dondaddah 10 Posted November 6, 2011 I think the AI recruiting TENT on Chenarus is broken. If AI spawns inside they can't seem to get out. If they venture inside after spawning they can't get out. I'm enjoying the mission anyway with the few that make it. Thanks again for your contribution to the community ps: Just a thought: Can the recruiting script you use be attached to an object other than the Tent? /W Share this post Link to post Share on other sites
Blackfox34 14 Posted November 6, 2011 Playing the one on Takistan and liking it a lot! Good work. Keep it up. I'm trying to switch a few things so I could make a version for my unit. I looked for the guide on devheaven but could not find it. Share this post Link to post Share on other sites
roy86 367 Posted November 6, 2011 (edited) I've tried a mission with only one player joined, but my server fps were about minimal barrier of 15-18. Hey 1nsider, Alot of the ambient stuff might be a bit taxing on the server. Try switching off civs and insurgents to improve fps. I will look at tweaking the code to reduce the load on the server and consolidate some of the processes. can't take another radio, because there's only one in the box (acre param disabled).- sometimes we need to restart the mission, because we don't get a task. - ACE WOUNDS isn't working (no option to examine/heal others). Hey Noricum, make sure if you use ACRE, turn on the ACRE radios in params. I'll make an addition in the next release or 2 to auto detect acre and add the radios in the box automatically. For the tasks, which mission type did you select? I'll look into ACE wounds. It should declare the parameter if it is set it as "ON" in the mission params. I think the AI recruiting TENT on Chenarus is broken.If AI spawns inside they can't seem to get out. If they venture inside after spawning they can't get out. Can the recruiting script you use be attached to an object other than the Tent? Hey, yeah that barracks has been a headache. The code to spawn the units can be attached to any object. I'll find a different object to spawn them from at the same location. I'm trying to switch a few things so I could make a version for my unit. I looked for the guide on devheaven but could not find it. Hey Blackfox. Glad you like it mate, the documentation will be available once i'm comfortable all current features and missions are reasonably stable. At the moment alot of tweaking and changes are happening based on the feedback from the community. Once stable, i'm happy for people to modify and port Patrol to different maps and mods. Edited November 6, 2011 by roy86 spelling Share this post Link to post Share on other sites
nobrainer 0 Posted November 7, 2011 Hi Could you please test you're missions on a dedicated server and take a look at the RPT file afterwards? Some of these missions stops my A2CO server, but can't seems to find the answer to exactly whats killing my server. We run a lot of addons and maybe it's something wrong with one of them. Share this post Link to post Share on other sites
roy86 367 Posted November 7, 2011 (edited) HiCould you please test you're missions on a dedicated server and take a look at the RPT file afterwards? Some of these missions stops my A2CO server, but can't seems to find the answer to exactly whats killing my server. We run a lot of addons and maybe it's something wrong with one of them. Hey nobrainer, all tasks in patrol have been tested, many times, on ocb dedicated servers with no crashes. Tested in vanilla and with mods: Full ACE Package, ASR_AI, AAW, ACRE Double check you haven't corrupted the pbo file when loading it on your server, check lastest patches are applied and try with no addons. If you are running Ace and someone tries to connect without it, this can crash the server as we have found out a few times. If its a mod causing it, let me know and I'll find a work around in the code. Edited November 7, 2011 by roy86 Spelling Share this post Link to post Share on other sites
dondaddah 10 Posted November 8, 2011 Hey, yeah that barracks has been a headache. The code to spawn the units can be attached to any object. I'll find a different object to spawn them from at the same location. Remember not to make it too close to the Tent. That tent is like "a roach motel", when the AI checks in, they never check out. LOL! Thanks again for all your efforts. Share this post Link to post Share on other sites
mugaben 10 Posted November 8, 2011 Sounds really interesting! Is it possible to change so that the playing side are opfor, and the enemy is (GUE)rilla? If so, how? Ive tried a bit of different things but I never managed to get it working completely. Share this post Link to post Share on other sites
roy86 367 Posted November 9, 2011 Sounds really interesting! Is it possible to change so that the playing side are opfor, and the enemy is (GUE)rilla? If so, how? Ive tried a bit of different things but I never managed to get it working completely. As the documentation isn't ready, here is the untested way to do this. To change, you'll see there are markers on the map as the following: respawn_x respawn_mhq_x return_point_x ammobox_x where x is the players side. modify those markers to the players side and ensure that you also have a respawn_y for the opposing side. Then open file: mps\init_mps.sqf and modify the SIDE_A and SIDE_B to represent the player side and opposing side respectively. To get the sides faction name, use the file: mps\config\config_side_b_units.sqf to fill in the one you want. eg: SIDE_A = [east,"BIS_TK"]; SIDE_B = [resistance,"BIS_TK_GUE"]; All thats left is just to code check the tasks for certain class names that are not configured yet for correct unit types and away you go. Share this post Link to post Share on other sites
virtualvikingx 19 Posted November 10, 2011 Great mission! Anyone having this problem when playing Patrol Ops: http://forums.bistudio.com/showthread.php?t=127229 Share this post Link to post Share on other sites
roy86 367 Posted November 11, 2011 Great mission! Anyone having this problem when playing Patrol Ops:http://forums.bistudio.com/showthread.php?t=127229 I think i have found a solution to that, which i will build into the mission. basically delaying until the client has fully entered the game before executing most of the scripts. will be in the next release. Share this post Link to post Share on other sites
gnarly_rider 0 Posted November 13, 2011 (edited) Nice work 86, been waiting for this; we enjoyed v1. A couple of quick issues we've found: - Loading containers onto MTVR truck blocks first person view, which sucks if you haven't enabled 3rd person view... - POW rescue task, task description says "an officer being held in %1"; map marker works (Garmund) - ACE WOUNDS isn't working (no option to examine/heal others). Confirmed this, I hacked it by dropping the various ACE wounding modules in, but obviosuly still get all sorts of spurious vanilla healing options on the action menu. Edited November 14, 2011 by gnarly_rider Share this post Link to post Share on other sites
roy86 367 Posted November 15, 2011 Nice work 86, been waiting for this; we enjoyed v1.A couple of quick issues we've found: - Loading containers onto MTVR truck blocks first person view, which sucks if you haven't enabled 3rd person view... - POW rescue task, task description says "an officer being held in %1"; map marker works (Garmund) Confirmed this, I hacked it by dropping the various ACE wounding modules in, but obviosuly still get all sorts of spurious vanilla healing options on the action menu. Cheers Gnarly, thanks for the feedback. I'll tweak the container "attachTo" offset to set it back a bit further and update the POW mission. Got a fix for ace wounds in place, just testing to make sure it is all good before releasing 2.02. Share this post Link to post Share on other sites
roy86 367 Posted November 22, 2011 PATROL OPS UPDATED TO 2.02 Patrol Ops 2 Files Including AAW Versions with Units and Vehicles Chernarus and Takistan Changes Bug #26155: Death sequence not triggering on being killed Bug #26156: Pack tower action cannot find file path Bug #26211: ACE wounds not active Bug #26214: Units recruited at barracks can sometimes get stuck inside Bug #26359: POW rescue task, task description says "an officer being held in %1" Bug #26360: Loading containers onto MTVR truck blocks first person view Bug #26362: BattleEye Client Disconnection on "Recieving" Screen Bug #26363: AIS marker SQF Error Bug #26377: mission RTF_container not working in chernarus version Feature #25933: add ability to question civillians for intel on current mission Feature #26213: Auto Detect ACRE to add radios to weapons box Feature #26364: Add RCO / ACOG sighted weapons to "Soldier" Class Feature #26389: Update Mission Versions Feature #26391: Ability to apply First Aid to Self between certain thresholds Support #26160: incomplete/wrong string table entries Support #26216: Missions are too easy. Make them harder. Support #26217: Ambient Air Patrols Overpowered Support #26276: Lean base layout to reduce initial load on mission startup Support #26361: Review Config Files to reduce complexity Support #26378: Added Additional Backpacks Support #26379: Updated/Added Recruitable unit types Hope you enjoy, Share this post Link to post Share on other sites
vengeance1 50 Posted November 22, 2011 Nice Job Roy86, this is a great mission, looking forward to editing for I44. Thanks! Share this post Link to post Share on other sites
sgtgunner 10 Posted November 22, 2011 PATROL OPS UPDATED TO 2.02 Patrol Ops 2 Files Including AAW Versions with Units and Vehicles Chernarus and Takistan Hope you enjoy, Thanks Roy86. I am going to have fun adapting these missions to other maps. :) Share this post Link to post Share on other sites
roy86 367 Posted November 23, 2011 (edited) Nice Job Roy86, this is a great mission, looking forward to editing for I44. Thanks! Cheers Vengeance, Glad your having fun with it. I'm setting up downloadable content packs, which are like "patches" for mission makers that includes all the nessessary configs for the following content mods: I44 Hexagon / Operation FrenchPoint BRDM-2 by hcpookie PRACS Unsung AAW Duala Lingor R3F Weapons This should help modders/mission makers to add their own vehicles into their version of patrol ops. Also Documentation on how to modify/port Patrol Ops will be released bit by bit in the coming days. Recommend keep an eye on the Wiki as i will be updating the pages bit by bit. Patrol Ops WIKI If there are any requests for additional mods other than the above list, just PM me with the needed object class names and i will try to add configs to the next content pack. Edited November 23, 2011 by roy86 spelling Share this post Link to post Share on other sites
vengeance1 50 Posted November 23, 2011 Great, got the Wiki in my favorites and will keep up on it. For now I am busy laying out the base with i44 but looking forward to the patch. Thanks for all your hard work nicely put together! Share this post Link to post Share on other sites
stk2008 14 Posted November 23, 2011 Wow I will try this tonight thanks. Thanks for making it ACE2 compatible to :) Share this post Link to post Share on other sites
stk2008 14 Posted November 24, 2011 (edited) Just a quick Q. I am running ACE2 and all so the latest BETA. When I go to ammo crate I dont see that many weapons at all. I cant see any sniper rifles I have ranking off so I should not have to rank up before I get them weapons available. Thanks NM its restricted by class which makes sense. Thanks EDIT Does this support persistent dedi servers to? Edited November 24, 2011 by stk2008 Share this post Link to post Share on other sites
dondaddah 10 Posted November 24, 2011 Reporting back to say, THANKS! for including ALL the fixes i had ask for, and some! I appreciate you. ps: i still had the ammo box problem so i ended up placing my own ammo boxes, and changing the units from FR to regular Woodland Marines, but what does this mean: ... its restricted by class which makes sense. Thanx again for your work! Share this post Link to post Share on other sites
stk2008 14 Posted November 24, 2011 Means snipers will only see sniper rifles in the crate means heavy gunners will only see heavy machine guns etc I assume?. Share this post Link to post Share on other sites
dondaddah 10 Posted November 24, 2011 Means snipers will only see sniper rifles in the cratemeans heavy gunners will only see heavy machine guns etc I assume?. OIC Thanx! Share this post Link to post Share on other sites
roy86 367 Posted November 24, 2011 (edited) Does this support persistent dedi servers to? Yep, Class restrictions for weapons is alway on. Not every soldier is a sniper :p Persistent Dedicated Mode will work fine. Most missions are not limited by time. Only 2 are. A task will usually keep running until it is completed by human players. Recommend running a large mission count if you want to do this. Means snipers will only see sniper rifles in the cratemeans heavy gunners will only see heavy machine guns etc I assume?. Spot On :) also AT will see heavier AT weapons such as MAAWs,SMAW and JAVs. The config files in "config_units.sqf" specify the class type for each unit_type. Class_ID is used to restrict player gear and hostile unit spawn types: aa = Anti Air at = Anti Tank cr = Crewman mg = Machine Gunner / Automatic Rifleman na = Default such as Medic or other pi = Pilot sn = Sniper so = Soldier //Gives access to "Soldier" weapons (better than "na") tl = leader e.g. ["BIS_US","so","US_Soldier_GL_EP1"], ["BIS_US","mg","US_Soldier_MG_EP1"], ["BIS_US","at","US_Soldier_AT_EP1"], ["BIS_US","sn","US_Soldier_Marksman_EP1"] I've catered for every BIS unit in A2, OA, BAF and PMC with more "expansion packs" on the way to add in the configs for mods posted earlier. ---------- Post added at 22:17 ---------- Previous post was at 22:04 ---------- Reporting back to say, THANKS!for including ALL the fixes i had ask for, and some! I appreciate you. ps: i still had the ammo box problem so i ended up placing my own ammo boxes, and changing the units from FR to regular Woodland Marines, but what does this mean: Thanx again for your work! Appreciate the feedback. Glad your liking it and any feedback is taken seriously to improve this mission. I'm looking at revising the ammobox system. ATM the box and ammo are local to the clients completely. I'm looking at a better way of handling the boxes. Edited November 24, 2011 by roy86 Share this post Link to post Share on other sites
stk2008 14 Posted November 24, 2011 Nice. Thanks for replying I hope to get a few of me mates together and give this a proper work out soon :) Share this post Link to post Share on other sites
sgtgunner 10 Posted November 25, 2011 Cheers Vengeance, Glad your having fun with it.I'm setting up downloadable content packs, which are like "patches" for mission makers that includes all the nessessary configs for the following content mods: I44 Hexagon / Operation FrenchPoint BRDM-2 by hcpookie PRACS Unsung AAW Duala Lingor R3F Weapons This should help modders/mission makers to add their own vehicles into their version of patrol ops. Also Documentation on how to modify/port Patrol Ops will be released bit by bit in the coming days. Recommend keep an eye on the Wiki as i will be updating the pages bit by bit. Patrol Ops WIKI If there are any requests for additional mods other than the above list, just PM me with the needed object class names and i will try to add configs to the next content pack. Very cool indeed! I was actually looking into how modulize it as well. So, I will look at the addon pack and go from there. I am very interested if I can modulize the mission tasks as well. Thanks again for a great way to do all aspects as scripts as it cuts down the amount of mods. Cheers, MSGTGunner Share this post Link to post Share on other sites