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Author Topic: Use a 'Save' on an updated mission  (Read 720 times)

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Offline THobson

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Use a 'Save' on an updated mission
« on: 15 Oct 2004, 21:00:13 »
Is there anyway I can use a savegame from a mission in an updated version of that mission and end up playing the updated mission and not the original.  Sorry - I cannot think of a simpler way of putting that.

I have a long mission that has a problem near the end.  For some reason one of my Black Hawks keeps flying into the ground when it comes in to pick up a squad of infantry.  I have a script that ensures the mission ends successfuly if that happens so that is not the problem.  

But I want to fix it!!!

I have tried deleting all the early stuff in the mission so I can go quickly to the end - that does not help, something in the complete mission is causing a problem with the chopper so to test it I need to play through the full mission.  The way I play this mission it typcally takes a bit over 3 & 1/2 hours (I said it was a long one).  There is a quicker way but that is unlikely to result in there being any survivors for the chopper to pick up anyway!

I have a save game just before the problem occurs.  I have tried using this save game with an updated version of the mission to test the changes, but it seems the save game contains all the information from the old mission so all the waypoints etc are from the old version even when I load into an updated version.  

I even tried starting the updated mission, loading the save from the earlier mission, and then Aborting - but when I go back in the mission seems to ignor the fact that I had aborted near the end and I find myself back at the begining.  

Is there anyway I can use a save game from an erlier version of a mission to test changes that I have subsequently made?

3 & 1/2 hours is a long time just to check if moving a waypoint has solved the problem!!
« Last Edit: 15 Oct 2004, 21:04:10 by THobson »

Offline macguba

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Re:Use a 'Save' on an updated mission
« Reply #1 on: 15 Oct 2004, 21:35:01 »
Now this is a problem with which I am VERY familiar.   ;D

There are two answers.   One, as you already know, is near the front of the init.sqs of the Un-Impossible Mission.    With all cheats activated and on more or less constant 4x speed you can complete the Un-Impossible mission in about half and hour, which is still long but not as bad.     I used to use a mega cheat:   200m wide deathzone trigger that is looped to the player's position.   Everywhere you go, there are bodies waiting for you.

The other is somewhere on the forum from a couple of weeks ago:  somebody (Planck I think) discovered a way of initialising the ECP spectator on a savegame.   This means you can see what's going on, and also I suspect activate code.     I know that isn't quite what you want but its probably as good as you are going to get.
Plenty of reviewed ArmA missions for you to play

Offline THobson

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Re:Use a 'Save' on an updated mission
« Reply #2 on: 15 Oct 2004, 21:47:34 »
I suppose I should have said it only takes 3 & 1/2 hours for this mission, compared with what it took me to do yours!!

A kill zone trigger it is then.  Neat idea.  Thanks

Offline THobson

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Re:Use a 'Save' on an updated mission
« Reply #3 on: 15 Oct 2004, 23:04:35 »
Excellent.  I didn't bother with no wimpy 200m I killed everything within 1500m.  The 3 & 1/2 hours became 15 minutes.  The end is now reliable.

All I need to do now is pursade the powers in this site to let me upload a new file for a reviewed mission.