gossamersolid 155 Posted May 24, 2011 A quick question Gossamer. Is there a plan for an AI commander? Also is there a throttle on scripts if the server FPS drops too low ? Daikan beat me to the reply for the AI commander. As for throttling the scripts, it doesn't happen. The only time I've seen the server FPS go down to a point where it's not running properly is when admins are pushing their server's capabilities too far. If you are dipping down below 10 fps, I'd suggest limiting the players that can enter your server and changing a few parameters (like squad sizes and coming in 3.04, resistance sizes) to better suit your available hardware. On another note, dont be too harsh with those that respawn. The majority of people DON'T kill themselves to cross the map! Yeah the default reinforcement costs will be the same as they were since they've been implemented, but to allow server admins to choose more pricey respawns, they can via parameter now. Everybody is happy that way :) Share this post Link to post Share on other sites
gossamersolid 155 Posted May 25, 2011 What I'm working on right now: Before using the target console for the SCUD, players will have to "Arm" the scud with what type of scud they want. The base scud launcher will now cost $10,000 and then it will cost additional depending on what you want to arm it with. Once you have armed it, you cannot re-arm it. The prices shown in the screenshot are NOT final, merely just for testing. Share this post Link to post Share on other sites
kremator 1065 Posted May 25, 2011 What WOULD make the other side worried is if there was a hint that said 'the enemy has developed nuclear capability!' Share this post Link to post Share on other sites
daikan 1 Posted May 25, 2011 (edited) I wouldn't bother investing too much precious dev time into the SCUD feature really. Currently it's very rarely used if at all - at least on the servers I've been on. Personally I've never really used the SCUD and in general I think that cowardly stand-off weapons of "mass destruction" with no possibility to defend against should be kept out of PvP games altogether. I always deactivate it on my server anyway. The Grad/MLRS systems with their unrealistic pinpoint accuracy are already pathetic enough when some lazy coward decides to use them as perpetual stand-off capture denial machines (e.g. when placed near a service point)... And while I'm here: In general I would really like to see more features encouraging directional/coherent gameplay. One example would be capture orders for single towns issued by the commander (or AI) with the effect that capture is only possible if there is a capture order for the corresponding town. Furthermore, it would also be worth considering to have a capture order automatically converted into a defense order for the opposite side. That would help with concentrating the action for sure ;) By the way, this is actually a concept proven to work beautifully in WWII Online - Battleground Europe over many years... Just my .2$ Edited May 25, 2011 by daikan Share this post Link to post Share on other sites
gossamersolid 155 Posted May 25, 2011 I wouldn't bother investing too much precious dev time into the SCUD feature really. Currently it's very rarely used if at all - at least on the servers I've been on. Personally I've never really used the SCUD and in general I think that cowardly stand-off weapons of "mass destruction" with no possibility to defend against should be kept out of PvP games altogether. I always deactivate it on my server anyway. It's not really something that took too much time, it's just something I had to do lol. It was requested a while back by a friend and I wanted to just finish it :) The Grad/MLRS systems with their unrealistic pinpoint accuracy are already pathetic enough when some lazy coward decides to use them as perpetual stand-off capture denial machines (e.g. when placed near a service point)... I can easily increase the cost of Grad/MRLS, then they will cost more to rearm as well. About the accuracy, I don't think there's anything I can do there. And while I'm here: In general I would really like to see more features encouraging directional/coherent gameplay. One example would be capture orders for single towns issued by the commander (or AI) with the effect that capture is only possible if there is a capture order for the corresponding town. Furthermore, it would also be worth considering to have a capture order automatically converted into a defense order for the opposite side. That would help with concentrating the action for sure ;) By the way, this is actually a concept proven to work beautifully in WWII Online - Battleground Europe over many years... Just my .2$ Right, I was going to make it so that the commander could issue capture commands, but there's always the problem that you could have a really terrible commander that has no clue what he's doing and then the team gets screwed over. Also WWII online had/has thousands of players to play with as opposed to a max of 24 :) It's a good idea for sure, but maybe for a new gamemode completely. To me, CTI/Warfare is all about more open-ended gameplay with the whole island as a warzone. Share this post Link to post Share on other sites
daikan 1 Posted May 25, 2011 Right, I was going to make it so that the commander could issue capture commands, but there's always the problem that you could have a really terrible commander that has no clue what he's doing and then the team gets screwed over. That's what the comm voting is for, isn't it? People are only screwed when they can't come up with a majority vote ;) Also WWII online had/has thousands of players to play with as opposed to a max of 24 :) True, but it also has a *VASTLY* bigger map. It's a good idea for sure, but maybe for a new gamemode completely. To me, CTI/Warfare is all about more open-ended gameplay with the whole island as a warzone. Fair enough, it's your decision after all. It would be nice to hear other people's opinion however. Share this post Link to post Share on other sites
kremator 1065 Posted May 25, 2011 As the author Gossamer can make it how he wants. If anyone else wants to make a variant ... they are entitled to. Share this post Link to post Share on other sites
gossamersolid 155 Posted May 25, 2011 Fair enough, it's your decision after all. It would be nice to hear other people's opinion however. I definetly hear other people's opinions and I do put thought into 99% of my replies concerning features/suggestions/questions/etc. A lot of the features you see in my warfare are directly from suggestions from the community. Share this post Link to post Share on other sites
gossamersolid 155 Posted May 27, 2011 I've made tickets for two bugs that have been in the game for a while, but nobody has reminded me/made a ticket about them: Bug #20073: Unit build times overlap each other on Warfare HUD Bug #20074: Buy Units Menu: Crew icons are improperly displayed If you guys can think of some bugs to report, please do! Share this post Link to post Share on other sites
daikan 1 Posted May 29, 2011 I was wondering if there is a debug/test mode that can be enabled easily so the mission runs with infinite ammo, cash, supply, full upgrades and all vehicles available? I would like to do some testing with a slightly modified mission... Also, regarding an older post: 5. Falango missiles are too sensitive to mouse inputs and are difficult to steer resulting in a miss. (this has more to do with MANDO though) I totally agree with Defbond here - can't hit jack shit with Falanga missiles on the Mi24D - not even as a gunner... They're pretty much useless for me unless someone can share a secret about how to use them effectively? Anyway, I noticed that manual mode is not "standard" for Falanga missiles in Mando's own test missions and therefore I was wondering where and how this can be changed for Gossamer's? Share this post Link to post Share on other sites
gossamersolid 155 Posted May 29, 2011 I was wondering if there is a debug/test mode that can be enabled easily so the mission runs with infinite ammo, cash, supply, full upgrades and all vehicles available? I would like to do some testing with a slightly modified mission... depbo the mission, look in Client\Init\Init_Client.sqf and scroll down till you see the comment block that says "DEV MODE" and then just uncomment which lines you want. Be aware that these pretty much are only guaranteed to work in the editor. Looks like this: //DEV SECTION*********************************************************************************************************** //Warning: These options are not guaranteed to work properly in Local/Dedicated Multiplayer. They are meant for usage in the editor //Click on the map to teleport to that location //onMapSingleClick "vehicle player setpos _pos"; //Godmode //player addEventHandler ["HandleDamage", {false}]; //Mirrored Damage (The damage you are supposed to get, goes to the person shooting you) (don't enable GodMode along with this as that is redundant. Pick one or the other) //player addEventHandler ["HandleDamage", {false;if (player != (_this select 3)) then {(_this select 3) setDammage 1}}]; //High Resources //[] ExecVM "Common\Dev\Dev_HighResources.Sqf"; //Buildings Build Fast //[] ExecVM "Common\Dev\Dev_FastBuildings.Sqf"; //Set Player to Highest Rank //[] ExecVM "Common\Dev\Dev_HighestRank.Sqf"; //Upgrade All Techs //[] ExecVM "Common\Dev\Dev_UpgradeAll.Sqf"; //DEV SECTION*********************************************************************************************************** I totally agree with Defbond here - can't hit jack shit with Falanga missiles on the Mi24D - not even as a gunner... They're pretty much useless for me unless someone can share a secret about how to use them effectively? Anyway, I noticed that manual mode is not "standard" for Falanga missiles in Mando's own test missions and therefore I was wondering where and how this can be changed for Gossamer's? They were editted by the guy that handles the mando distro within Gossamer's Warfare (Xeno426). He made the Falanga act more like a real Falanga did, aka no targetting system, had to be manually guided by the gunner. I can see how it doesn't work to well in MP, works a lot better in the editor, so I'll revert the changes. You can fiddle around with the mando settings for the Mi-24d in: \mando_missiles\huds\mando_hud_mi24d.sqf \mando_missiles\huds\mando_hud_mi24d_gunner.sqf Share this post Link to post Share on other sites
daikan 1 Posted May 29, 2011 depbo the mission, look in Client\Init\Init_Client.sqf and scroll down till you see the comment block that says "DEV MODE" and then just uncomment which lines you want. Be aware that these pretty much are only guaranteed to work in the editor Awesome, thanks! Although I think these don't enable unlimited ammo, or do they? If not, is there a workaround? I'm mainly interested in Mando systems here. Share this post Link to post Share on other sites
gossamersolid 155 Posted May 29, 2011 Awesome, thanks! Although I think these don't enable unlimited ammo, or do they? If not, is there a workaround? I'm mainly interested in Mando systems here. I don't have an unlimited ammo one in there, but combine Godmode, High Resources and fast buildings, you can buy any aircraft/helo you want an rearm at a service building easily. Share this post Link to post Share on other sites
daikan 1 Posted May 29, 2011 Maybe I can just add an additional event handler like this: player addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}] ? Sorry, you're dealing with a total ArmA scripting n00b here :) Share this post Link to post Share on other sites
kremator 1065 Posted May 29, 2011 Hey Gossamer, Have been thinking about the server/client FPS dialog you have in the mission. It would be a wonderful standalone to drop into other missions. I've dePBOd the mission and it looks a little complicated. Have you thought of releasing something simple like that ? Share this post Link to post Share on other sites
gossamersolid 155 Posted May 29, 2011 Maybe I can just add an additional event handler like this: player addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}] Sorry, you're dealing with a total ArmA scripting n00b here :) You can try that, I haven't dealt with that sort of stuff before :) Hey Gossamer,Have been thinking about the server/client FPS dialog you have in the mission. It would be a wonderful standalone to drop into other missions. I've dePBOd the mission and it looks a little complicated. Have you thought of releasing something simple like that ? I haven't thought about it, but I can tell you all the components right in warfare. What you need is the RscTitles: class FPSHUD_Background : RscText { style = 128; idc = 1345; x = "(SafeZoneW + SafeZoneX) - (0.15)"; y = "SafeZoneY + 1.07"; w = 0.15; h = 0.10; colorBackground[] = {0,0,0,0.2}; }; class FPSHUD_Client: RscText { idc = 1346; text = ""; colorText[] = {1, 1, 1, 0.75}; sizeEx = 0.023; x = "(SafeZoneW + SafeZoneX) - (0.15)"; y = "SafeZoneY + 1.07"; w = 0.25; }; class FPSHUD_Client_Number: RscText { idc = 1347; text = ""; colorText[] = {1, 1, 1, 0.75}; sizeEx = 0.023; x = "(SafeZoneW + SafeZoneX) - (0.06)"; y = "SafeZoneY + 1.07"; w = 0.25; }; class FPSHUD_Server: RscText { idc = 1348; text = ""; colorText[] = {1, 1, 1, 0.75}; sizeEx = 0.023; x = "(SafeZoneW + SafeZoneX) - (0.15)"; y = "SafeZoneY + 1.10"; w = 0.25; }; class FPSHUD_Server_Number: RscText { idc = 1349; text = ""; colorText[] = {1, 1, 1, 0.75}; sizeEx = 0.023; x = "(SafeZoneW + SafeZoneX) - (0.06)"; y = "SafeZoneY + 1.10"; w = 0.25; }; class FPSHUD_ServerType: RscText { idc = 1350; text = ""; colorText[] = {1, 1, 1, 0.75}; sizeEx = 0.023; x = "(SafeZoneW + SafeZoneX) - (0.15)"; y = "SafeZoneY + 1.13"; w = 0.25; }; Then you need this setup on server initialization: WF_Logic setVariable ["serverFPS",0,true]; WF_Logic setVariable ["serverType","NULL",true]; Then you need this running on the server (it's a loop) if (!isServer || time > 30) exitWith {}; while {true} do { sleep 1; _serverFPS = round(diag_fps); WF_Logic setVariable ["serverFPS",_serverFPS,true]; }; Then on the client I have this running on a loop as well while {true} do { sleep 1; if (FPSHUD) then { if (isNull (["currentCutDisplay"] call BIS_FNC_GUIget)) then {CutRsc["OptionsAvailable","PLAIN",0];_delay = 0}; if (!isNull (["currentCutDisplay"] call BIS_FNC_GUIget)) then { //Show background _backgroundControl = (["currentCutDisplay"] call BIS_FNC_GUIget) DisplayCtrl 1345; _backgroundControl ctrlShow true; _backgroundControl CtrlSetBackgroundColor [0,0,0,0.3]; //Client FPS _clientFPS = round(diag_fps); _textControl = (["currentCutDisplay"] call BIS_FNC_GUIget) DisplayCtrl 1346; _textControl ctrlShow true; _textControl ctrlSetText Format [localize "STR_WF_HudClientFPS"]; _textControl2 = (["currentCutDisplay"] call BIS_FNC_GUIget) DisplayCtrl 1347; _textControl2 ctrlShow true; _textControl2 ctrlSetTextColor [0, 1, 0, 1];_textControl2 ctrlSetText Format [localize "STR_WF_BLANK",_clientFPS]; if (_clientFPS < 40) then {_textControl2 ctrlSetTextColor [1, 0.8431, 0, 1];_textControl2 ctrlSetText Format [localize "STR_WF_BLANK",_clientFPS]}; if (_clientFPS < 20) then {_textControl2 ctrlSetTextColor [1, 0, 0, 1];_textControl2 ctrlSetText Format [localize "STR_WF_BLANK",_clientFPS]}; //Server FPS _serverFPS = WF_Logic getVariable "serverFPS"; _textControl3 = (["currentCutDisplay"] call BIS_FNC_GUIget) DisplayCtrl 1348; _textControl3 ctrlShow true; _textControl3 ctrlSetText Format [localize "STR_WF_HudServerFPS"]; _textControl4 = (["currentCutDisplay"] call BIS_FNC_GUIget) DisplayCtrl 1349; _textControl4 ctrlShow true; _textControl4 ctrlSetTextColor [0, 1, 0, 1];_textControl4 ctrlSetText Format [localize "STR_WF_BLANK",_serverFPS]; if (_serverFPS < 20) then {_textControl4 ctrlSetTextColor [1, 0.8431, 0, 1];_textControl4 ctrlSetText Format [localize "STR_WF_BLANK",_serverFPS]}; if (_serverFPS < 10) then {_textControl4 ctrlSetTextColor [1, 0, 0, 1];_textControl4 ctrlSetText Format [localize "STR_WF_BLANK",_serverFPS]}; //Server Type _serverType = WF_Logic getVariable "serverType"; _textControl5 = (["currentCutDisplay"] call BIS_FNC_GUIget) DisplayCtrl 1350; _textControl5 ctrlShow true; _textControl5 ctrlSetText Format [localize "STR_WF_ServerType",_serverType]; }; }; }; Some of it is not written the best, but it does the job and it does it well :) With all the stuff I gave you above, you can pull parts out and throw that in any mission. Just remember for the server FPS to be accurate, it has to be updated on the server, not the client. Share this post Link to post Share on other sites
kremator 1065 Posted May 29, 2011 Cool mate .... will see about putting into my missions. Cheers mate ! Share this post Link to post Share on other sites
ginger mcale 11 Posted May 29, 2011 Bug report: Hind for 25k, has 8 AT missiles when bought. After rearm through the support menu it has only 4 AT missiles. Feature request: In endgame screen when factories are being displayed, is it possible to display a small map in addition that shows where on the map the factory is located we are looking at right now? Share this post Link to post Share on other sites
gossamersolid 155 Posted May 29, 2011 Bug report:Hind for 25k, has 8 AT missiles when bought. After rearm through the support menu it has only 4 AT missiles. Thanks for the report, it's fixed now. Feature request: In endgame screen when factories are being displayed, is it possible to display a small map in addition that shows where on the map the factory is located we are looking at right now? I don't think I can fit that on the screen at endgame anymore, the new stats menu shows up at the ending now. I'll try though. Share this post Link to post Share on other sites
gossamersolid 155 Posted May 30, 2011 (edited) I put a lot of screenshots of the interface(s) in warfare, some of the stuff is new to you guys: http://www.moddb.com/mods/gossamers-warfare/images EDIT: This one will interest people: http://www.moddb.com/mods/gossamers-warfare/images/wip-upgrades-menu-v304 Edited May 30, 2011 by GossamerSolid Share this post Link to post Share on other sites
daikan 1 Posted May 31, 2011 EDIT: This one will interest people:http://www.moddb.com/mods/gossamers-warfare/images/wip-upgrades-menu-v304 Nice! I always wondered what some of those upgrades really did ;) Share this post Link to post Share on other sites
gossamersolid 155 Posted May 31, 2011 Nice! I always wondered what some of those upgrades really did ;) Now you shall know! just a note on the descriptions, they will be in English Only. Also, added Riot CO to the trusted servers list. Go ahead and stop by sometime! Share this post Link to post Share on other sites
gossamersolid 155 Posted June 1, 2011 Here's the finalized upgrades menu, showing the description of Logistics: http://www.moddb.com/mods/gossamers-warfare/images/wip-upgrades-menu-v304-updated-01062011 These new descriptions should leave no questions to be asked about what an upgrade does now :) Share this post Link to post Share on other sites
gossamersolid 155 Posted June 7, 2011 Pre-Release 3.04 is up on both TGW servers and I passed the link out to both the TV2 and Riot server admins. Feel free to go test it out and see how it works. For those of you that played the first pre-release yesterday, it's been updated, try it again! Share this post Link to post Share on other sites
kremator 1065 Posted June 7, 2011 Cool gossmarsolid. Enjoyed the beta test. Share this post Link to post Share on other sites