simplicity, flow is most essential
Given the direction that Arma has taken with mods, more tools/power/... for the modders could greatly help, along with even better mod support. Barely anyone plays vanilla now
but, let me backtrack, to the current arma 3 state, and the workshop, before i go further
- There should be some kind of selection process and naming rules for uploaded workshop items, for consistency, without losing innovation and creativity
- there is a fair few untapped gems in the workshop, that are yet to be utilised and developed to full potential, e.g Enhanced movement
@tiny glen yeah, there is a real power source within the workshop, but i dont think that energy is being channeled to its optimum potential
ACE is probably the best mod out there, props to the ace devs for that one
(although i personally strongly dislike ACE, makes a clunky game, clunkier)
You guys are missing a rather important point about those mods, which is Bohemia has to write them all over again, because they don't own the code.
right, they could ask for the rights?
they could ask the authors for the rights to their work?
or somekind of agreement can break that stalemate
and, lets be honest, that stalemate wont be hard to break, as we all have the same collective objective, to realise a better present arma 3, and hopefully that will impact the outcome of arma 4
No, the GPL license prohibits commercial stuff.
sorry, whats this?
never heard of it, my knowledge on creative copyright laws go as far as EU & US copyright and creative laws
prohibits to what degree? if agreements are made, both sides are happy, noones exploited, there is no need for prohibition, right?
the GPL license prohibits commercial stuff
It doesn't but it forces you to release the code along with the binary, so it's usually a no-no for commercial companies
Due to chance of being sued?
due to fact of being forced to release code that goes against your discretion?
why? what? who? how?
The latter. And the fact that you agree for anyone to then take that code, modify further and then release it themselves
exactly, give the guys credit if thats their terms, by all means
But, considering ive spoken so much, i think its best to say it now
Creator DLCs cannot and will not contain platform updates. BI made that clear a long time ago.
forget what they made clear, that was a long time ago, things change, the people, the objective, the rationale, the motive
as bruce lee likes to say, you have to be in the present, go with the flow to realise the window of opportunity screaming infront of you
Off-topic a little but you sound like an ArmA 3 AI in that first message @frank rune
In the campaigns
that was the intention, lol
I saw the similarity immediately
Asking 227 contributors with a checklist could probably be done with a good bit of time
yeah, alot of back and forths
Check them off as you go and it’ll be done
and maybe removal of and re-addition
probably some inevitable politics
id dread to witness that
people get real catty especially when they got a motive
A big problem I have with ace though is the injury system
Sometimes I’ve been hit by one bullet and drop
Other times I step on three landmines and get engaged by a BMP-2
Maybe go uncon and get healed
A big problem I have with ace though is the injury system
@ivory remnant i was going to respond to ur initial ace mention earlier on the exact same subject, ace medical and HUD interaction, is good for A3, but not good in the grand scheme of everything
I’ve stepped on a tripwire mine once and walked away with a small scratch on my right arm
Nothing else
That's probably the limitations of SQF, not really much one can do about it
Also H for medical menu
I have thrown so many grenades accidentally trying to use it
I’ve given up on using H at this point
Windows>interactions>medical menu
Ace gives you a shift+g for grenades, unbind vanilla and use it instead
Coin flip. if it’s heads, everyone in this room dies
oops, just goign to slip a grenade into that open wound, and then realise when its too late
lol
o h
B R U H
Have you ever thrown a frag back by picking it up?
I tried it once and it airbursted 5m away and almost unconned me
I know most of the controls
Just never knew that one
Or rather most of the vanilla ones
And a good few on the mods
Yeah I know that one
Also how do you cook the grenades
Does it start when you pull it out
Or is there another button to trigger it?
hey that last sentence on gradual door opening nearly gave me an early death thinking of the struggle of doing that to a smooth capacity, when being compared to being done in a rl situation
So you can just become a mobile smokescreen by running around with an active smoke grenade
guys, im working on a BIG DLC, A Big Campaign, New PVP MP game modes, new classes, items (and a load of other features i dont want to spoil you with, too early to say)
Pvp gamemodes?
this is why im so forward and critical, because im also trying to contribute my piece, not trying to be that guy who complains but does nothing
Like what?
Respawn per round game modes
dont want to say anything more, or spoilers
the intention is to promote more teamwork coordination type PVP work, like squad has
you know, i may get grief for this, but believe me or not, i believe
Call of Duty devs took inspiration from Arma 3 when they made Battle Royale, no doubt, look at how it has been made
they took inspiration from the good bits and got rid of the bad bits
can someone tell me how many people have actually played arma 3 at any one point in time?
or give me a source?
i want to xr
now what i am saying is, when making arma 4, BIS needs to be very careful, as they dont want it 1) too quick like GTA/RDR, 2) too slow like bannerlord, 3) too run and gun like cod/warzone, but 4) they want to take into account some vital features call of duty has, e.g basic melee, melee takedowns, peeking doors, weapon reloading animation options (e.g reloading while aiming, although not in direct contact, is done when not taking fire), climbing anims, and most importantly, HUD minimalism, simplicity, and in game simplicity
the medical system yes can be basic or advanced, FAKs/MEDIKITS, or can be advanced, but advanced like ACE, but not quite like ACE
concluding point - arma 4 - less clunk, more simplicity, more flow, quality, versatility = resounding success = ££££
ok... and how does all of this relate to #old_man_feedback ?
I hate when you arrive at a attack point for the syndicate and they make you wait 5 mins but sometimes it bugs out and I dont get the call to attack I wish it would just launch the attack when you get there like what do I really need to prepare for
Or they end up spawning in way to close to the attack point and trigger the enemies and die early
For one it makes me chuckle to see you talk about how you guys envision Arma 3's future, and second it makes me think: This is #old_man_feedback
yeah so can someone tell me how the ai went from having like no brain cells before the update and now its like they all have aimbot on now
Hello guys , i m have trouble , ending dont work for me , i try to give cure at Dr Drabek but not work and i try to drop in box of georgetown , box act like eat cure without complete task , i play without mod
I have tried this senario. It seems there is a lot of Bugs found within this gameplay.
1st: attack plan doesn't work as intended. Once you arrived at the AO, the messages says distraction attack was completed or cacelled and yeah, the enemy still alive like nothing happen.
2nd: Selling bugs, you just simply sell and buy the secario's item (eg: anti malarial pills or Documents) to earn easy money
3rd: there's a chance that when you load the save, it will crash your game with the message the entity was over stack or something and thus, you have to restart your gameplay which will make you to giving up on it.
Yeah i played it without mods
Yeah for 4th: the insurgent menu sometimes shows you the kill statistics and sometimes shows you the menus for insurgent status.
ah well, it was fun while it lasted, turns out today I can't load my save anymore, game crashes:
13:30:51 Mission file: Oldman
13:30:51 Mission world: tanoa
13:30:51 Mission directory: a3\Missions_F_Oldman\Campaign\Missions\Oldman.tanoa\
13:30:54 ErrorMessage: Too many virtual memory blocks requested
13:30:54 Application terminated intentionally```
We just pushed hotfix that will fix the cause
fix for the crash will come in a few hours if everyone does as I say 👀
great news 🙂
(as a developer myself currently trying to fix a crash in an app i've developed, let me send you lots of positive vibes and understanding XD )
im trying to join my own server and it says im missing oldman.pbo?
is that the fix that is coming out?
we are running CTI not old man mission
ok ill update the server
Tweaked: "Old Man" saves could grow massively and should now do so less
what order of magnitude are we talking about? my broken save is about 200MB
about 1/4 of that is caused by the bug
I've reached the rendezvous ||with keystone on that small island||, but when I approach him he just says "Still alive I see" and no other dialogue...
this scenario's missions are very, very buggy. ||miller is at saint marie island, talking about some virus to destroy the automated defence systems (the AA i think? I already destroyed all of these) and asks me to take a yellow usb flash drive on a 'log' - but there's no log around. He mentioned before that he was in the jungle, but the objective still pointed to that small island.||
||The objective where you have to blow up the police station is bugged. I blew it up but nothing happens after it's destroyed. I get the 8000 cash but then the objective goes back to collect the vehicle. Tried numerous things to advance in the story line.|| After this I tried to restart this mission, only to find out it puts you back all the way in the beginning. So gg to oldman.
Should the Pinned Message here about the BETA workshop version not be removed?
Don't know what you are talking about 😉
https://discordapp.com/channels/105462288051380224/656779999549849620/656780553126936576 
And the channel description?
Checked the pins and it's not there anymore for me @proper lantern
Dwarden has been notified.
beta part removed
entire sandbox scenario was a very good idea... i hope that arma4 will have this kind of gameplay incorporated as well
its a joy playing old men
Playing Old Man has helped me realise how useful it would be to have a civilian flashlight/torch in Arma 3. If you wish to remain incognito and avoid suspicion, exploring on-foot at night is near impossible due to the only illumination options being weapon mounted flashlights and NVGs, both of which are considered military gear and would blow your cover.
If BI added a civilian flashlight/torch, we would have a non suspicious illumination option when moving on-foot incognito. I'm sure it would be a useful asset for the community outside of Old Man as well (e.g. Altis Life, Antistasi, etc.)
yes it would - but addons exists already
How do I get the kajman to land and drop off the viper operatives?
oh, just had a bug :/ my ADR-97c disappeared from the weapon rack in the shed, it took the ACO smg red with it 😦
glad you think the mission is ok
I don't really like the sentiment "addons exist so we don't have to add any content to the game". Even the official ADR-97 mod didn't see any use until it was added to the game officially. Of course we need to draw lines on what devs should add and what we can leave to the content creators but a flashlight seems like a good request since there is no way to have a personal non-weapon based light source that isn't chemlights at this time when for an official scenario such as old man, it is important to have a non-weapon based solution.
I personally don't like how quickly the area turns red on you and the QRF arrives on scene and basically shoots everyone. I accidentally ran over a civilian in a town and maybe .000001 seconds later I am hit with the deepest dark red screen I have seen to date on my GPS and the Gendarmerie arrive maybe 3 seconds later and unass a big truck 150 meters away with probably 12 guys that all went guns up on me with no weapons in my truck or on my person. I am going to look into editing the mission files to see if I can delay or remove the immediate QRF teams. I get a QRF arriving when a insurgent attack is happening on an area but not them arriving within 10 seconds of the first gun shots sounding.
I love the gamemode but it has so much game stopping glitches its not worth it to try to play the whole game
I think the concept is excellent and the execution was not bad for BI's first open world narrative driven style scenario. However, personally the performance was really bad (avg of 20 fps the whole time) and the mission ending bugs made it a flawed experience. There were also some QOL things that ended up making the play-through more annoying than immersive (characters generally being rude and annoying, things like spread out markets with random gear that didn't get refreshed all that often, needing to provide medication almost every 1-2 days, etc). If performance and the mission ending bugs get fixed I would be down to play again to try a different style or alignment.
It actually reminded me of the old Fallout games.
Simple story, simple NPC's, deadly enemies, and a game over when you fail a simple quest 🤣
Has anyone else had the repeated "bad_module_info" error CTD every time they attempt to resume from current Old Man save file? I'm going to have to roll back to a previous save backup to due to being unable to successfully load current save file. A lot of lost progress 😦
@dry schooner move to performance/profiling branch
also "bad_module_info" says absolutely nothing. You probably have a 0xDEAD? after you got a error message?
Thanks, I will move to prof/perf branch if it helps. "You probably have a 0xDEAD? after you got a error message?" I may have got that the first time it happened yesterday but I can't remember. I've just repeated my attempt to continue and CTD to see if that is the error message I get but no error message popped up after the "bad_module_info".
Just checked my rpt file and saw this:
17:55:48 Mission file: Oldman 17:55:48 Mission world: tanoa 17:55:48 Mission directory: a3\Missions_F_Oldman\Campaign\Missions\Oldman.tanoa\ 17:55:50 ErrorMessage: Too many virtual memory blocks requested 17:55:50 Application terminated intentionally ErrorMessage: Too many virtual memory blocks requested
I don't know if that helps verify the issue?
Yep
thats 0xDEAD and exactly the issue that I fixed on perf branch
Did you restart your oldman game after the hotfix, or were you playing since before hotfix?
"Did you restart your oldman game after the hotfix, or were you playing since before hotfix?" Honestly, I can't recall. I don't know if there is a way I can find out for you if that's useful?
I can confirm that I'm now able to load my previous save via running prof/perf branch. However, I've ran into another issue where I'm seemingly unable to complete the locate intel from sunk aircraft mission due to Keystone not contacting me after I've recovered the intel. I understand this issue has already been reported and it may not be possible to fix it
I was trying to take over a CSAT base, so I called an insurgent team with 59 men, almost 2k, and I was already at the base waiting for the attack. It then appeared to glitch out and say that the distraction failed, then me getting 4to5 of the same calls from Samjo saying the normal thing whenever an attack goes bad. In the end, Im out of a rebel team and 2k.
I wish the bug where radios keep on multiplying in the old man's house could be fixed.
As the sound from them is additive, after a while, the house is full of extremely loud and saturated music 😦
Do bullets fix the problem?
Have your tried more bullet?
you dont have to worry about a radio in your house if there is no house
What if the house is no more but the radios are still there to haunt you?
I can't seem to be able to upgrade the equipment of insurgents. It says "Their strength (skill and equipment level): Not Available / Not Available" under check menu Insurgents -> Insurgent Team. Under the Insurgents -> Insurgent Assaults menu, it says "Not Available" for every bullet point. Is there a particular task I have to complete first?
@dry schooner Are you delivering gear to the stashes?
@spice bough I have done a few times, I'm at 20% discount for black market
hm, maybe you need to do a few of their missions first to get to a certain progression with them
samjo will call you and say you can deliver them equipment
Yeah, I think I've already had that message. I'm guessing it's broken for me somehow
I got access to all of their stash locations and safe houses after using an RPG to blow up the house in Vagalala but I didn't have info on the insurgent part of the app until much later after delivering about 100k in weapons and gear.
@amber maple The same exact thing here, I even used the RPG
oh wow, I got killed by bumping into my couch
https://imgur.com/a/3zu1P7h
so, uh, yeah, radios are stronger than my house
Ah ha! I've just finished the insurgent task of helping them assault CSAT fuel depot/destroy silos and the leader messaged me afterwards saying to bring them more guns. Under the Insurgents -> Insurgent Assaults menu, it now says info for each bullet point rather than "not available". So perhaps it wasn't broken for me, I just needed to have completed that task first.
And I've just ran into another bug. I can't deliver the Network Structure Plans to Miller due to no hold action appearing when looking at him. I have a save file before picking up the document but the bug still persists after reloading that save, picking up the documents, and going straight back to Miller while avoiding touching the documents in inventory (I thought that the bug may be caused by moving the documents between "containers"). I really like Old Man but running into task breaking bugs when you've already committed many hours and restarted the scenario once before really sucks the joy and motivation to play. I can't help but wonder if it would be worth including some kind of cheat which would allow the player to force complete a task in case of one of these bugs.
Exactly, that would be very helpful. Even as a mod...
Not sure if this has been reported, but i restarted once and visited a few weapons caches before i went to miller for the first meeting. He never gave me the geo locator then so i kinda had to restart again.
I have a bug, when uploading the virus it gets stick at ~80% and doesn’t rise from that point :/
I have played through quite a few missions of Old Man, I want to give my feedback: Excellent in all aspects, I could hardly stop playing
A few bugs concerning injuring or killing oneself on objects remaining, but I'm sure those will be reported and fixed
I completely failed the virus upload mission but it was entirely my own fault -- I lost the USB key by transferring it to a vehicle or some secret hiding place of my own; many saves later I noticed it missing and was totally unable to recover it
very much real-life mistake!
I believe the injuring or killing yorur self on objects is a fault of how objects are placed, not something that only happens with this scenario
The map menus seem to glitch out when you re-load a auto-save after dying. My current save system is set to sleep/exit only.
It will fix itself if I exit to the main menu and re-load the save.
Also is bases that been attacked supposed to be regarrisoned? Couple bases are ghost towns now.
@sly sandal pretty sure it is suppossed to be abandoned after you attack it with l'ensemble
Whenever one calls in a distraction/plan an attack, it seems that if you are there it says that task has been completed successfully and then completely cancels the attack. If one doesn't go then it will just say it failed and completely cancel. I was there for one where it didn't register that I was there, and it said that the task failed then all of the rebels disappeared.
The only reason I'm questioning it is because.|| When doing the UAV automation hack, you can literally go into one those abandoned bases, were conveniently CSAT left all their PC's there and hack away, no QRF or any response at all from CSAT.||
The other reason I ask is because checkpoints get re-manned.
Whenever I take out checkpoints they usually are just abandoned
but I have to take them out with rebels or "it doesnt count"
I'll have to check out some that we assaulted to see if it's true for my game as well. So far all checkpoints have been re-manned though that I helped them assault.
If anything maybe removing the ||Laptops/PC gear from the abandon CSAT bases for balance reason||s? It would make sense because either CSAT taken them, or Syndikat did, and help add a bit of risk with the ||hacking mission because you now need to find a active base to use their computer on.||
||It seems as if that is the answer to the question. But that would make sense by just removing the laptops/pc gear the base becomes a ghost town; the checkpoints that have went "ghost" for me are the ones that are missing components that they had before ex exploded vehicles||
Anyone know how to fix giving the ID card to the guy?
Cause no context comes up after I give it to him.
Try closing the entire campaign back to the main menu. Then loading it.
It was fun playing a bit of the Old Man campaign but I felt dirty working for Miller because of his past transgressions within The East Wind.
Hint: spoiler tag ALL the spoilers! Post removed.
1st playthrough Feedback with some key points.
-
Every time I would load a autosave after I started the mission, the map menus would shift one menu selection to the left. Messages would become calls and such.
-
I had a very annoying error were Syndikat would start a attack, and instantly say they completed it and de-spawn. This seemed to happen a lot on areas saturated with other units, or near coastal areas. If this is a script limit issue, perhaps allowing people to recruit AI?
-
The black market seemed to die out to some extent and not cycle near the endgame. Some vendors were selling 10 types of backpacks, and finding ammunition for the more powerful/unique guns became almost impossible. I'm not sure if this is representing a true Finite supply of weapons in the market, or Syndikat hoarding them.
-
As mentioned above, I have had mixed results of CSAT abandoning bases after attacks, Checkpoints in my playthrough no matter how many times assaulted, would always become populated again.
-
Some of the removed map houses re-loaded into the game after so long. Including the one that is on top of your home.
-
Would be nice to see some of the Russian and LDF gear in the market as well.
-
Having both the vest and backpack version of the leg tool bag would be great.
_ Fishing vest would be really nice as well.
- Some civilian/decorative instances didn't seem to have much interaction as they implied. For example, there was one area with wounded/detained civies. But they remained in animation states rather then reacting to the players presence/actions.
IMO AI recruitment would be glorious. Something like a Far Cry 2 Mercenary Companion system would be cool where different companions can follow you with different specialities. Also don't make them die immediately and give players a chance to revive them (and the other way around maybe?)
- Having both the vest and backpack version of the leg tool bag would be great.
I found both vest and backpack variants on my playthrough. I think it's just luck as to which version you find on the market. The vest variant is very useful since it gives you significant inventory space in addition to a backpack while still being covert unlike other load carrying vests which alert CSAT/Gendarmerie
Is anyone experiencing the same bug as me where ||after putting the counteragent in the box in the blue van|| im not getting the task complete and any call from ||samjo|| or anything at all
yup adik, same.
question is if it's just another symptom of the general loading of saves weirdness that has been reported here, I surely didnt get there in one sitting and without dying ;)
It might be a bit of overkill but maybe the campaign needs to build off a database? Just seems like it struggles the longer it goes to keep all the data up to date when you re-load a save.
Messages from Old man in .rpt file 10:23:40 File a3\Missions_F_Oldman\Systems\UI\SyndikatTeam\RscDatetimeSlider.inc, line 73: '/RscDatetimeSelector/Controls/ButtonConfirm.action': Missing ';' at the end of line 10:23:40 File a3\Missions_F_Oldman\Systems\UI\SyndikatTeam\RscDatetimeSlider.inc, line 92: '/RscDatetimeSelector/Controls/MySlider.onSliderPosChanged': Missing ';' prior '}' 10:23:40 File a3\Missions_F_Oldman\Systems\UI\Rsc_OM_Slider.inc, line 181: '/RscRestUI/Controls/TitleDescription.text': Missing ';' at the end of line 10:23:40 File a3\Missions_F_Oldman\Systems\UI\Rsc_OM_Slider.inc, line 220: '/RscRestUI/Controls/numberTitle.text': Missing ';' at the end of line 10:23:40 File A3\Missions_F_Oldman\Campaign\Missions\cfgQuests_Syndikat.inc, line 18: '/cfgQuests/SupportQuestTemplate_SyndikatAgent/StateModifiers/Assigned.code': Missing ';' at the end of line 10:23:40 File A3\Missions_F_Oldman\Campaign\Missions\cfgQuests_Syndikat.inc, line 23: '/cfgQuests/SupportQuestTemplate_SyndikatAgent/StateModifiers/Progressing.code': Missing ';' at the end of line
If i have a ACE addons added to the game and i start scenario i cant heal myself repair car etc and when i disable addons it says i dont have ace and i cannot actually load 😦
I think its kinda bug
i doubt that the mission was made to be compatible with total conversions like ace
i cant press h to heal and my medkits are still in eq\
Yep very much sounds like the mission just isnt compatible with ace
I doubt it, prop also very low down on the priority list
yeah bugs to fix etc
arma 3 is big and great game but it has much to repair
or add
arma 3 is big and great game but it has much to repair
@versed olive Does it? other than physx oddities I actually havent experienced a lot of base game problems recently
Not that much but it has some right?
of course there's gonna be some bugs left
@versed olive feel free to use feedback tracker to report specific issues arma has so its more easy for us to understand what exactly you mean and assign it to responsible developer 😉
Alright mate
@ashen prairie Whilst we appreciate constructive comments, spam like comments aren't. Thanks
I was on a mission to ||do police station bombing with a car full of explosives||, and when I was approaching the city I got this scripting error:
5:56:15 No speaker given for 'Dumi Okonjo'
5:56:40 Error in expression <f_areaParam
};
private _v = FALSE;
if ((count _qrfqrf_areaParam) > _index) then >
5:56:40 Error position: <count _qrfqrf_areaParam) > _index) then >
5:56:40 Error count: Type Number, expected Array,String,Config entry
5:56:40 File \A3\Missions_F_Oldman\Systems\scripts\QRF\Internal\fn_qrf_areaParam.sqf [BIS_fnc_qrf_areaParam]..., line 553
5:56:44 Error: Wheel reference not initialized
5:56:48 soldier[I_C_Soldier_Para_5_F]:Some of magazines weren't stored in soldier Vest or Uniform?
|| I was doing the mission where I have to help bots blow up CSAT fuel depot. We attacked the place successfully, but bots were not doing anything afterwards. I had to detonate a fuel truck myself with an RPG. ||
|| There was a mission to park a car full of explosives next to police station and detonate it, but no matter how close I parked it, the house wouldn't get destroyed ||
Also I am not using any mods
But hey, scenario is cool, it's closest to first Crysis experience and even much better in many ways. That's what arma campaigns should be like IMO.
@cobalt grove are you sure you ||parked the car in the right place: on the side that is next to the road? I tried to be smart and park it in the backyard, to prevent unnecessary civilian kills but it wouldn't work then||. Other than that, I don't really remember the mission so if that does not work then I can't help you 🙂
@zinc glade I parked it in front of the police station as close as I could. Next thing would be to park it right inside of the building 😄
More scripting errors:
3:35:34 Error in expression <4,"h"] call BIS_fnc_calculateDatetime]
[1,"News_malaria_boise_secured"] call BI>
3:35:34 Error position: <[1,"News_malaria_boise_secured"] call BI>
3:35:34 Error Missing ;
3:35:34 Error in expression <4,"h"] call BIS_fnc_calculateDatetime]
[1,"News_malaria_boise_secured"] call BI>
3:35:34 Error position: <[1,"News_malaria_boise_secured"] call BI>
3:35:34 Error Missing ;
Happened to me while I was driving in a car
It looks like the radio module gone haywire?
missing ; means some syntax error
Nice campaign overall, but I wish it was longer!
It felt like the exploration and all the weapon accumulation I've done wasn't very useful unfortunately. By the time when I got myself enough weapons, the game ended 🤔 I expected I will have to destroy a lot of things in the game so I even documented all the weapons stored at all the weapon caches to later use them.
But it's perhaps problem of my playstyle, I never leave a rocket launcher or a good gun behind 😄
Also I really liked the 'ambient' hand-crafted details, like soldiers swimming in a lake with their car parked nearby, probably I've seen some more of such situations but can't remember them now
ambushed convoys, guerrilas attacking checkpoints or just random fights, they all add a lot to the atmosphere 🙂
Tad laggy, fairly boring, but great to play when in a mood!
just started it and its already bugging out... classic arma :)
tells me to drive arthur but while driving theres very very quiet dialog+subtitles going on and then it tells me to get explosives or something
Check your volume settings, and highly recommend playing it with zero mods.
@hallow olive
It's all in direct speech. Volumes are lowered in 3rd person. Switch to first person to hear Arthur
we need to be able to play oldman with friends
There're some reasons we can't. period
feel free to try to make it MP compatible 🤣
u think im a hacker man nah
image making a good game mode and then make it singleplayer
What's the problem?
They must debated about the possibility of MP, and they decided make it SP only
thats deep man
It's too complex to make it synced all over a server and players
Would it be called...
Old Men?
It's too complex to make it synced all over a server and players
i've taken a peek at their stuff and I disagree. The biggest issue is would be saving the state.
No saving for dedicated, and local hosted saving is... well it can get broken easily.
I guess it's the biggest technical problem, yeah
I guess it would have to have one guy have access to cell phone, NPC interactions, and all the plot-influencial stuff.
no news about a fix regarding save game size?
Wasn't there a news about such a fix a few months ago, already?
Old man would need something like DB level stuff to make it stable for MP I believe.
Even my one playthrough were I did minimum saving (No waiting say for the initial few missions or needing to be night time). The game got buggy. IE my house had a house in it at the end of the day.
Old man would need something like DB level stuff to make it stable for MP I believe.
Just engine-based proper saving of whole game state
Wasn't there a news about such a fix a few months ago, already?
@zinc glade
Dunno.
@zinc glade Yes, it was related to event handlers and the fix was released a while ago. However, one needs to start a new game for it to have an effect I believe.
no news about a fix regarding save game size?
already done. We fixed the biggest savegame size issues, and we fixed the game itself having issues with loading big savegames too
Too bad devs aren't into biochemistry or Covid would've already be fixed. Awesome job KeyKey+Dedguy combo, you lads are a godsend!
Its KK.....
Its KK.....
@weary idol I am not allowed to quote/mention real dev nicks
Since when?
Since I was almost banned because of it
So I just use names everyone would understand while not being an exact reference to devs
Having been a Moderator since the early 2000's, this is the first I'm hearing of it ,unless you are one of those people who constantly @ mentions devs
Perhaps I was or perhaps I just quoted one at one of those "stressful" times and so I was warned never to do that again... ever. 😅
So I prefer not to try my luck again
Fair enough
I love being around these channels
Whatever keeps you on the correct side of the line.
👆 😅 
Good gamemode altogether but I was disappointed that daddy Miller didn't give me an aircraft to crash out
@frank hull mentions are against #rules. Stating people's name is not.
Mentions are the @ thing that ping and annoy people
Gotcha Dedmen! Thank you for clearing that up!
Anyone every had this kind of bug in OM?
It seems familiar for me somehow... Are you using my MODs?
Yes.
I know this from somewhere, but dunno from where 😄
oh I know
Maybe your map tools?
Looks like the draw terrain height GUI
Looks like so! 🤦
Let me check
Enabling the MOD midmission may causes an issue. But let me see if there's somwthing I can do
Yeah, it's definitely the map tools mod
And yes, I started the mission without them and enabled them just tonight.
A couple of months ago, I had the problem with savegame files getting bigger and bigger to a point, savegame would not load anymore. Is the savegame issue resolved?
yes
it'll still get bigger I guess, but should still load fine
bigger, yes. but not as it used to and crashes the game
I wonder if there are any planned bug fixes in the future because every play through I do something breaks usually it’s one of the endgame tasks.
Yeah, same here. Had to quit my 3rd playthrough attempt because some quest bugged out. I also got quite a few random script errors related to QRF stuff. There is also an issue with scientific notations being used in the diary.
If requested, maybe I could create a FT ticket with some of the script errors.
They said they were stopping long term development on old man so I hope that doesn’t mean this is the final product.
they should continue to do these type of scenarios and should make a one for altis where you play as AAF or summin
The modules are all there and technically you could set it as such.
From what I messed with, the modules create the environment. Checkpoints, stores, enemy response, ect. The custom part of the story and such is up to you.
Idk why but when i save and leave and later go back playing i have to start from the start evrything i did is gone and idk why
Is there a way to get more soldiers to your insurgent team? I started with 6 and now I’m down to 1
You can have up to 22 I believe but you need to right reputation and once you called the team it takes a while to regenerate
I’ve been at level 3 with them for awhile and I’m about to beat the game
And of course the task to install the virus bugged out for me again
Yeah it's bad
hey, @ruby crane if you could describe your mission walkthrough until the virus task (and your approach during that one especially), that would be awesome.. and maybe we could find the issue more easily 😉 or you could send me your save file via pm so we can start debug 😉
@mild tapir feel free to send me screenshots with those script errors with brief info what you did... 😉
I wish I would known that earlier, I had many issues with my playthrough but just assumed Old Man fixes were very low priority 😦
@viral pike I tried it again and this time didn't get the error but a few others.
17:14:24 Error in expression <ay3D ["Alarm",300]} foreach _alarmSloup select {_x getVariable "AlarmRunning"};
>
17:14:24 Error position: <select {_x getVariable "AlarmRunning"};
>
17:14:24 Error select: Type Object, expected Array,String,Config entry
17:14:24 File \A3\Missions_F_Oldman\Systems\scripts\Misc\fn_OM_Alarm.sqf [BIS_fnc_OM_Alarm]..., line 22```
I got this one when I entered the Sawmill CSAT Base and were detected.
Furthermore I got these entries in the rpt.
```sqf
17:14:50 Wrong text element 'marker'
17:14:56 No speaker given for 'Liam Hall'
17:15:03 BIS_Dreamer (Civilian): Unknown action ListLeftVehicleDisplay, target BIS_Dreamer
17:15:11 DiaryParser: <t/> does not match to <font>
17:15:11 DiaryParser: <t/> does not match to <font>
17:15:11 DiaryParser: <t/> does not match to <font> (this one is there quite a few times, not sure if OM related)
17:15:35 Serialization of Control variables is not implemented (This one is spamming the rpt as well, not sure if OM UI related)
17:32:33 Join to another group (This one is spammed like 2k times into the rpt. (also not sure if OM related)
Last but not least I got this script error when I failed to defend the pc I was uploading the virus with
17:35:26 Error in expression <speaker = missionNamespace getVariable [_actor, objNull];
_contact = "";
_contac>
17:35:26 Error position: <_actor, objNull];
_contact = "";
_contac>
17:35:26 Error Undefined variable in expression: _actor
If you want the full .rpt let me know.
I am on Stable build
@viral pike I did the first few tasks with Arthur explored the map a bit did the mission to get Drábek Medicine by blowing up the house and did a few more tasks for L’Ensemble with the nvg’s met up with keystone and got him the file from harcourt and then flew the plane from the airport for L’Ensemble and then attacked the fuel depot with L’Ensemble and got the files for autonomous defenses there. Then I blew up the police station and got the photos for keystone about the location of the lab. I handed them in a proceeded to raid the base down the road from keystones position at the sawmill and then raided the base right next to luganville cleared both bases and got intel from all the computers. (This might be why it bugged out) I went back to the base next to luganville and all the soldiers were back. I cleared them again and started the hack on the computer I had gotten the intel from inside the main building. And from there viper shows up and everytime keystone gets to 78% with the hack the music stops and it just says to keep defending but nothing ever happens.
Idk how to send you my save file but when I get the chance I’ll look it up or something and DM you it unless you can tell me how 🙂
@ruby crane
C:\Users\USERNAME\......\Dokumente\Arma 3 - Other Profiles\PROIFLENAME\Saved\A3\Missions_F_Oldman\Campaign\Missions\Oldman.Tanoa
For me those save files are 1gb, so you would probably need to upload them somewhere.
Wouldn’t it be different because it’s not from my pc? @mild tapir
Another small bug. ||Miller seems to get the Wet suit applied even though he was shot ealier||
@ruby crane See Arma 3 https://community.bistudio.com/wiki/Profile
@mild tapir , @ruby crane thx for report so far... anyway if you encounter any game(/oldman) breaking bug as virus task ,broken syndikat support feature or whatever critical, feel free to send me DM with the repro ( what you did ) and attach the save file 😉 so we can debug it
Roger that!
@viral pike There is also a ticket for the Virus task issue https://feedback.bistudio.com/T154453
looks like we were able to find issue with Virus tasks, fix should be in next patch ;)
also we still dont know how many of you have problem with hold action appearence on keystone... or if the issue still remains.. in case that anyone has this specific issue... we would like to kindly ask you for screenshot of your inventory with item you have to deliver to keystone, screenshot of task list and your savefile if possible.. so we can reproduce and finally fix it for you guys... thank you for cooperation so far 😉
Awesome, thanks for the fix. Never had any issues with the hold actions so I can't help with that.
sweet I've also never had issues with the hold actions except when it was it on the steam workshop.
Also CJ when the doctor moves to another camp after you get him his truck He never speaks and sometimes won't accept medicine and will call you saying he needs more.
I was only able to sneak into that base with the help of enhanced movement. Gave up on trying without it after a few failed attempts haha
Hello, I have decided to replay Old man after a few months to get the ||Lensamble ending||, but its the same as i played it first time. After ||putting the counteragent in the crate in the blue van|| nothing happens. No|| call from Samjo||, no task completed, nothing. Is there a way to fix this?
Okay i havnt played much of it but from what i have seen the story seems fun and intresting but it bugged sometimes so i had to go through a checkpoint 6 times before it worked and they didn't shoot me
@wheat sapphire once you put it in the crate just leave the island via a boat or plane and drive towards the end of the map and the ending should trigger
@ruby crane just tried it, doesnt work
Idk then try reloading a save and then try it again
otherwise I got no idea im afraid
Alright I am having issues finding the location of black markets. I thought they where marked on the map at some point but that does not seem the case. is there an easy way of knowing where they are?
Some should be marked if you done some the Syndikat missions. Some of the independent ones are not though.
non of them are marked for me. Strange. Ive done so many of the missions too. I have +3 favor with them as well.
Maybe it is due to the difficulty (playing on max)
I sadly can't get past the part where I have to reset the UPS. When i press and hold the action, nothing happens (Luganville). I already unpboed the mission and tried to get it going through the debug console but to no avail. Does anyone know the right command to get to the next part via debug console?
And I do not want really to restart as I have already 10+ hours into it
I'm also having issues with having no voices from the phone calls an when doc visits no voice can clear Arthur mission when go home the next meet the contact mission wont start ???
Is there a way to open the 20ft MIL containers?
some of them
Most appear "locked" however the ones at the harbor at Harcourt would have the open door icon appear when you neared the container but it would not open. Not sure what the issue is as I running Old Man with only CUP Terrain Core CUP Terrain Maps 2.0 and Arma 3 Animals Module.
Everytime I pass a checkpoint with a Van that is loaded with a Quad, it "unloads" itself. but does not appear outside it is freely moving in the van without being able to get it out (have to do it with the debug menu, quering it with nearObjects and to set it to a position outside with setpos)
Assuming you're asking specifically about the Old Man scenario - you don't
What ppl?
You don't buy any vehicles in Old Man. There are vehicles scattered around the island, you just take them. You can find a few civi airplanes at the main airport. There might be helicopters in other airports, but I've never tried to go to other airports, so I wouldn't know
You can also steal enemy aircraft, but I wouldn't advise that...
Mouse wheel action menu
Dunno then, head over to #arma3_questions maybe
You're not running any mods are you? Like ACE perhaps?
Old Man does not have any specific scripts which affect planting/disarming explosives so if it's not working then it's the fault of a mod.
back in the beta (last year) it was possible to have civilian helicopters. the only helos now are the CSAT ones. but the only aircrafts you can steal are the VTOLs and Jets you find on the airfield.
Or you manage to damage an Kajman so much that it has to do an emergency landing so you can capture it (e.g. shooting it's rotors)
You can "borrow" a few of the Caesar planes at the international airport on the main Tanoa island too.
Just gotta pay a bribe of $3000 or sneak your way in illegally.
Though the latter means you're going to have to take out the Tigris near the runways first.
I'd be pretty thrilled if I could play Old Man again. I made it a few hours in, it crashed when I got yelled at for wielding a pistol, and since then, I cannot even see the Old Man extension in the game. I deleted all my saves and all folders, reinstalled the game, still nothing.
I'd share a picture, but it won't let me. I've tried 64 and 32 bit, no luck. Very frustrating.
Sorry what do you mean with the old man extension?
Old Man is a scenario, not an "extension"/expansion.
You should have it listed in your Scenarios menu even if you don't own Apex (you just can't play it unless you have the expansion).
As for sharing a pic, just take a screenshot with Steam Overlay enabled and post a link to it on imgur.
There's no reason why you can't do that.
I think I was looking for it under single player missions, rather than scenarios. I got it running, then it crashed again today, and when I restarted, the saves are not acknowledged. I've seen other posts about that in the past; something about them growing too large. Is there a way around this?
The save files getting too big was addressed with the recent update. Though IIRC there might still be problems if you load saves made from before the patch so it's better to start a new game instead.
This is new saves, several days old. I tried saving again yesterday, and recieved the following: "Out of memory (requested 0 KB). footprint 2745049088 KB. pages 114688 KB." and crash to desktop.
That could be a lot of things beyond the mission.
Like that error literally means your out of memory on your PC
Maybe. I dunno. It keeps crashing for memory issues--but my SSD has 44.6GB. if it's using over 40GB to run, we have issues.
It had a little less earlier; I cleared out more space. I'm going to play for a bit and see if I have more problems. I think it's having a major memory leak issue.
Does running it 32-bit vs 64-bit effect that?
I fired it up on 64-bit, made one save-over, and it's now saying I have 18.8GB remaining.
games don't use SSD "memory" to run
The old man growing too large issue was supposed to be fixed though
👀 but what if they need to save temporary files on the ssd

It's doing something, that's for sure. I just can't figure out where. I agree, it shouldn't be using memory, other than things in the Documents Save folders.
I called an insurgent team in on an objective,and once we cleared the objective, they have failed to disperse and my squad now displays as unavailable
any commands or scripts I can run to reset my team size?
Need to reset your reputation with them I think.
At least that's what worked for me last time.
Kill them all and wait for Samjo to get angry, etc. Then build up rep again to regain their trust.
You could also trigger an alert with the Gendarmerie/CSAT and lure them to the guerillas to get them to kill them for you.
Won't lose rep that way but you'll have to wait for several hours before the insurgent teams "restock".
@potent lava you are confusing memory and storage
Sounds good, what is the max team size?
Should be 11/12 IIRC.
It'll increase as they go up in "levels".
You'll usually start off at around 7-9 max.
Doesn't really matter in the grand scheme of things though. Unless you've done most of the grunt work, the L'Ensemble teams always spawn in bad locations and quickly get themselves gunned down by one CSAT soldier/Gendarmerie officer...
Kinda amusing if you think about it: A squad of 12 elite insurgents armed with Promets, SPAR-16s and RPG-42s gets one man army'd by a policeman with a Protector....
Is there a reason why the Jacket and Shorts outfit is considered as illegal clothing?
Doesn't make much sense why it's illegal considering there's a couple of civilians throughout the scenario that wear it...
Is there a way to check if I'm on an outdated version of the mission somehow?
It is so incredibly buggy I can't imagine I'm on the current version
How are the "Support Attack" objectives supposed to work? For me, if I show up early, I get the phone call, guy tells me we attack in 5 minutes, and then literal seconds later a bunch of insurgents get killed at the target area while the group that spawns near the ambush marker that's pointing the wrong direction (which sometimes don't spawn at all) wait for a bit before attacking, usually when CSAT soldiers start shooting at them because they spawned in direct line of sight of them and then they all usually just get killed.
I have also had the task fail before the insurgents even start attacking. I managed to take out a checkpoint on my own, complete the task, and then ~15 minutes later I got the phone call you're presumably supposed to get after the 5 minute "getting ready" timer is up. Then I got a second task completed notification, another start attack notifaction, a third completion notification, and then I got the phone call you're supposed to get after succeeding.
This kind of buggy behaviour has happened at pretty much every attack objective so far
not in beta anymore, but it has a lot of bugs if you get unlucky. The longer you play it the higher the chance something will brake, then everything will start to brake
It didn't take very long for things to break. I'm not sure why they thought it was in a good enough state to move out of beta
I had few playthroughs which were fine and some that were completely borked. If not already, do not play Old Man with any mods at all
You aren't required to help the L'Ensemble and can disregard those support calls, by the way.
As for the fighter groups themselves...yeah it's generally pretty bad with regards to the way they spawn for each battle.
Best not to bother with them at all TBH. By the time they arrive you can clear most targets anyway.
I'd rather play to play than play to avoid bugs
I would love it if co op were possible for Old Man.
you could edit your mission yourself iirc, it should work for the most part
it will not
Not at all... if it was easy the devs would have done it since COOP sells way more copies than Single Player... 99% of all Arma 3 videos on YT is people playing COOP or MP and not SP.
Old Man was a highly experimental thing
i wish you the best of luck
Old Man is broken now?
What happened to it?
It's not really broken just sorta a mix of issues that are not always easy to provide repo's for.
For example, I had a house merge with my house. Only happened one time, and never again.
@stoic walrusWell whenever I tried to play it says "incompatible versions".
I don't know how to fix this.
Does anyone know how I can fix this issue?
Are you trying to load a old savegame?
generally cannot load savegames from previous game version, changes between updates often make them incompatible
Oh thank you for letting me know do you think that if I was to start it all again the mission file would break again when saving? @grim meadow
it would work till the next game update
Oh alright..
About the car radio...
I like the old OFP music, i really do, i still remember the scenes where it played in OFP and how magical it was.
And that is precisely the problem!
The old OFP music feels very much out of place in Tanoa.
Sure, it has to do with me remembering it from OFP and having it strongly associated with OFP, so maybe other players who never had the OFP experience won't feel this way, but even then, surely you see that the OFP music doesn't fit Tanoa's atmosphere one bit?
It would be really really nice to have some options here.
...and speaking of options, it wouldn't hurt to have an option to switch the radio off, or maybe rather switch off the music only while keeping the news announcements.
You can already do that.
There's two channels for Radio Horizons: the regular one (which has news broadcasts) and Radio Horizons Music (for ambient music only).
You can also toggle Radio Syndikat if you only want metal/rock tracks from Arma 2+Arma 1+OFP.
Aha, and how do i do that?
Scroll wheel menu. The option will appear on most vehicles aside from Santiago's Offroad at the start.
Aha, so there really is supposed to be a scroll wheel menu 🙂
I already switched vehicles several times and never saw that option.
¯_(ツ)_/¯
It appears for me. I just stole the parked truck in Oumere near the harbour and the option shows up there:
lol, i am driving around trying to find another car to test it, but can't find any 🙂
aha, found one, and ...it does have the options, thats weird
Anyway, i fixed the vehicle radio by calling the following code from the console (you must be looking at the vehicle so the 'cursorTarget' is the vehicle):
{ cursorTarget addAction [_x select 10, { params ["_target", "_caller", "_actionId", "_arguments"]; private _actualRadio = _caller getVariable ["BIS_selectedRadio", BIS_moduleRadio getVariable ["BIS_defaultRadioChannel", ""]]; vehicle player setVariable ["BIS_radioEnable", true]; if (_actualRadio != _arguments select 0) then { [2,[_actualRadio]] call BIS_fnc_OM_moduleRadio; [1,[_arguments select 0]] call BIS_fnc_OM_moduleRadio; _caller setVariable ["BIS_selectedRadio", _arguments select 0]; }; }, [_x select 0], 0, false, true, "", "_this in _target"] } forEach (BIS_moduleRadio getVariable["BIS_channels",[]]);
is there a good thread about fixing save file? i have error: "incopatible versions"
Tbh the "incompatible versions" issue is by far the biggest problem of Old Man.
I think I have restarted Old Man at thrice already and, due to how seldom I play this scenario, I literally never managed to finish it, because my saves have become outdated because of a new Arma release (although I think that one has been corrupted, due to a bug in the mission, anyway)
At this point I don't even feel like giving it another shot, because I simply don't feel like losing all my progress without any warning, and redoing all the early missions feel like a chore 😦
I wanted to make a web tool to update savegames version. Its just a hex edit.
But I don't have the time for it
just javascript, load file, it hex edits the version to current one and gives you the new file
this !, i have done it twice, and third time i was on perfect run. like never missed any little fight, hours wasted 🙂 maybe someday i will try it again 🙂
too bad you dont have time 😦 it's really nice mission=)
sounds like a good rust + wasm excercise
Sounds like a python oneliner 😂
python oneliner in a browser?
Python oneliner in a cmdline. Python in a browser is also possible, although I have never really used it.
And for the record, I'm not a onliner fan, I prefer readable code 🙄
Minor non-issue: after destroying the police station at Katkoula, a sandbag fortification (placed on the roof which is now gone) remains floating in the air.
It should be removed after the building is destroyed to prevent this visual glitch.
EDIT: it doesn't stay floating in the air forever.
When i left the location and returned after some time, the scene changed a little bit, with ambulance present, and the floating sandbags were finally gone.
But it would be still better if they would get deleted when the building gets leveled.
i'm playing Old Man again after a long time and I think this thing deserves Nobel and Pulitzer prizes for its characters, voice acting, script, plot, all that literary schtick
so there!
I agree. You should tell @viral pike
does it still corrupt at random?
Like for example kill you when you walk into a table or something? It only happened to me once this last time I played it
However I was being careful, having encountered that sort of thing before
The Furniture-of-Doom at Santiago's house was an issue back in the beta but it's since been fixed on release.
No more mass duplicating radios too so Santiago's home shouldn't sound like a haunted house either.
i did not see any mass duplications of radios, but i did see two radios at the same place on at least one occasion - one radio was placed on top of the table, and second one on the same spot, but on the ground under the table.
Unfortunately i do not remember where this was, so i don't know why am i even mentioning this - or maybe, have your eyes peeled when you play, and if you happen to see this somewhere, make a ticket so they can fix it (its no big deal, but obviously a mistake or a bug that should be fixed).
My favorite was when the house that normally goes there spawns back in, and you have a house within a house.
Mass duplication of radios happened back in the beta only. There was a problem in the script that handled the simulation of Santiago's house which allowed you to spawn/respawn stuff back at his house.
If you did it enough times, you could have 100+ radios flying everywhere in his house once you got within 500 metres.
Mind you, each radio would be blasting their own music track so you'd end up with this haunted wailing where there's rock, symphonic, metal and news broadcasts all playing at the same time.
Coupled with the toxic couch and tables which instantly killed you if you tried to sleep...
BUG
I just got a call from "UNKNOWN CONTACT" telling me (this is the log, i don't remember the actual voice call word from word, which was a bit different):
Kepi - bad news.
Gendarmes took our comrade into the mangrove swamps.
They execute him there.
Hit back and destroy his house.
No new task appeared in my task list, and based on the call it sounds suspiciously similar to one of the first missions where you have to blow up a house near police station in Vagalala (Vagalala was mentioned in this call too), which i did loooong time ago.
The date and time in game is 9.2.2038, 18:33, which should give you an idea how long i have been playing this - at the very least, Samjo shouldn't pose as "Unknown Contact" anymore (and he does not, except suddenly now in this call).
You didn't rescue Oringo Madaki (the L'Ensemble collaborator).
That's the task you get after blowing up his house.
i don't know who Oringo Madaki is, but i did rescue some "captive" i was supposed to rescue (and it was optional), and then i had to deliver his ID card and tell them he died, because the guy didn't want to go back only to get killed.
In any case, i am way beyond these missions, i basically have no missions to do anymore, except supporting attacks, and "Destroy Weapons Lab" and "Get Doctor Medicine".
I have over 30 finished tasks in the log, not counting the recurring "support attack" and "bring medicine".
So, i should really really really REALLY not be getting calls from "Unknown Contact" since for the last 100+ calls the game always refers to him as "Samjo".
And i should really really really REALLY not be getting calls about a "new task" that i finished literally days ago.
Another thing... the checkpoints keep operating even if everyone nearby is dead - not a single soul left, except for me, but the checkpoint is still telling me "Follow instructions", and if i do follow them, it even opens the gate for me.
Oh, and this is all while i am on foot.
Is it intended, that even healthy undisturbed checkpoints expect me to go through them as if i am in a car even though i am on foot??
i have a problem with cargo plane mission
after landing should be a reache destination, get out of the vehicle thingy right?
For the smuggling missions?
You just take the plane from the main airport and bring it back to the Bala Airstrip.
After Samjo gives you the green-light, you then head to the dirt fields in Central Tanoa.
Then once the smugglers have loaded your plane with contraband (and the police are repelled) you fly back to the Bala Airstrip again.
the problem is that when i land theres no task for me of getting out of the plane, but there is in the offroad
When is this? The first landing at Bala? The second after you land near the drug smugglers? Or the third after you retrieve the contraband?
If it's the first you have to actually park the plane in the designated spot.
For the second you just need to land near where the smugglers are waiting for you. They'll call you on the phone to tell you that they're coming to load stuff onto the plane.
For the third you can land anywhere on the runway to finish the mission.
how do i avoid the csat jet here?
Don't fly over CSAT checkpoints.
i dont, it spawns when i takeoff
Where are you taking off from?
in the fields after the smuggelrs loads the plane
Did you attack the Gendarmes and got spotted by them when they came to ambush the smugglers?
only spotted
That's your problem then.
nice, so i have to kill them all before?
The alert level instantly escalates if you hop into a plane while you're still wanted by CSAT/Gendarmerie.
Yep.
oh ok, thanks
And wait for a bit for the alert levels to cool down.
thx
Is it just my impression or does OM get more and more "glitchy" the more one progresses? Clothes just disappear when changing, a car exploded before my house after loading a save game, also my home gets more and more radios and then at one point the table had vanished, but I had already six radios there …
How many times have you saved, exited and loaded back up the scenario? From experience, it tends to get pretty unstable after the third or fourth loads.
Clothes disappearing on changing...never seen that happen. Santiago doesn't have any clothing restrictions since he's a civilian so that's got nothing to do with scripts.
Car blowing up just sounds like the house's pre-placed cars are spawning right on top of each other.
Uh, quite some time. I often just go through one mission then do something else …
With the clothes it happened to times, once with his own starting clothes (including medkits and medicine in it), second with some IDAP clothes, but both times via a change directly from a vehicle inventory. Oh, and whenever I buy something to an occupied slot.
The former two I could not reproduce.
Are you sure the clothes didn't just get dropped to the ground? If the container doesn't have enough capacity the uniforms just get ditched and left somewhere around the vehicle.
I'm sure in the first case, since I reparked the car. Relatively sure in the second because there was barely something in it, but that was a boat. I have been running around the dealers like a chicken, but come to emptying the slot before shopping.
so i just started old man this morning, 3 hours later this is amazing ( im calling out of work to go ham on this all day) apex was fun aswell as the normal campaign but this i really can sink my teeth into. if anyone has similar scenario recommendations lmk!!!!!!>...
Extraction from the latest Western Sahara Creator DLC is sorta like Old Man. It's smaller scale but has AI allies and is less buggy.
hey people got a problem in old men, it looks like it has been on for years without any fix,
i can't give top secret document to the Brit called Keystone after he send me to harcourt to get them
does anyone have ever managed to fix it ? also this has been on for years from what i read, are the developers in jail ?
are the developers in jail
They were, but both Ivan and Martin have been released in 2013, before Arma 3 was even out. Why do you ask?
cause 2 years to fix a simple bug is negligence...
They are not obliged to fix anything 
https://feedback.bistudio.com/ if you don't make a bug report they might not know. You could search the tickets if it has been reported or not.
it has been for years but will remind them anyway
thx
is anyone aware about the phone interface bug
where basically if the phone ui sometimes breaks with the icons doing either nothing or opening other tabs
loading a save seems to fix it luckily
Game is a tad bit laggy for me. Ok, I lied. 20 fps average, vs about 40 normally
Loved the Campaign thank you Devs, Writers and everyone envolved ❤️
Great scenario. Really fun.
Very fun scenario, explored and went through it slowly 2/3 times, vehichle respawn (option) wouldve been nice for freeroam and messing about in case you mess up and lose unique vehichles/end up in the middle of nowhere and already took the vehichles in the region
Although I just got a spawn menu mod in the end
its a very nice campaign indeed
