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b00tsy

[coop] CTG: Dominance

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21:56:58 Mission co16 CTG Dominance beta modded.Takistan: Missing 'description.ext::Header'

21:57:10 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:10 File description.ext, line 0: '.': Missing ';' at the end of line

21:57:11 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 30: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File spect\spectating.hpp, line 16: '/rscSpectate/controls/mouseHandler.onMouseZChanged': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 28: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 0: '.disabledAI': Missing ';' at the end of line

21:57:12 File description.ext, line 4: '.onLoadMission': Missing ';' at the end of line

21:57:13 File description.ext, line 3: '.onloadmission': Missing ';' at the end of line

21:57:36 Mission MemoryLeak.Takistan: Missing 'description.ext::Header'

21:57:50 "--------------------------------"

21:57:50 "UPSMON started"

21:58:10 Bad conversion: array

21:58:10 Error in expression <x) then { deletevehicle _x } } foreach (nearestObjects [player, ["Man"], 200]);>

21:58:10 Error position: <nearestObjects [player, ["Man"], 200]);>

21:58:10 Error 0 elements provided, 3 expected

There yah go, few things to fix there :p

Ran fine there, altho just ran around getting shot and respawning for a few minutes.

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Thanks,

the description.ext errors looks like nothing, it's not missing the ";" anywhere and it does not have 28 lines of code either, no idea why line 28 is mentioned in the log. The last error is some code from a trigger that works fine in the mission and did not cause problems in other missions. Will remove the triggers just in case and see if that solves it.

Yeah the mission runs fine in the beginning, but after clearing 1 or 2 towns the memory usage suddenly jumps up to 1.6Gb and higher even.

Edit: seems (so far as i've tested it) that indeed the trigger to delete bodies is the cause of the leak. The leak was gone when I removed the triggers... So thats good news :)

Edited by B00tsy

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Okay i've released an other beta :)

The memory leak has been fixed, the mission runs smooth now. I can even host a server and play this mission too which I could not do before. Scripted patrol might need some more tweaking and I still need to add an auto refil on the ammo boxes. Other then that it should be fun now :)

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is weapon respawn in i t? :p

lol nah not yet, it's next on the list. At least this beta should be a normal playable version, it's improvement :)

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Yay, I have finished the mission.

After some bumps on the road during the beta testing I have finally ironed out most if not all the errors and flaws and added all the things that was asked for. I have played the finished version for a while and I had great fun! The AI is pretty nasty, you really have to pay attention to not get killed, which is good :)

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Hi mate - tried this last night on a dedicated server and it didn't work. :( The mission refused to d/l. There were about 5 of us sitting at the "receiving file" screen for about 5 mins. It may have been a case of impatience - I will try again when the ded server becomes available to me.

I then loaded up in SP mode on my client. Very neat. I like it muchly. The respawn doesn't work - once I die I become a crow with no revive or respawn/teamswitch option.

The link you provided is not the compile PBO. I had to do that myself.

You might want to add notes saying how reinforcements work and revive cause I tried it and got a friendly chopper inbound but it got shot down over the AO. Is this game intended to work with AI? Put that in game notes as well.

If you have an update, make it available, call it beta 3 or whatever and I'll give that one a run as well.

I like it - please send your latest. :)

Beta 2 comments

edit: I see 1.1 is up - nice.

edit: UPSMON script failed on start up in beta 2

edit: Your markers are visible on the map - everyone can see all the patrol routes etc

Edited by Cougs

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Heya, you can skip the beta (armaholic has been updated now) the current version (1.1) works properly. It is a small fast loading .pbo file and for me it runs smoothly in MP. The latest version does not have reinforcements, nore support. You will be rewarded though with support vehicles and armor. The visible map markers and patrol routes were just for testing purposes in the beta, they are gone from v.1.1.

I have tested the entire mission and it works like a charm on the server. No lag, besides from the active AI of course, scripted patrol works good and so does the respawn and healing script etc, etc.

The only thing I still need to get working is that after a respawn you have full amount of ammo again. You can save your gear layout, but you still have to rearm manually at an ammo box.

Have a go at the latest version :)

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No problems with d/l here mate, nice mission.

Glad hearing that, thanks :)

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No artillery, A10, revive or flagpole. :(

The respawn worked. How does unit cohesion work if dead ppl can't get back to the front line relatively quickly?

Vehicle respawn worked too - a little too well. Can you make it not respawn if there is blufor within x metres of the vehicle (500m)? Dunno if that is hard.

No visible errors on a dedicated server.

I'll try this with a squad next w/end and see how it goes - especially the reward system.

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Hi Cougs, Flagpole parajump becomes available after capturing the first town, before that you will have to manage with basic transport (1 minute drive to AO).

It indeed does not have artillery support nore air support (whats the fun in that?), You will have to kill the AI with your best buddy, your rifle and your rocket launcher :) ... And of course you will be rewarded with armored vehicles along the way. The more objectives you complete the more fire power you will have.

At some point I will create a revive version of this mission, but you have already a limited amount of self healing you can do in case you get seriously injured.

What do you mean with respawn working to well? Only the basic transport does respawn at the base if the vehicle is left abandoned or is destroyed. After 2 minutes a new vehicle is spawned at the base and the old one deleted.

In general I tried to make the mission a bit more challenging then the domination mission we all know. It is also just a bit inspired upon domination, I did not intend to make this mission direct copy of it. :)

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Thanks for that. I will be honest in a constructive way because I can see the amout of work put into this.

When I played Beta 2 I instantly loved it because it had artillery, mortars, A10 runs and all the big toys and I went AWESOME!!! Granted, it was overkill and I cleared the first AO on my own.

I played 1.1 and saw that stuff missing and went. Meh. More domination. Alt-F4. :( Sorry bro - I really want to like this and I'll play it with my buddies just to see how the mission progresses and the reward system works but having those toys made this mission fun. Put them on timers or reduce the effect or up the armour to compensate but you had a stand-out mission and made it ho-hum.

I'm not sure what the ammo crate and re-inforcements did in Beta 2 - I never got them to work properly (I didn't try to hard) but again - this makes your mission different from the rest.

With the vehicle respawn, I drove to the middle of nowhere, shot down two armour with my Jav, went back to the hummer so I could transit back to base and get more ammo but the hummer had gone. Respawning vehicles is great but it would be good to test if it were truely abandoned. That might be asking a bit much.

I'll try to play this mission right through with my mates and see if I change my mind on any of these comments. :)

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Thanks for that. I will be honest in a constructive way because I can see the amout of work put into this.

When I played Beta 2 I instantly loved it because it had artillery, mortars, A10 runs and all the big toys and I went AWESOME!!! Granted, it was overkill and I cleared the first AO on my own.

I played 1.1 and saw that stuff missing and went. Meh. More domination. Alt-F4. :( Sorry bro - I really want to like this and I'll play it with my buddies just to see how the mission progresses and the reward system works but having those toys made this mission fun. Put them on timers or reduce the effect or up the armour to compensate but you had a stand-out mission and made it ho-hum.

I'm not sure what the ammo crate and re-inforcements did in Beta 2 - I never got them to work properly (I didn't try to hard) but again - this makes your mission different from the rest.

With the vehicle respawn, I drove to the middle of nowhere, shot down two armour with my Jav, went back to the hummer so I could transit back to base and get more ammo but the hummer had gone. Respawning vehicles is great but it would be good to test if it were truely abandoned. That might be asking a bit much.

I'll try to play this mission right through with my mates and see if I change my mind on any of these comments. :)

Funny you said that. The thing I dislike from Domination is the artillery support which makes it to easy (and a bit lame), hence why I left that out of my mission :p I don't see the fun of wiping out entire groups of AI with arti strikes, it's no challenge.

I think if you play the mission with 6 guys or so you will probably like it a lot more and wont miss the arti support at all. Playing it on your own it will be very though to clear an AO. It took me almost an hour to clear the first AO on my own. With more people playing it it will be much easier and you will probably also not have to go back to base in between to rearm.

Yeah if you get out of the basic transport it will delete after 2 minutes and respawn at the base. I can tweak the timer with the next version and set it to 5 minutes or so. You will only need the transport vehicles for the first AO anyway, after that the parajump becomes available.

I am still going to release night version of this mission and a revive version (when I get that working properly), I might also add a version with artillery support then. Wont be playing that version myself though :)

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Valid points. I shall try it properly.

The arty (and the mortar) were very overpowered in your mission so I'd be happy to see that gone for good but a once-every-30-mins A10 run is totally awesome, looks good and adds that "joint forces" feel. Consider making that a reward or something like that.

Explain what the reinforcement did in beta 2 and why the removal of the ammo drop? For me its all about the perception of a wider force out there and I am just one part of a larger battle. :) I shall bite my tongue until I play 1.1 now. :D

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Yeah, in the previous versions I had a simple support module placed in the mission for testing purposes, to clear objectives fast.

Well I could maybe add a 1 time airstrike as a reward that then will be available to the group leaders. Don't think that will unbalance the mission :)

V1.1 still has a few issues issues I noticed, such as spawning to many rewards, but that will all be solved in the next version.

I am already suprised that I was able to create a relative complex mission, as I am learning the scripting just for a couple of months. :)

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We will test this thursday on the server few pages up but we will be adding in the ammo box filler :)

Weapon respawn is fine you need the ammo to spawn with them, you know what you had when you died so its not hard to get more bullets or rockets.

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We will test this thursday on the server few pages up but we will be adding in the ammo box filler :)

Weapon respawn is fine you need the ammo to spawn with them, you know what you had when you died so its not hard to get more bullets or rockets.

Cool, I see if I can drop by and join the fun :)

I have already added a ammo box filler at the respawn point (base) and also customized the weapons/ammo available in the box, I only still need to make a respawn work where you automatially have full ammo again, for the moment you have to rearm manually to fill up on ammo, It does save your gear though (ammo box action menu).

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Played two player tonight for about 3 hours. Sure, 2 players is not 16 but it was enough to taste the mission and I confess I like it. :)

Because there are only two of us it was hard work clearing the first AO as a death means that 60 second drive each time - no drama - don't change that. Once we had the parachute then we were in the action much faster - which is also good!!

Clearing the first AO took ages. We took out the arma early and easily with Javs and then the chopper came down. We got sniper rifles and picked off the rest but the last 3 peeps took forever to find. Not sure how you can fix that. They were hiding in corners and seemed 'inactive'. They didn't seem to be in groups and they had no patrol scripts active it seems. A team of 16 would find them quick enough.

We approached the secondary in a grenade launcher humvee - Mk 19 (?) and made a mess of those opfor. We got nailed by the SPG9 but a quick parachute in sorted him out. The support vehicles were awesome and just what we needed to repair that spg9 and equip for the next AO. :)

We took 4 javs to the 2nd AO (really 3rd 'assault' if you count the secondary mission) and took out the armour from a LONG way off. That drew all the bad guys out into the desert. We jumped back in the spg9 and took the town from the other direction almost unchallenged. :) It didn't turn green of course - which is good - but we could find some nice positions and wait for about 15 opfor to come back - which they did - and we died eventually. A quick parachute into their flanks and we captured that town quick enough and got the CROW hummer.

We called it quits after about 3 hours. Very stable - no bugs apart from those hiding opfor in the first AO.

What I like

- the drive in at the start then the parachute in later on

- the support vehicles as a reward

- no enemy respawns!!!!

- right balance of armour

- abundance of ammo!

What I didn't like

- respawning hummers. Once we got that spg9 technical we held on to that at all costs. We loaded everything including the kitchen sink and drove it everywhere because we knew it wouldn't respawn! Remember there were only two of us so we needed as much help as we could get.

- snipers were nailing us from a LONG!!! way away. Meh - war is hell eh.

- no A10!!! *CRY*

We got frustrated a bit getting wounded a lot in arms and legs and not being able to do much about it. We didn't have a medic so I don't know what capabillities the medic would have. We could bandage ourselves only sometimes. The number of bandages you spawn with seemed a bit random.

All up, there isn't much I would change and I have to get my clan to try this with 16 players. Good job Bootsy - this will be a regular mission for me. :)

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Hey thats nice to hear man, thanks for the detailed feedback.

Yeah the first AO is pretty though to clear with just a few guys, you do not want to get killed to much as you indeed will have to drive back to the action again and again hehe. I added it simply for the challenge of it, seemed fun. You now will have to fight for it to get the parajump option :) With more peple playing it you hopefully wont have to respawn as much.

At the first AO I have placed a couple of men with normal waypoint (guard mode), but is not working very well I hear. I will change or remove those men with the next update.

In general the AI is very skilled. Most of the AI has been set with 3/4 to full skill setting, so they are pretty accurate. Maybe the snipers are to nasty now because of it. At some of the AO's and secondaries they have been tactically placed in ambush mode (on hill sides for example) so you wont notice them till they nailed you lol. With a TWS scope however they are easily spotted.

In the mission there are two locations where you will receive support vehicles (including medical hummer). In theory with more people in the mission one can drive the medical support to the next AO so it will be easier to heal yourself. The self heal bandages I put in the mission should be available 3 times (in total) when you have 0.8 damage. I could tweak that of course. The medics only have the normal healing abilities, no mash atm. (I might add a revive version)

As extra rewards I will make airstrikes available to group leaders, not sure how many times yet. Don't want to make things to easy :)

Anyway, Im' glad to hear there are no serious flaws/bugs anymore and that the mission only needs a bit of tweaking here and there. I'll see if I have some time today to work on an update :)

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Played with 6 players and I have to say it was relatively easy. We got all the way to the southern airfield before it got late in the night.

There is an abundance of vehicles and ammo and the six of us would take a town and suffer maybe two or three casualties and my friends (not me) were pretty noob.

We got hit by a fast mover in the south. I'm not sure if that is planned but that is very very cool.

The only problem is - the first pass scared the poop out of us but then he kept circling the town in a tight circle and not really engaging. Is that something you can change? The fast mover really needs to fly out further, turn around and then re-engage the AO.

16 players would be crazy easy.

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Heya Cougs,

Atm to many reward vehicles spawn after completing an objective making the mission a bit unbalanced easy. It should spawn one vehicle, but it now spawns 1 + 1 for every player in the game. So if you play it with 6 people it spawns 7 vehicles lol. Not intended ofcourse. The coding seems to work different on a sever then in SP mode (did not knew that when I scripted it).

The opfor choppers and jets are on air patrol. They fly around between several towns and they patrol the roads in between towns. They all have the patrol script in them so I am not sure why one or more did not engage, will look into it.

I personally always use the advanced AI setting making them a bit more nasty, you could try that to make it a bit harder untill I have updated the mission :)

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