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zorrobyte

[Release][COOP] Dynamic War Sandbox by TAW_Zorrobyte (AI load balancing FTW)

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As a noob to ArmA hosting, can I assume this folder goes inside the MPMissions folder along with the mission, or does it need to go elsewhere?

Dynamic_War_Sandbox_CQBMSO_v18.Stratis

copy only: Dynamic_War_Sandbox_CQBMSO_v18.Stratis.pbo (only pbo file)

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Hotfixing with antibird code; will upload when testing.

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I´m not sure if this is a bug or hack,

But some people report (including me) , that you sometimes randomly spawn as a Seagull on the open Sea. Anyone got a clue/hint/solution? I´m running a dedicated Server

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I´m not sure if this is a bug or hack,

But some people report (including me) , that you sometimes randomly spawn as a Seagull on the open Sea. Anyone got a clue/hint/solution? I´m running a dedicated Server

Pretty sure it's not a hack we had a guy on our server who spawned high in the air with only 2 other (trusted) players on at the time. Seems to be rare though. Using latest BTC revive.

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Hotfixing with antibird code; will upload when testing.

I did overread that, sorry. Waiting for a fix then! Else : GOOD Work!

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Thanks for the info Zorrobyte, some budies and I were playing your map the other day and had a pretty god time. We tested out the CAS and were surprised to see that they would actually engage the enemy with some success! I guess we are used to AI Air units not being able to use the rocket pods. ;)

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Myself and a four friends were playing this just now, we were regularly encountering no resistance, if there was it was often just 2/3 enemies. Is there any way to set the number of enemy soldiers and vehicles there are? Also ambient civilians?

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v18 - hotfix- Repacked and added HC no HC versions to clear confusion, delete old versions. Download in OP.

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I will have a server up and running this tonight (it would be running now, but I don;t have a copy of Arma3 at work to be able to slot the HC in).

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V20 is in testing, 120+ AI with caching (thanks to MSO, Highhead) without HC, initial testing server reports 45+ FPS. Civilians also spawn with empty cars, etc. Can easily add in HC for an additional 200+ or so units; Also have tonic's gear dialog with persistent loadout built in, shacktac team markers, repair pad fix and several other changes. Server is sitting empty to everyone getting off due to birdflu (bird bug) and I need playercount.

I usually run my server as TAW_Zorrobyte Dynamic War Sandbox

The bird dev build issue slowed my dev work today as me and Tonic were trying to do a few things to prevent/fix it. We made progress to use a keybinding to unbirdflu but the dev versions have other issues such as massive lag and disables all playeranimations.

Edited by zorrobyte

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Any way you can throw in BTC's TK script? The at base stuff worked but once they left base tk numbers followed the standard exponential form. Especially with those stupid grenade launching trucks and rocket little birds. Ill be taking those vehicles out simply based on my server being infantry emphasized and the map doesnt have enough grids to warrant heavy firepower. Thanks for the hard work I enjoy it.

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Any way you can throw in BTC's TK script? The at base stuff worked but once they left base tk numbers followed the standard exponential form. Especially with those stupid grenade launching trucks and rocket little birds. Ill be taking those vehicles out simply based on my server being infantry emphasized and the map doesnt have enough grids to warrant heavy firepower. Thanks for the hard work I enjoy it.

I was thinking of doing the same, however my server caught the birdflu, and until that's fixed it won't be back up

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Myself and a four friends were playing this just now, we were regularly encountering no resistance, if there was it was often just 2/3 enemies. Is there any way to set the number of enemy soldiers and vehicles there are? Also ambient civilians?

Enemy CQB Populator change it from 10% to 40 or 50%

Again thanks for this mission our server runs it 24/7

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I was thinking of doing the same, however my server caught the birdflu, and until that's fixed it won't be back up

Same here... Pretty good mission so far, but birdflu has reached our server aswell lol

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After the latest 0.11.103003 patch your mission wont run, I get the error "... dependent on downloadable content that has been deleted.A3_Soft_F_Gakkin".

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Your latest v18 wont spawn enemies for us. The one before the hotfix works fine tho using it for now. Btw this mission is excellent for a mix of dicking around and kicking ass

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After the latest 0.11.103003 patch your mission wont run, I get the error "... dependent on downloadable content that has been deleted.A3_Soft_F_Gakkin".

same here. Pretty sure it's related to the renaming of the Ifrit

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Your latest v18 wont spawn enemies for us. The one before the hotfix works fine tho using it for now. Btw this mission is excellent for a mix of dicking around and kicking ass

Which version are you suing? HC or NOHC?

same here. Pretty sure it's related to the renaming of the Ifrit

Correct'o

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Which version are you suing? HC or NOHC?

Correct'o

both have the same issue for me. I only changed the 50% to 30%.

We have a dedicated 64 client server thru jestservers btw

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both have the same issue for me. I only changed the 50% to 30%.

We have a dedicated 64 client server thru jestservers btw

Do you have the Headless Client running?

Mission ran flawlessly on my server last night, and on another server I played it on.

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Mission ran great for me. Thanks for creating.

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Do you have the Headless Client running?

Mission ran flawlessly on my server last night, and on another server I played it on.

yea, could have been an issue on our end.

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Any way you can throw in BTC's TK script? The at base stuff worked but once they left base tk numbers followed the standard exponential form. Especially with those stupid grenade launching trucks and rocket little birds. Ill be taking those vehicles out simply based on my server being infantry emphasized and the map doesnt have enough grids to warrant heavy firepower. Thanks for the hard work I enjoy it.

I've been experimenting with the script and it seems to be broken after the 1st TK. Also, some classnames did change and there is upstream updates I'm working on adding such as AI caching module and other fixes.

I believe the biggest update I'm consumed with is porting Patrolops over to A3; I plan on adding as a module with full params and should give some variety to the mission. I have success with tasks and most all patrolops functionality. I don't want to release another version until I really polish the gamemode; there may be some v20 and v22s out there that slipped out of DEV with UPSMON w/o MSO code - next official release should be the biggest yet.

Thank you everyone for the feedback and encouragement! I'm rapidly learning much more about scripting then I ever thought possible and it's you, the players that drive me.

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Well thx for trying. Server will go private at some point anyhow so its not entirely necessary. Liked this mornings versions. I think ill have to adjust mhq safespawndistance cause it keeps putting us like 50 feet away into rocks. Wait is it not using safespawndistance? Hence the rocks? I remember the mso basecode v4+ had it in the respawn scripts.

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Well thx for trying. Server will go private at some point anyhow so its not entirely necessary. Liked this mornings versions. I think ill have to adjust mhq safespawndistance cause it keeps putting us like 50 feet away into rocks. Wait is it not using safespawndistance? Hence the rocks? I remember the mso basecode v4+ had it in the respawn scripts.

MHQ respawn is not MSO code it is BTC_Revive.. and I believe it just spawns in a random 50m radius of vehicle (I did not see any functions like the BIS find_me_a_safe_spot_to_spawn function).

I believe the biggest update I'm consumed with is porting Patrolops over to A3; I plan on adding as a module with full params and should give some variety to the mission. I have success with tasks and most all patrolops functionality. I don't want to release another version until I really polish the gamemode; there may be some v20 and v22s out there that slipped out of DEV with UPSMON w/o MSO code - next official release should be the biggest yet.

Thank you everyone for the feedback and encouragement! I'm rapidly learning much more about scripting then I ever thought possible and it's you, the players that drive me.

Being a huge fan of MSO I am grateful for a similar mission released so soon. Are you working in conjunction with the MSO team?

One of the complaints I get from players is the AI headshot from 300m issue (I know it's not an issue with your mission).... is there any way to adjust the skill/precision levels of the AI spawned in by the CQB module? (still using 1.4 version)

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