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roy86

Patrol Operations 2

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Excellent work. I've added DAC spawns to various areas of the map (more patrols and such) and really enjoy the results.

I'd like to turn off or change the 'header' message (the one that shows up on the top of the player view in the top center area. I can't find it in any of the files (most likely missed it). I'm using the Patrol maps as a foundation for other missions (other set objectives with the random tasks popping up as on the go type missions) and I'd like to drop the header message.

One thing though; I think the 'class' restriction scripts cause a lot of server load. I pulled them off all the vehicles and found our server perked up quite a bit. Really those scripts are only needed if you are going to open your game to the public and have to class restrict people.

Also; excellent work on the base design, I've 'stolen' them for other maps as I think they are really well designed and thought out.

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I'd like to turn off or change the 'header' message (the one that shows up on the top of the player view in the top center area. I can't find it in any of the files (most likely missed it). I'm using the Patrol maps as a foundation for other missions (other set objectives with the random tasks popping up as on the go type missions) and I'd like to drop the header message.

One thing though; I think the 'class' restriction scripts cause a lot of server load. I pulled them off all the vehicles and found our server perked up quite a bit. Really those scripts are only needed if you are going to open your game to the public and have to class restrict people.

Hi 7th, Glad you enjoying it :)

Files your looking for are:

\mps\dialog\mps_titles.sqf line: 42, text ="[OCB] Patrol Ops 2";

\mps\func\mps_func_rank_hud.sqf line: 31, _text = "[OCB] Patrol Ops 2";

Keep an eye out for our Patrol Ops Tactical Series (coming soon) which is sequencial mission objectives building on each other (using the same foundation). I think it would be right up your ally.

Class restrictions, ejections and notifications are all handled on the client in an FSM script. The only thing that is on the vehicles is the variables setting if a client should check a players class type,check a players rank and the server side vehicle respawn script.

e.g. M1A1 Tank
this setVariable ["check_driver",true,true];
this setVariable ["check_rank",[1500,"Sergeant"],true];
veh = [this,300,1800] execVM "mps\vehicle_respawn.sqf";

I'll test around what could be happening here to see if there could be something causing the server to load. It could be the vehicle respawn or the variables being public.

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Hi 7th, Glad you enjoying it :)

Keep an eye out for our Patrol Ops Tactical Series (coming soon) which is sequencial mission objectives building on each other (using the same foundation). I think it would be right up your ally.

Sounds good. My guys and I like a challenge. I've added DAC zones to the maps making them feel more 'alive' with OPFOR. The ambient OPFOR don't seem to move around very much so I put in a few zones with patrols moving around and it really adds to mission.

I'll test around what could be happening here to see if there could be something causing the server to load. It could be the vehicle respawn or the variables being public.

I pulled the 'check' scripts off of our vehicles and does seem to make a difference.

Another thing that just seemed to start happening; when loading/joining the Patrol map on Chenerus our Battleye kicks us all every time off the server - you come back in and its fine. Very odd and annoying. I pulled the 'intro' sequence thinking it was the problem and it still happens.

Anyways - great work, we are going to be doing a mission on Sunday with Patrol Ops as a base with two objectives. Should be a blast - in our beta tests (with only 3 guys, settings maxed) we found it to be really tough and lots of patrols and random stuff happening (we did some of the POW missions and they were excellent).

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Hi!

I´ve been playing patrol ops 2 for a couple of days but gets annoyd by one thing.

I cant get the "Treat wounds" to show up in my app meny. ACE wounds works fine in other missions but in this its totally gone :confused:

Any idea what I´m doin wrong?

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Another thing that just seemed to start happening; when loading/joining the Patrol map on Chenerus our Battleye kicks us all every time off the server - you come back in and its fine. Very odd and annoying. I pulled the 'intro' sequence thinking it was the problem and it still happens.

Yep, I've put a safe guard in against the repetitive kicking, however the large amount of objects, their "SetPOS" commands in their init, all gets really taxing on the start-up for clients. I've been given an alternative solution to get around this issue and I’m going to implement it in the next version.

Hi!

I´ve been playing patrol ops 2 for a couple of days but gets annoyd by one thing.

I cant get the "Treat wounds" to show up in my app meny. ACE wounds works fine in other missions but in this its totally gone :confused:

Any idea what I´m doin wrong?

Hi Wonderman,

It definitely works as we've been playing it no problems. Double check your patrol version (2.02+). When loading the mission on a dedicated server, in the mission parameters, make sure you have ACE wounds set to "Yes". That’s all you need to get it running. When in game, make sure you have med kits, bandages etc.

Other checks are to limit all mods to just ACE + ACEX (updated to latest version). This will verify that ace is not being bugged by any other mod. If it is, let me know what mods you are running and I’ll try and work it out.

Cheers,

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I just found this mission yesterday. WOW this is exactly what we've been looking for! Been playing it since with my biddies pretty much constantly. Superb mission!

I've looked in the wiki but couldn't find what exactly the differences are between the different mission types such as domination, reconstruction, etc.

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Hi!

I´ve been playing patrol ops 2 for a couple of days but gets annoyd by one thing.

I cant get the "Treat wounds" to show up in my app meny. ACE wounds works fine in other missions but in this its totally gone :confused:

Any idea what I´m doin wrong?

Got this aswell, but as far as I could tell it was only those who had selected the first teamleader. (We where four playing, two of us tried that slot and when we did, we couldnt use ace wounds). Wounds worked fine for the rest of the squad and we could still heal the teamleader.

We only tried the USA takistan S version. Cant remember the complete name. Newest version ofcourse.

@Arma2 CO.

@Newest ACE build and everything that follows ace.

....AND....

We liked the mission alot.. Good job :yay:

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I just found this mission yesterday. WOW this is exactly what we've been looking for! Been playing it since with my biddies pretty much constantly. Superb mission!

I've looked in the wiki but couldn't find what exactly the differences are between the different mission types such as domination, reconstruction, etc.

Hi Juggernaut, Glad you like it mate.

I've added a new section to the wiki to explain all the mission types and the selection options. i hope that helps.

Patrol Ops Wiki

Got this aswell, but as far as I could tell it was only those who had selected the first teamleader. (We where four playing, two of us tried that slot and when we did, we couldnt use ace wounds). Wounds worked fine for the rest of the squad and we could still heal the teamleader.

We only tried the USA takistan S version. Cant remember the complete name. Newest version ofcourse.

@Arma2 CO.

@Newest ACE build and everything that follows ace.

....AND....

We liked the mission alot.. Good job :yay:

Thanks for the feedback. I like that last part :p.

I've checked out the wounds issue but cannot replicate. It could be that in the mission editor one TL is a "PLAYER" and all other units are "Playable".

I'm going to redo the units from fresh for the next release based on other feedback i've recieved and I'll give you a heads up before its release to see if the rework has fixed the issue.

Cheers

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Wait a minute. I forgot that I was running JSRS sound mod as well.

I dont believe this could influence anything though, as I have never encountered this before in any other ace wounds missions.

I might remember this wrong, or mix another mission in this patch of memory I found somewhere in my brain - but wasnt there some kind of healing thing in the action menu?

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Great job on this, great fun...

Can you tell me how you have allowed more than 2 ACE medical supplies to be carried in the special ACE medi slots? Last night we we're able to take 4 of each rather than the normal 2. This would be very handy for other missions, and i was curious to how you have done it.

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For some reason the ammo box is extremely limited. I have assault rifles and an AT4, that's it. I have ranking disabled and it says the gear is unrestricted. Yet I still cannot access LMGs, powerful AT weaponry, or many marksman rifles.

What am I doing wrong?

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Great job on this, great fun...

Can you tell me how you have allowed more than 2 ACE medical supplies to be carried in the special ACE medi slots? Last night we we're able to take 4 of each rather than the normal 2. This would be very handy for other missions, and i was curious to how you have done it.

Hey Shadow, in mps/func/mps_func_detect_ace.sqf

ACE_IFAK_Capacity = 4;
publicVariable "ACE_IFAK_Capacity";

For some reason the ammo box is extremely limited. I have assault rifles and an AT4, that's it. I have ranking disabled and it says the gear is unrestricted. Yet I still cannot access LMGs, powerful AT weaponry, or many marksman rifles.

What am I doing wrong?

Hey JuggernautOfWar.

Doing absolutely nothing wrong. Gear Restriction refers to what gear is available at what rank. When off, the player has all access to the gear their class is capable of operating instead of unlocking it by increasing rank.

Class restriction of gear is always on. e.g. snipers can get sniper rifles, AT can get Javelins etc. This supports a more tactical teamwork approach so that not eveyone just grabs a sniper rifle and goes and camps an AO until the enemy are all dead. The ammunition for all weapons is available to all players to allow others to carry surplus gear for special classes.

Cheers,

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Hey JuggernautOfWar.

Doing absolutely nothing wrong. Gear Restriction refers to what gear is available at what rank. When off, the player has all access to the gear their class is capable of operating instead of unlocking it by increasing rank.

Class restriction of gear is always on. e.g. snipers can get sniper rifles, AT can get Javelins etc. This supports a more tactical teamwork approach so that not eveyone just grabs a sniper rifle and goes and camps an AO until the enemy are all dead. The ammunition for all weapons is available to all players to allow others to carry surplus gear for special classes.

Cheers,

Oh okay that makes sense. I think it's a little misleading as there is a "class restriction" parameter. When set to off shouldn't what you described be disabled?

So from what you said (correct me if I'm wrong) if I'm a team leader I'll get generic assault rifles, whereas if I'm an AT specialist I'll get Javelins or a Automatic Rifleman I'll get LMGs. Right?

UPDATE: I can't seem to find the AT class in the mission. There's a Heavy Gunner, but that's about it.

Edited by JuggernautOfWar

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Oh okay that makes sense. I think it's a little misleading as there is a "class restriction" parameter. When set to off shouldn't what you described be disabled?

So from what you said (correct me if I'm wrong) if I'm a team leader I'll get generic assault rifles, whereas if I'm an AT specialist I'll get Javelins or a Automatic Rifleman I'll get LMGs. Right?

UPDATE: I can't seem to find the AT class in the mission. There's a Heavy Gunner, but that's about it.

Hey Juggernaut

Correct, although i'll look at making that a bit clearer.

For USA factions, there was no "AT" Delta Force so the Delta Force with M14 was used. This will be updated in the next version.

Cheers,

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Ummm I have latest 1.60 RC latest ACE and I have a mission to go to falor and destroy depot I have a supply trucks spotted marker in falor but I have looked all over the place and see no enemys nor supply truckes?.

P.S

Is this mission best played on a dedicated server?

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Arma 2 OA and Arma 2 are the best CPU games ever :P

---------- Post added at 04:06 PM ---------- Previous post was at 03:49 PM ----------

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Ummm I have latest 1.60 RC latest ACE and I have a mission to go to falor and destroy depot I have a supply trucks spotted marker in falor but I have looked all over the place and see no enemys nor supply truckes?.

P.S

Is this mission best played on a dedicated server?

Hey stk,

The supply depot is "near" the town, not so much in the town. Look around within 1km radius. and you'll spot it in a flat area somewhere.

Mission was designed for dedicated but works fine running on clients.

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Ohh nice I like the way it could be with in 1km thats a large area but all so encourages searching like it should do.

Thanks

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Hi ,

is there any chance for a Invasion 44 Version

of this exelent Gamemode ?

Greetings

Rygar

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Hi ,

is there any chance for a Invasion 44 Version

of this exelent Gamemode ?

Greetings

Rygar

Of course, I'll upload a version for i44 Allied Vs Axis with v2.03 to be released in for Christmas.

And/or for UNS. :)

Unsung is on the list as well :) will get one out asap.

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I44 Awesome!

I just created a PRACS Version, if you would consider doing an official one that would be even better I am sure. It was a little tricky trying to figure out the whole "Resistance" vs "Guer" thing but it works now.

I am experimenting integrating MSO, for Ambient Air Traffic and other MSO features, still working out some conflicts.

Thanks for doing I44 that's Awesome! Really liking this format! ;)

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Have a slight problem:

radio chatter with AIs comes in incomplete chunks.

Looks like it's a feature actually, but it'll be nice to have an ability to turn it back to default :)

Have looked all over the code & couldn't find the proper directive.

Please point to the right direction.

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Great mission format.

Played it last night on a dedicated with some m8s and was a blast

Great work

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