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l etranger

VTS 4.0 - Live Multiplayer Mission Creating Tool for A3

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Koj,

I'll have a look at this in a bit for you.

L etranger was moving areas of the world and had his stuff in transport. He'll be answering ASAP I'm sure.

Regarding your idea for a VTS setup repository thread, that's a good idea. Especially for building fancy bases etc onthefly. I use VTS almost every day as it is so versatile. I can quickly assess new DEV builds and AI mods with ease using it.

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Ok, so our simple mission for tonight :

Map : Altis

Players : -/+ 10

Description : Airborne insertion (3000m) on a point of your choice North Eastof the civilian. You must find him as he is a shop to fully equip yourself.

You must find documents (fictionnal, roleplay it) kept at the base on 099194. You must then steal the two helos and reach FAROS for extraction.

Rain : 0 to 3 on connection, then 7 at insertion (it should rain around the time you get to the base).

Time : Players' choice

[[1,[9.79544e+007,1e+008,1e+008,1e+008],[],[],[],[]],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,50,[9912.26,19424.1,0],[0,0,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,50,[9947.61,19360.4,0],[0,0,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,50,[9755.6,19439.4,0],[0,0,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,175,[9854.1,19405.8,0],[0,0,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,250,[9844.9,19408.4,0],[0,0,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,500,[9851.68,19396.7,0],[0,0,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,500,[9855.66,19411.6,0],[0,0,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","UPS.sqf",0.2,"NO CHANGE",0,75,[9759.5,19441.7,0],[0,0,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","UPS.sqf",0.2,"NO CHANGE",0,75,[9932.23,19387,0],[0,0,0],"",""],
[0,true,"WEST","BLU_F","Empty","B_Heli_Light_01_F",9,"SAFE","LIMITED","",0.2,"NO CHANGE",0,75,[9900.1,19423,0.240204],[9900.1,19423,0.24028],"",""],
[0,true,"WEST","BLU_F","Empty","B_Heli_Light_01_F",9,"SAFE","LIMITED","",0.2,"NO CHANGE",0,75,[9915.54,19422.7,0.230789],[9915.54,19422.7,0.229034],"",""],
[0,true,"CIVILIAN","CIV_F","Man","C_man_1_1_F",1,"SAFE","LIMITED","",0.2,"NO CHANGE",360,75,[8258.62,19423.8,0],[8258.62,19423.8,0],"","[vts_this,WEST] call vts_isShop"],
[0,true,"CIVILIAN","CIV_F","Man","C_man_1_1_F",1,"SAFE","LIMITED","",0.2,"NO CHANGE",360,75,[8227.3,19021.4,0],[8227.3,19021.4,0],"","[vts_this,WEST] call vts_isShop"],
[0,true,"CIVILIAN","CIV_F","Man","C_man_1_1_F",1,"SAFE","LIMITED","",0.2,"NO CHANGE",0,75,[8322.46,19742.3,0],[8322.46,19742.3,0],"","[vts_this,WEST] call vts_isShop"],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[8005.82,20460.1,0],[7600.67,19271.3,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[7643.32,19367.2,0],[8970.74,18924.8,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[8832.13,18967.4,0],[9406.39,20301.4,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[9390.67,20301.2,0],[7910.57,20509.9,0],"",""],
[0,false,"EAST","OPF_F","Land","O_Truck_02_covered_F",6,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[9694.49,22268.5,0],[9198.83,15911.5,0],"",""],
[0,false,"EAST","OPF_F","Land","O_MRAP_02_F",2,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[5805.41,20095.7,0],[12872,19590.9,0],"",""],
[0,false,"EAST","OPF_F","Land","O_MRAP_02_F",2,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[9961.38,21199,0],[8958.57,17022.8,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,800,[9841.08,19400.4,0],[8958.57,17022.8,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,1200,[9862.77,19387.7,0],[8958.57,17022.8,0],"",""]]

Once the assault on the base is on, you can add these reinforcements for OPFOR

[[1,[9.79544e+007,1e+008,1e+008,1e+008],[],[],[],[]],
[0,false,"EAST","OPF_F","Group","OIA_InfTeam",14,"AWARE","FULL","Gotopoint.sqf",0.2,"NO CHANGE",0,1200,[10139.8,19195.6,0],[9758.77,19437.4,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfTeam",14,"AWARE","FULL","Gotopoint.sqf",0.2,"NO CHANGE",0,1200,[10209.7,19326.6,0],[9899.1,19405.9,0],"",""]]

Simple but nice sightseeing.

Edited by Koj

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[[1,[1e+008,1e+008,1e+008,1e+008],[],[],[],[]],
[0,false,"WEST","BLU_F","Group","BUS_InfSquad",4,"AWARE","NORMAL","patrolbuildings.sqf",0.3,"NO CHANGE",0,175,[16974.7,12830.2,0],[16808.5,12696.5,0],"",""],
[0,false,"EAST","OPF_F","Group","OIA_InfSquad",12,"AWARE","NORMAL","patrolbuildings.sqf",0.3,"NO CHANGE",0,175,[16781.3,12573.9,0],[16814.9,12730.1,0],"",""],
[0,false,"RESISTANCE","IND_F","Group","HAF_InfSquad",4,"AWARE","NORMAL","patrolbuildings.sqf",0.3,"NO CHANGE",0,175,[16639.7,12744,0],[16849.6,12718.7,0],"",""]]

Just tried the code out and it seems fine (on a local host) with no desync. I would need my dedi up and running to try it out there. I did notice that the GREEN army got stuck in the 2 buildings closest to them. It looked like a walking glitch (as if they were walking but then froze in time!) Wierd !

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Try to fill destroyed building with AI, my guess it could be your issue.

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Nope the buildings were absolutely fine.

Any word on the bugs I found ^^ ?

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Try to fill destroyed building with AI, my guess it could be your issue.

Ok we will try but fill doesn't create the desynch, it s seem that only patrol building does.

Another bug we have since few patchs on the beta. Sometime a player have infinity watchs in his inventory. All his equipement dispear and is remplace by watch. If he drop his bag and taking back, the bug continu. If he try to drop his 350 watch, the watch come back immediately.

The information in the computer on the unit or group we can spawn disapear since the beta (the small panel on the right where we see what weapon they have or what is the composition of the group).

It s work on an unit who are already on the map but not on unit/group you are about to add.

Other vts users have theses bugs too ?

We have some addon stop working when we change class too (the weapon reset with TMR, TAW View Distance Script, VanZant's Extended Grenade & Throwable Items (EGTI), etc ...).

@Kremator: what error do you have with empty civ car ?

On the last DEV; when we spawn a empty MH6, if a player try to enter it, it explode but i think it s come form the dev because it was working fine 2 week ago on the beta stable.

Edited by slayertom

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Error in expression <&& "CIV_F"!="object") then

{

_atest=CIV_F_Group select 0;

if (isnil "_ates>

Error position: <CIV_F_Group select 0;

if (isnil "_ates>

Error Undefined variable in expression: civ_f_group

This is running DEV version, no mods at all (shock horror for me!), just selecting Civilian from side select.

Also noticed that helo pilots that are VTS_transport are really picky about where they land ... could we FORCE them to land exactly where we place the pickup point ?

Edited by Kremator

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L etranger,

Thanks for all the effort of bring VTS over to A3 we have been big fans of VTS for a long time at TFB

One function that I would like to see if possible is easier implementation of AI units moving in vehicles.

If I spawn in a group of say Mech infantry and give them a go to point command, they always walk alongside the vehicles. No matter how far it is.

Would it be possible to say implement a get in function if the waypoint is say more than 1000m away then transport unload as they get within 300m. Or something along those lines ?

Would make these combined units much easier to handle.

BTW the Headless Client function in VTS has enabled us to run some huge battles nice job !

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Ok we will try but fill doesn't create the desynch, it s seem that only patrol building does.

It seems if you disable the IA micromanagment from VTS, you will not have any problems any more. Patrol Building works perfectly with that tip.

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L etranger,

Ref Headless Client - It took me a look inside VTS to work this one out, but we have had some vary varied results with HC enabled and not.

It was only when I looked at the spawn code I realized the HC only handles Groups. So a word to the wise for everyone on that.

So if I fill a town with enemy placed inside buildings (great addition btw) - then I presume they are individuals and that is why we have been getting poor occasional low server FPS ?

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L etranger,

Ref Headless Client - It took me a look inside VTS to work this one out, but we have had some vary varied results with HC enabled and not.

It was only when I looked at the spawn code I realized the HC only handles Groups. So a word to the wise for everyone on that.

So if I fill a town with enemy placed inside buildings (great addition btw) - then I presume they are individuals and that is why we have been getting poor occasional low server FPS ?

That is correct, spawned units with specials functions are mainly handled by the server and not the HC (Allowing sharing charge too). Low FPS could be caused by collision issue or AI overflow.

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Thanks,

Now all we need is forceheadlessclient=1 to work in Dev Beta and we can stop the Damn HC from stealing the Games Master Slot :)

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Thanks Krem, I fixed the bad var creation on side not having group.

I'm still trying to get the crb_house issue (seems to be a position not get correctly hence creating a wrong var)

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Have you thought about putting VTS onto the Steam Workshop? Rolling out fixes would be very easy then.

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Oh I have also noticed that any group placed will ALWAYS start off north then will move around to the direction you want. Is there anyway that they can place properly in the direction you set, or is this hardcoded?

And one final thing ... could there be a button that immediately locks the vehicles you spawn? Tanks/APCs etc lose their crew too quickly on damage.

Cheers mate!

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Firstly I want to thank L etranger for porting this over to Arma 3. I have been playing around with VTS since it was first released on Arma 2 and it was by far my most played mission.

However I am having a problem with VTS since moving over to the Arma 3 dev branch. I would host a MP server but unfortunately Arma will crash around 15-20 minutes after I start the mission. I don't have this problem when trying other missions, any idea what could be causing this problem? Thanks in advance!

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Are you playing on Atlis ? There is engine issue with Atlis causing a lot of missions script to have issue with it (Nearest object).

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Ah I didn't know about the issue with Altis, thanks for prompt reply. Do you have an ETA on when it might be fixed?

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Any release for Altis island plz ? i think it s just a little convert but i don't know how to do it myself.

Thx and again GG for your work.

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Baph, rename the file! Change Stratis to Altis and it works perfectly.

So simply, thx a lot ;)

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Hm, tryed to upload the mission on the workshop, but then I can't download it ingame after subscribing... "Download of the steam file has failed. Please try again"

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