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Statics defenses are not called by init_unit.sqf by default. Do you setVehicleInit the defense from construction_stationarydefense.sqf as follows?

_arty_veh = getNumber(configFile >> "CfgVehicles" >> typeOf(_defense) >> "ARTY_IsArtyVehicle"); 
_arty_scan = getNumber(configFile >> "CfgVehicles" >> typeOf(_defense) >> "artilleryScanner"); 
if (_arty_veh == 1 || _arty_scan == 1) then { //--- Make sure that the defense is Artillery-compatible (A2 Vanilla/A2 OA) 
   //--- We initialize the defense (we make it JIP comptabile too) 
   _defense setVehicleInit format["[_this, %1] execVM 'Common\Init\Init_Defense.sqf'", _sideID]; 
   processInitCommands; 
};  

You shouldn't need to use init_unit.sqf for them (thought you still can). Make sure that _side is actually a side too and not a scalar:

diag_log format ["STATIC: Processing for side %1",_side];

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I'm calling GRADs/MLRS and stryker MCs from init_unit.sqf and static defenses from construction_stationarydefenses.sqf. Both of them point to the init_static.sqf (once its all working i plan on tidying things up so they make more sense IE rename init_static to something like init_arty). However right now im focusing on the grads/mlrs as im trying to take it one step a a time. If i get grads/mlrs working correctly then ill look at statics.

Just FYI my construction_stationary defenses.sqf looks like this at the moment:

_isVeh = getNumber(configFile >> "CfgVehicles" >> typeOf(_defense) >> "ARTY_IsArtyVehicle");
_isAC = getNumber(configFile >> "CfgVehicles" >> typeOf(_defense) >> "artilleryScanner");
if ((missionNamespace getVariable "WFBE_C_ARTILLERY_UI") > 0) then {
if (_isVeh == 1 || _isAC == 1) then {
	_defense setVehicleInit "[this] ExecVM 'Common\Common_InitArtillery.sqf'";
	processInitCommands;
	["INFORMATION", Format ["Construction_StationaryDefense.sqf: [%1] Artillery [%2] has been given the BIS ARTY UI interface.", str _side, _type]] Call WFBE_CO_FNC_LogContent;
};
};

if (_isVeh == 1 || _isAC == 1) then { // -- Cannon and Mortar Radar Tracking
_defense setVehicleInit "[this] ExecVM 'Common\init\Init_Static.sqf'";
processInitCommands;
};

As i said I'm not focusing on this part yet so it is still tracking friendly statics.

edit: looking through my posts i didn't really make myself very clear on the mlrs/grad/static thing. sorry about that!

Edited by Sari

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I'm calling GRADs/MLRS and stryker MCs from init_unit.sqf and static defenses from construction_stationarydefenses.sqf. Both of them point to the init_static.sqf (once its all working i plan on tidying things up so they make more sense IE rename init_static to something like init_arty). However right now im focusing on the grads/mlrs as im trying to take it one step a a time. If i get grads/mlrs working correctly then ill look at statics.

Just FYI my construction_stationary defenses.sqf looks like this at the moment:

_isVeh = getNumber(configFile >> "CfgVehicles" >> typeOf(_defense) >> "ARTY_IsArtyVehicle");
_isAC = getNumber(configFile >> "CfgVehicles" >> typeOf(_defense) >> "artilleryScanner");
if ((missionNamespace getVariable "WFBE_C_ARTILLERY_UI") > 0) then {
if (_isVeh == 1 || _isAC == 1) then {
	_defense setVehicleInit "[this] ExecVM 'Common\Common_InitArtillery.sqf'";
	processInitCommands;
	["INFORMATION", Format ["Construction_StationaryDefense.sqf: [%1] Artillery [%2] has been given the BIS ARTY UI interface.", str _side, _type]] Call WFBE_CO_FNC_LogContent;
};
};

if (_isVeh == 1 || _isAC == 1) then { // -- Cannon and Mortar Radar Tracking
_defense setVehicleInit "[this] ExecVM 'Common\init\Init_Static.sqf'";
processInitCommands;
};

As i said I'm not focusing on this part yet so it is still tracking friendly statics.

edit: looking through my posts i didn't really make myself very clear on the mlrs/grad/static thing. sorry about that!

Could you post on pastebin your complete init_unit.sqf and sum up the problem again? :P

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http://pastebin.com/kW13gxmp

My problem - I'm trying to implement an artillery radar that will track enemy artillery shells. So far I have successfully implemented the radar building itself, the tracking script and attached the script to friendly units. What I am stuck on is attaching the tracking script to enemy units (as for some reason, adding (sidejoined != side) is messing with the fired eventhandler). Basically I'm trying to get an identical system to the Anti air radar that tracks arty shells instead of aircraft.

If it helps, I've left a server running called "sari's test server" so you can see what I'm trying to achieve and where I'm stuck (pick a side, build an arty unit, fire it, check map, build an arty radar, fire unit a few more times, check map again, look at all the pretty dots :p)

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http://pastebin.com/kW13gxmp

My problem - I'm trying to implement an artillery radar that will track enemy artillery shells. So far I have successfully implemented the radar building itself, the tracking script and attached the script to friendly units. What I am stuck on is attaching the tracking script to enemy units (as for some reason, adding (sidejoined != side) is messing with the fired eventhandler). Basically I'm trying to get an identical system to the Anti air radar that tracks arty shells instead of aircraft.

If it helps, I've left a server running called "sari's test server" so you can see what I'm trying to achieve and where I'm stuck (pick a side, build an arty unit, fire it, check map, build an arty radar, fire unit a few more times, check map again, look at all the pretty dots :p)

Hmm, it's a bit w/o knowing some stuff. I invite you to add me either on steam or skype so we can sort it out :)

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Hmm, it's a bit w/o knowing some stuff. I invite you to add me either on steam or skype so we can sort it out :)

haha, very true. Like I said I'm in waaay over my head here (i didn't know a single thing about scripting 2 months ago...) but its so nearly there I would hate to have to scrap it all!

Thanks for the invite! I don't use skype so I sent you a PM regarding steam details :)

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Can we have options to change the colors back, they make no sense in there current form.

Edited by Baskerville

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2Benny.

Is it planned to add O_UGV_01_F , O_UGV_01_rcws_F , O_UAV_01_F , O_UAV_02_F , B_UGV_01_F , B_UGV_01_rcws_F , B_UAV_01_F , B_UAV_02_F , O_HMG_01_A_F , O_GMG_01_A_F ?

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Would it be possible to be able to add features buildings to a captured town that maximized it's output and strategic value i.e supply depot - increase the supply output of the town, vehicle ammo dump - rearm vehicles without charge? These features would be available to the other team if they happened to capture the town so you would have to be careful which towns you invested in.

See what you think of that.

Edited by Baskerville

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@ Benny

A3 BECTI 0.96 Loving it ......

FOB = brilliant, limited to 2 Fantastic, Commander acceptance Perfect !

Base area limits I saw in the constants aswell I think, thats Great.

Automated base defenses with a limit on amount Supercalifragalistic.

Works really well with no ai teams turned on.

Seems to be running smoother on the server aswell.

Have you thought about map markers restricted to if you have a Command center and range of map markers increased with an upgrade of the Control Center.

PS. the fatigue param doesn't work after a respawn.

---------- Post added at 11:40 PM ---------- Previous post was at 09:58 PM ----------

Anyone else noticed that resistance guns sometimes make no sounds except the bullet impacts ? In BeCTI ?

Edited by BL1P

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Anyone else noticed that resistance guns sometimes make no sounds except the bullet impacts ? In BeCTI ?

Yes and it's happened for me since alpha in other missions.

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Can we have options to change the colors back, they make no sense in there current form.

I'll add a param (NATO Coloration/Old school)

2Benny.

Is it planned to add O_UGV_01_F , O_UGV_01_rcws_F , O_UAV_01_F , O_UAV_02_F , B_UGV_01_F , B_UGV_01_rcws_F , B_UAV_01_F , B_UAV_02_F , O_HMG_01_A_F , O_GMG_01_A_F ?

I'll add those later on but they requires some special implementation.

Would it be possible to be able to add features buildings to a captured town that maximized it's output and strategic value i.e supply depot - increase the supply output of the town, vehicle ammo dump - rearm vehicles without charge? These features would be available to the other team if they happened to capture the town so you would have to be careful which towns you invested in.

See what you think of that.

Specialized towns could be done but they would require some special implementation (Factory? Service?)

@ Benny

A3 BECTI 0.96 Loving it ......

FOB = brilliant, limited to 2 Fantastic, Commander acceptance Perfect !

Base area limits I saw in the constants aswell I think, thats Great.

Automated base defenses with a limit on amount Supercalifragalistic.

Works really well with no ai teams turned on.

Seems to be running smoother on the server aswell.

Have you thought about map markers restricted to if you have a Command center and range of map markers increased with an upgrade of the Control Center.

PS. the fatigue param doesn't work after a respawn.

---------- Post added at 11:40 PM ---------- Previous post was at 09:58 PM ----------

Anyone else noticed that resistance guns sometimes make no sounds except the bullet impacts ? In BeCTI ?

Glad to see that you enjoy those features :), i'll improve them a little bit further later on.

About the map markers it's doable and may be fun to do, i'll add it.

I've fixed the Fatigue issue.

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Specialized towns could be done but they would require some special implementation (Factory? Service?)

Yeah basically the ability to specialise a town for building light vehicles or offer a rearm depot would be cool, I was thinking that any player could invest in a town as well not just the commander. It would almost shift the entire scope of having a "base" and therefore would place much more emphasis on towns rather than simply looking for the enemy teams base to end a round.

Probably to much a shift in scope to be honest but me and others have wondered about shifting off the whole "bases" thing.

Other than that the mission as it stands is great, the new GUI menu's and structure is nice to use. One other thing you might want to check is the UAV's with missiles on them, they are very cheap and can basically stop a armed assault consisting of six tanks.

There is also a very intermittent problem of the heavy factory getting "stuck" i.e the build list just sit's there and doesn't go away. I can't really offer any info on it because it seems to happen at random.

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@ Benny

bugs...

The upgrade levels for Equipment isn't working.

The mhq protection against idiots also acts as a nifty little heal MHQ trick.

Sugestion....

Add roaming resistance vehicle and Infantry patrols that retake towns tied to a param on how many patrols and types please... :)

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Is there any pre-release version available yet? ArmA is not ArmA for us unless your brilliant work of art is installed on our server, Benny. ;)

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EDIT: this is more than likely a bug i introduced my self when implementing a revive system so please ignore.

@Benny

Bug...

when we disconect and then rejoin the server after its been running for a while we can only get to the reviving mission intel... screen.

This is from the .rpt

2013/09/21, 18:30:37 "[CTI (INFORMATION)] [frameno:8.14968e+006 | ticktime:163252 | fps:49.3827] [FILE: Server\Functions\Server_OnPlayerDisconnected.sqf] Player [bL1P] [##############] has left the current session"
2013/09/21, 18:30:37 Client: Remote object 94:0 not found
2013/09/21, 18:30:45 "[CTI (INFORMATION)] [frameno:8.15007e+006 | ticktime:163260 | fps:49.5356] [FILE: Server\Functions\Server_TrashObject.sqf] An object of type [i_soldier_F] with seed [8.21649e+006] has been removed after [120] seconds"
2013/09/21, 18:30:45 "[CTI (INFORMATION)] [frameno:8.15007e+006 | ticktime:163260 | fps:50] [FILE: Server\Functions\Server_TrashObject.sqf] An object of type [i_soldier_F] with seed [8.21644e+006] has been removed after [120] seconds"
2013/09/21, 18:30:45 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/09/21, 18:30:54 "[CTI (INFORMATION)] [frameno:8.15053e+006 | ticktime:163269 | fps:49.5356] [FILE: Server\Functions\Server_TrashObject.sqf] Begining the trashing process of object [i_engineer_F] [R Alpha 2-3:3] with a delay of [120] with seed [8.22327e+006]."
2013/09/21, 18:30:58 "[CTI (INFORMATION)] [frameno:8.15072e+006 | ticktime:163273 | fps:50.3145] [FILE: Server\Functions\Server_OnPlayerConnected.sqf] Player [bL1P] [##############] has joined the current session"
2013/09/21, 18:30:58 "[CTI (INFORMATION)] [frameno:8.15075e+006 | ticktime:163274 | fps:49.6894] [FILE: Server\Functions\Server_OnPlayerConnected.sqf] Player [bL1P] [##############] information were updated. Joined side is [WEST], Teamswap? [false]"
2013/09/21, 18:31:00 "[CTI (INFORMATION)] [frameno:8.15082e+006 | ticktime:163275 | fps:49.6894] [FILE: Server\Functions\Server_TrashObject.sqf] An object of type [i_Soldier_SL_F] with seed [8.21719e+006] has been removed after [120] seconds"
2013/09/21, 18:31:15 "[CTI (INFORMATION)] [frameno:8.15157e+006 | ticktime:163290 | fps:50] [FILE: Server\Functions\Server_TrashObject.sqf] An object of type [i_soldier_F] with seed [8.21794e+006] has been removed after [120] seconds"
2013/09/21, 18:31:15 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

It seems like its not running the [FUNCTION: CTI_PVF_Request_Join] Player [bL1P] [##############] can join? -> [true].

Any ideas ?

Edited by BL1P

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erhm mission is great. but currently seems to be too many wasteland/dayz kids joining, is it possible that in any friendly fire, player gets 2-10min jail (everytime)? or all you who host public servers and normally no admins around make server kick, on any friendly fire. worst enemy atm is your own team :D

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erhm mission is great. but currently seems to be too many wasteland/dayz kids joining, is it possible that in any friendly fire, player gets 2-10min jail (everytime)? or all you who host public servers and normally no admins around make server kick, on any friendly fire. worst enemy atm is your own team :D

I would suggest not playing on servers that use 3rd or are on recruit mode.

Only play on servers that use 3rd off seems the noobs really like 3rd go figure !!!

Lots less noobs playing on no 3rd servers

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I would suggest not playing on servers that use 3rd or are on recruit mode.

Only play on servers that use 3rd off seems the noobs really like 3rd go figure !!!

Lots less noobs playing on no 3rd servers

3rd person vehicles is a must for me unfortunately. I'm not a noob I just cany fly. :D

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3rd person vehicles is a must for me unfortunately. I'm not a noob I just cany fly. :D

Im a noob and I cant fly :)

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Benny, been playing the latest BE (Arma 3) this weekend...here's a few glitches:

1. The reward system is completely bugged. A tank costs $3k to buy yet when I blow an enemy tank it rewards me with $6k. Same for every other vehicle, the reward is completely outrageous.

2. When I die I can spawn into my ai units (great idea!) except when I spawn into them I spawn with no ammo.

3. As commander, the last upgrade (the one that allows you to upgrade towns) it says its always maxed out and never works. I assume this is to have the ability to have AI spawn when enemy tries to capture the town?

This last part is not a glitch but a concern...

You're current system for how players get cash is not working very well as a gamemode. I often play matches (With decent players) and the match is turning into a shit show of attack helis. The biggest problem facing BENNY EDITION is how cash is rewarded to a player. Currently, you can capture towns all day and only make anywhere from $150-$300 per capture, this translates into LITTLE incentive to capture towns.

2nd problem is that the minute income is extremely low. As a commander, absorbing 70% (max) of the team income, and having captured 15 (out of 21) towns my income was around $600/min, this is way too low. Please raise the amount of cash a team gets from each town by at least 3X. The commander should be the one who hands cash to players, not players to the commander (due to the current system). Of course this will place much more importance to the commander, you must reinstate the voting system for the commander. A noob commander can be a nightmare for a team right now.

3rd problem, when capturing towns the reward for a town capture needs to dramatically increase as well. Small town capture = $2000, medium town capture = $4000, and large town capture = $6000 give players the INCENTIVE to want to capture towns.

4th, the reward system for killing vehicles needs to be 1/10 the value of that vehicle, not 50%...this is way to high...I think getting $300 for every tank, $400 for every trans heli, and $1200 for every attack heli sounds about right (10% of the value of the vehicle)....If the reward for killing the enemy too high (like it currently is) it translates into a heli pilot being able to kill 3-4 vehicles, get shot down, and buy another heli with little issue. I've seen it every single match on multiple servers and it really kills the game.

5th, please try to turn the game mode away from base destruction. It should be more of a side mission and not the primary goal. The primary goal needs to be the capturing of towns and/or military bases. A clear and simple objective needs to be in place, first team to capture X amount of towns wins. Create different parameters so you can modify how many towns are available to capture and how many must be captured to win, this way you can adjust to the amount of players on a server. Arma 3 has gorgeous towns and there is little fighting going on between players, which is sad to see. Every match I've played turns into a 4-7hour match mostly because one team can't find the others base. Its very easy to hide a base if you're a 1/2 decent commander. Almost every match this weekend had to be restarted because players on both sides were extremely frustrated.

Benny I'm a long time supporter and I know if you consider my suggestions the game mode will be MUCH more enjoyable.

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Benny, been playing the latest BE (Arma 3) this weekend...here's a few glitches:

1. The reward system is completely bugged. A tank costs $3k to buy yet when I blow an enemy tank it rewards me with $6k. Same for every other vehicle, the reward is completely outrageous

You are playing in US server who has tweaked the reward system. in other servers (russian , european servers) normally is 90 per car, 300 per tank, and 1000+ per attack shopper.

i joined today that server and made little over 100k in 40 min just by flying around and shooting everything. 6000+ per tank, 1000+ per any other stuff on ground 24000+ per attack shopper. and got accused for hacking :D

basically i cant rearm my armed orca every 3 minute.

3. As commander, the last upgrade (the one that allows you to upgrade towns) it says its always maxed out and never works. I assume this is to have the ability to have AI spawn when enemy tries to capture the town?

this is also working as it should be on other servers, so it must be something to do with moding the mission.

Edited by JonXu
typos and crap

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