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roy86

Patrol Operations 2

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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

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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.

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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 by roy86
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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.

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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.

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 by roy86
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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.

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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.

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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.

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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.

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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 by gnarly_rider

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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.

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patrolheader.png

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,

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patrolheader.png

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. :)

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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 by roy86
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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!

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Wow I will try this tonight thanks.

Thanks for making it ACE2 compatible to :)

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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 by stk2008

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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!

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Means snipers will only see sniper rifles in the crate

means heavy gunners will only see heavy machine guns etc I assume?.

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Means snipers will only see sniper rifles in the crate

means heavy gunners will only see heavy machine guns etc I assume?.

OIC

Thanx!

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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 crate

means 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 by roy86

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Nice.

Thanks for replying I hope to get a few of me mates together and give this a proper work out soon :)

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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

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