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eggbeast

MP COOP GITS EVOLUTION - main thread

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capturing the officer

1. putting him in a boat (called with the U menu) to return him to the POW camp without encountering any enemies on the road

evo_off1_zpsb148d327.jpg

2. entering the stockade

evo_off2_zps7d0d7cf3.jpg

---------- Post added at 05:00 PM ---------- Previous post was at 04:06 PM ----------

ok 1.6 is released

changelog and link in first page

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just tweaked a broken reinforce script - sorry - redownload 1.6 if you already got it

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Any idea why stats wouldnt be saving? Me and a friend were playing, took a break and came back and were reset to the first rank.

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are you playing on a dedicated server?

if so, did you disconnect and reconnect? is your server config set to persistent =1?

or are you hosting the mission locally yourself on your own PC?

did you select save game?

I'm not sure how playing locally works as we seldom do it.

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We ran 1.6 on our server last night. The good is that the AI are way more challenging now and there's plenty more of them.

The bad is our server was down to 9FPS and clients weren't doing much better. The airport and Marina were a slide show at times but it did get a little better once we were away from the area. Explosions cause single digit FPS and a few of us crashed several times when near an explosion. I'm guessing some of this is due to Alpha.

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yeah the explosion is known alpha as are some of the AI commands - when lots of AI are about they can trigger this slowdown

the chopper reinforcements are bugging - still working hard on that

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Hi,

Is the MHQ working yet? We cant seam to find it. When we spawn at it from the flag it spawns us next to a heli, but that does not appear to be the MHQ ambulance!

Cheers

Joe.

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chopper reinforcements, we have aftrer 30min gameplay in 1.7 around 30-40 ka60 black full with divers hovering over water and doing nothing...

may have a look at it

10min later server(dedicated) and all clients crash, while at helo hunt. killing one leads into prompt respawn so (counted) 16helos(yeah felt like 30 ;) ) are constantly on map, total overkill.

server fps around 44-50fps.

Edited by xXxatrush1987

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Issue with this mission:

FPS is terriable ont he map still

Heli's are being respawed and just hovering above the objective not doing anything.

Our choppers and vehicals are not respawning at all. Once dead they say dead

Cheers

Joe.

Edited by Joe1989

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yeah we know about thehelis - sorry the reinforcement code fails - i'll take em out tomorrow and update to 1.8

the MHQ is an offroad - did you blow a lot of them up by any chance?

1.8 released - quick replacement for 1.6/1.7 which had faulty helicopter reinforcements

ok - heli reinforcements disabled for now - save your servers getting bogged down. I can see about 30 servers running this tonight - makes me feel well guilty lol - i s'pose everyone knows it's an alpha!

- new parameter: am trying to add multi-role base raiders with seaborne/airborne and landward units that vary their counter-attacks on base

- new parameter: also toying with the POW camp - can turn this on and off.

- FIXED temporarily removed heli-borne reinforcements

- FIXED - multiple units can now capture POW's at same time and escort them back in convoy (to counter slight bug that they won't get into the same vehicle - need to revisit arma1 mission which had fixed this somehow)

- enemy vehicles now spawn in the zone, as well as reinforcements arriving by ifrit

- enemies use blufor mortars spawned around the city - sometime very effectively and sometimes with extremely comic results

---------- Post added at 11:37 PM ---------- Previous post was at 10:40 PM ----------

Hi,

Is the MHQ working yet? We cant seam to find it. When we spawn at it from the flag it spawns us next to a heli, but that does not appear to be the MHQ ambulance!

Cheers

Joe.

MHQ is marked on map - it is an offroad. if it fails to re-spawn after 12 kills (known issue where it keeps respawning and then blowing itself up if destroyed at base) you'll just have to rely on using the officer class and the reconHQ he can make.

i've tried to fix this - but need to test it properly.

---------- Post added at 11:38 PM ---------- Previous post was at 11:37 PM ----------

Our choppers and vehicals are not respawning at all. Once dead they say dead

Cheers

Joe.

yeah not sure why the vehicle script failed. i did find a faulty A2 marker popping up in the script (which i originally inserted - it's not Tophe's fault) which I've deleted. it may help in 1.8.

Edited by eggbeast

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Keep up the good work, as u say "it's an Alpha after all" for me 1.4 ran the best. I start with 35 fps(about the same as playing on Chenarus) on standard @1800vd an @ airfield I drop down but nowhere near unplayable. Once cleared @ Agia I tend to drop back down to 15ish depending on where we assault from(close to town defenders etc) seems better at range. 1.6 same sa others hosting will try latest.

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1.8 should fix a lot of the problems. the helicopters were not clearing properly in the loop so they just multiplied for ever in 1.6/1.7

I have removed them temporarily.

they are supposed to paradrop but without chutes i tried to make them land and disembark the guys inside. they would then have added their count to the zone garrison and this count when it reaches the start threshold cuts off the loop, but as they were not getting out, the loop just kept sending more! like mickey mouse in fantasia... i took an axe to it when i really need a wizard... landing helis in arma is always a nightmare. oh for a simple circle of silk... come on BIS unlock the parachute in the next update.

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First I would like to thankyou for the fantastic work you've put into the Evo mission.

We've been running versions of the mission from 1.4 through to 1.7 on a dedicated server, but can not get the yellow menu items to appear for vehicle towing etc.

We have also tested the same versions hosting a multiplayer game on our client machines, in this setup the yellow menu items do appear and vehicle towing is active.

Any idea why it won't work on a dedicated server when using the -server parameter ?

Scorp

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hi Scorp

I think i've worked out the problem with R3F's awesome french code...

first it had a "helihempty" (arma2) which I replaced with an A3 helipad empty. it also needed some tweaking in the hpp files and lastly an addition of a class config for A3 (which i was happy to do having made one for BAF and PRACS before). other than this the code should work in A3 as well as it does in A2.

But since then the script has intermittently failed - today i was reinstating the spy class and discovered a weird bug (that aeroson and i were examining a week or so ago) - holstering your pistol loses you a magazine. we have previously noticed that with R3F mod when you pick up a mortar and load it into the truck, you also lose a magazine from your rifle.

looking closer it seems that it's to do with old A2 code that uses removeweapon. if you removeweapon or removeallweapons in A3 you need to first capture the assigned items to that weapon and then reinstate them when you later addweapon back. this is (clunky as hell and) done with primaryweaponitems and addprimaryweaponitems and secondaryweaponitems and addsecondaryweaponitems and handgunitems and add handgunitems. failing to do this with the weapon basically loses you 1 clip every time you do the action. it also seems to have broken the script somehow.

anyway i think i've fixed it today in 1.9. both the spy and the r3f should no longer lose ammo.

glad you're all enjoying the mission - sorry for the snafu with the choppers lol

egg

---------- Post added at 09:13 PM ---------- Previous post was at 07:34 PM ----------

1.9 is out

http://www.gitsarma.gamingdeluxe.net/missions/CO_22_GITS_Evolution_v1-9.Stratis.pbo

- fixed R3F logistics - can now tow vehicles, load in and move items (like ammo boxes, obstacles, mortars) - EDIT still fails

- fixed specop base raiders (on loop) - currently only in land vehicles (boat and heli in the pipeline)

- added spy class Alpha 4-3 lite rifleman - can go undercover etc (See guide for full details) - can toggle off in parameters for public servers. useful team member - works well -see screenie of me capping officer from under the noses of enemy patrol who almost blew my cover

- added killcam (parameter)

- fixed vehicle marking system (integrated with Tophe's excellent vehicle respawn script)

- fixed multi spawning helis (added better nightlight system to them) - EDIT still fails

- fixed bug losing ammo with R3F and spy holstering weapon

- support lumes definitely work at night (U menu)

- added "officer killed by" message to shame idiots

some pics from todays fight

conclusive proof that Opfor enemies do indeed use the static Blufor mortars provided for them... that bang as you drive into the airport is not a misguided public player, it's an AI playing with his new toy...

mortars2-1_zpsf075fa75.jpg

and this is what happens when you let weekend warriors loose on the range...

the almighty bang when we walked into that shed scared the crap outta us

mortars1-1_zps297b1472.jpg

capturing the officer from under the nose of the enemy (POW Camp parameter enabled)- dressing as enemy (spy class - enable espionage in parameters, choose lite soldier under the helipilot, select "go undercover" at the respawn flag). note the"patrol warning" top right on account of the enemy patrol running in to the top left. if more than 5 enemies get near you your cover is blown and its curtains...

spy1-1_zpsb519e1fc.jpg

Edited by eggbeast

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side missions next - all 15 of em

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thank you very much,

mission makes awesome fun.

hope more server will pop up with Evo. :yay:

to bad most server run this boring wasteland crap. :mad:

looking forward to the side missions :)

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side missions next - all 15 of em

Hey egg, I saw there is an option to assign the side missions to teams (or am I mistaken?) will it (or is it already) be possible to have them just running randomly without needing to assign them?

Thank you very much for the great work on this!!!

Rick

Edited by Rickschaves

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i found a bug on the 1.9 version.

when i check the gear from a dead enemy and take his weapon, my weapon should be transfered to his gear, but it doesnt happen.

its like my old weapon got destroyed.

i wanted to take the 12x scope from his weapon, put it in my bag and take my old weapon back, but my old weapon was gone.

tried it 5 times and it always happend.

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i found a bug on the 1.9 version.

when i check the gear from a dead enemy and take his weapon, my weapon should be transfered to his gear, but it doesnt happen.

its like my old weapon got destroyed.

i wanted to take the 12x scope from his weapon, put it in my bag and take my old weapon back, but my old weapon was gone.

tried it 5 times and it always happend.

Did you check the ground? Because in this case it's more likely that the soldier (you) would just put his gun aside on the floor instead of in/on the body... There is a tab option on the left side (just above the items) named "ground" or something like that...

Under number 6 in the picture below:

http://i.imgur.com/yWGnfFV.jpg

If you already did that, then I guess it's a bug then... :)

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Yeah sometimes it better to rearm ground from action menu, or when gear screen is open from action menu(not I ) key than right click or dragging actual weapon to inv than closin an than clicking rearm to pick up dead soldiers ammo.

---------- Post added at 01:57 AM ---------- Previous post was at 01:48 AM ----------

Yup testin this now on my server, the new spy mode sounds really interesting an a nice new concept addition to Evo mesa thinks 8)-

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taking each in turn:

1. The spy was in arma 2 version for at least 18 months but not many people played it! we use it occasionally to observe AI behaviour (when testing code etc). I wrote the script and it's a little patchy and prone to abuse hence allowing admins to disable the action in parameters.

it's awesome fun though

the MP experience with taking items is flawed - it's in all alpha missions as far as i know.

we all need to understand a little more about locality to understand the arma world...

2. manipulating items/kit

in arma, the scripts run either on the client (your pc) or the server (your pc if you host or a dedi box). vehicles are generally held on the server, as are AI spawned by scripts on the server (I may be slightly inaccurate here but it's my general experience). A3 Alpha has a very poor server/client communication of objects/cargos etc at present - I am sure this will be fixed in due course.

here are some examples:

hitching to a chopper

get your mate to get in an offroad as driver and then get out

pilot a heli and try to hitch it

it fails? or sometimes you pick it up and it bounces all over the sky until it hits you?

this is caused by the offroad becoming local to his machine, so desynching madly when you try to hitch it.

try mounting the offroad as driver after he has gotten out, then hitch it - works fine? should do as both heli and offroad are local to your client.

placing a weapon in a box/vehicle/body

ok so you want to give your mate a scope you picked up from an AI body. you try to open his pack but it won't let you put stuff in it (this is alpha bug - no comms between your cargoes like we enjoyed in arma2)

ok so save your loadout in the field at reconHQ, respawn and put the scope in the empty ammo crate at base

can your buddy pick it up? no? can you? no? (if you're hosting the mission you will be able to, as the crate will be local to you, but ifyou're both connected to a dedi then no cigar)

ok so now put it in an offroad trunk (use gear on back of it)

can your buddy pick it up now? no? ask him to get in as driver. can he get it now?

works? should do (we tested this) as getting in as driver localises the vehicle AND the cargo to his PC.

there are lots of little things like this in arma... the whole local/global thing enables you to play online in a massive environment, so it's a small price to pay, just needs a little understanding and patience to work around the problem.

3. servers

last night there were 20 servers running evolution, with approx 20 slots each and most of them had 10+ free slots.

also anyone in their 20's-50's with a TEAM attitude, patience and a sense of humour is welcome to hang out with us on TS/our dedi. If we get on ok we may offer clan invite (5 years old and 60+ members, most in their 30's/40's and about half with service histories. strictly no under 18's though i'm afraid - we have too many strange old men to let kids in!).

---------- Post added at 09:57 AM ---------- Previous post was at 09:52 AM ----------

Hey egg, I saw there is an option to assign the side missions to teams (or am I mistaken?) will it (or is it already) be possible to have them just running randomly without needing to assign them?

Rick

lastly the side missions work locally on the mission caller but they are controlled globally with a variable. so once someone has called a mission others cannot do it. this prevents all kinds of weird behaviour with objective markers and mission AI scripts as well as keeping the server load manageable. for a good team playing on their own server, set one guy as officer and use his reconHQ as a mission base, leaving the MHQ for the city bashers - this is why i made it.

the need for a GPS and radio will be part of side missions and you don't start with one in ranked server so you wither need to earn corporal rank or else go kill an enemy team leader to get one. this is to stop loads of public all hitting the button at the same time...

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Hi Egg,

Just want to say on this latest release its much better. I found the offroader for the MHQ thanks.

Did you change anything relating to the FPS, It seams to play much better last night with constant 24fps + even in the airport - Maybe something to do with the AI Helis not just floating above the town?

In any case we are really enjoying your MAP and thanks for the effort. We have no problem finding the items we require in the mission there all in the boxes and once taken and saved at the flag poll we don't see any issues.

AI are still accurate but then they always have been on Arma! haha.

Only thing i would say is the rain came and i couldn't see the AI but they could defo see me - I suspect thats a game issue though rather than your map!

Joe.

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Evolution not work on my Arma 3 0.53.103342, error message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.A3_Soft_F_Galkin. Am I doing something wrong?

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