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16 hours ago, magicsrp said:

 

Thanks magic. Funny thing I already have the road change in the version Im playing on. Should be the same for all current version on steam workshop for Enemy Assault.

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On ‎8‎/‎24‎/‎2018 at 5:56 PM, Ghost said:

Thanks magic. Funny thing I already have the road change in the version Im playing on. Should be the same for all current version on steam workshop for Enemy Assault.

Are you going to update dropbox?

 

Any other updates coming for enemy assault, since the Encore release?

 

Thanks again for an awesome mission.

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1 hour ago, Jnr4817 said:

Are you going to update dropbox?

 

Any other updates coming for enemy assault, since the Encore release?

 

Thanks again for an awesome mission.

I am only updating through steam. As those updates happen you will see it automatically in steam.

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I seem to have issues with latest versions and launching AR2 darters. They just seem to crash or disappear. Anyone else getting this? Tried without mods and still happens

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The Base moved into the aircraft carrier, so need to consider the ATL position on the Carrier at "functions\client\fn_puavsupport.sqf": 
Change this line into new one:

_air1 setposatl [_pos select 0, _pos select 1, 1.5];  

---> 

_air1 setposatl [_pos select 0, _pos select 1, (getposatl player select 2) + 1.5];  
 

 

 

 

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3 hours ago, magicsrp said:

The Base moved into the aircraft carrier, so need to consider the ATL position on the Carrier at "functions\client\fn_puavsupport.sqf": 
Change this line into new one:

_air1 setposatl [_pos select 0, _pos select 1, 1.5];  

---> 

_air1 setposatl [_pos select 0, _pos select 1, (getposatl player select 2) + 1.5];  
 

 

 

 

Will that work on the ground also as on Tanoa the AR2 crashes / never is created there also ( unless its spawning on the aircraft carrier ) below ATL also

 

Thanks @magicsrp I will try this and see if fixes all the Darter issues 🙂

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sorry all. was never able to fully test some things and patches change things randomly. I have not been able to do much with ArmA 3 lately and doesnt look like I will have much time in the future. Real Life just getting in the way. any and all constructive suggestions are welcomed. I know the carrier change my not be ideal in some ways but i feel like it opens up more of the map for more awesome locations. Would be nice to be able to choose a base location at start via mapclick or a mp params option but that would be a lot of work and may not work out as well as needed. Let me know what you guys think. I have been wanting to explore the possibility of another dynamic spawning like the random patrol script i have but for buildings. I do not want to increase the amount of units on the map at any one time but a system where it spawns as needed and maybe cleans up when player is too far away like the patrol script. Problems currently are:

  1. Units spawning in front of player or too near
  2. Another constantly running script
  3. multiple units potentially spawning in one house location due to conflicts with other spawn scripts
  4. Have the system per player or 1 overall like the random patrol system.

I as many of you may know love randomness. The more random, the more options, tasks, variety the better imo. I really liked the idea of the insurgent missions where grids would clear and units spawned as needed but that was very tasking on performance due to all the triggers and background scripts running. also the potential for spawning in front of the player is always there. I also like the ability to engage targets at distance and that wouldnt be possible with dynamic spawning systems. These systems would have to be 50-100m or so distance otherwise might as well not use them. If anyone has any input on the is matter other than using some system like alive or eos then let me know. I need to reinvent the wheel with this because I need to be able to adjust for my needs with ease and fix issues when updates come out. Thank you all and I hope you like some of the changes and direction the mission is going. 

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I have some fixes and improvements for Enemy Assault. I want to test it some more but time is an issue. I was thinking about just releasing to steam workshop and wait for feedback. I have made the mission files so that you can practically just copy paste to any map and of course some of the in game editor objects markers are required as well. I have used this method for all of the default islands. I have tested altis and malden but tanoa and stratis have not been tested more than a quick run. Any thoughts? 

Some of the changes so far;

  • -Fixed issue with personal uav not starting at proper height and being destroyed
  • -Fixed issue with Dynamic Groups not working properly
  • -Updated Halo system - uses engine system instead of BIS_fnc_halo - improved
  • -Added ability to deploy Chute when falling from over 100m even if you do not have a parachute backpack
  • -Fixed Zeus
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Sounds like a plan, You will certainly find more errors ( if there are any ) my having lots of people test as long as they accept that it is a sort of WIP. You do some damn fine missions @Ghost

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Thanks for updating. I'm looking forward to you releasing.
There is no such thing as "No bugs". 

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Enemy Assault For Altis, Stratis, Tanoa, Malden updated. Change version number to date of release to make things more simple. Im sure I missed something and I am always tweaking so more updates to come as i find time. I will also be doing ACE compatible versions sometime soon. They will be separate mission files due to requirements of ACE.

Changes:

  • -Fixed issue with personal uav not starting at proper height and being destroyed
  • -Fixed issue with Dynamic Groups not working properly
  • -Updated Halo system - uses engine system instead of BIS_fnc_halo - improved
  • -Added ability to deploy Chute when falling from over 100m even if you do not have a parachute backpack
  • -Fixed Zeus
  • -Various other tweaks adjustments as always
  • Like 1
  • Thanks 1

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On 2/12/2019 at 8:12 PM, Ghost said:

Enemy Assault For Altis, Stratis, Tanoa, Malden updated.

 

Thank you Ghost for all these updates , it's always been a pleasure playing your missions !  :thumbs-up:

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6 hours ago, GEORGE FLOROS GR said:

 

Thank you Ghost for all these updates , it's always been a pleasure playing your missions !  :thumbs-up:

I agree totally with @GEORGE FLOROS GR

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Looking good for an ACE compatible version. I should be able to have the same missions be compatible both vanilla and ace without having to do another separate mission file. Hope to have some testing and more tweaks ready for update in the next few weeks.

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Enemy Assault For Altis, Stratis, Tanoa, Malden updated. Now supports ACE automatically. Just run the server and clients with ACE and Mission will activate some ACE features/settings automatically. As always the missions can be played with regular vanilla - No Mods Required. You can find them on the steam workshop.

[ 22 FEB 2019 ]

Changes:

  • -Added ACE detection
  • -Added ACE features if ACE is active and removes redundant systems
  • -Added more manual locations to specific maps
  • -Imroved Respawn Tent spawning and deletion
  • -UAV Terminal now has disabled access for all ship Turrets
  • -Added random boat sentries near objectives
  • -Improved unitlist filter
  • -Added ability to select enemy type to fight, default random
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Enemy Assault For Altis, Stratis, Tanoa, Malden updated. This is sort of a Hotfix. Some of the maps werent setup the same and had some errors with default gameplay. As always the missions can be played with regular vanilla - No Mods Required. You can find them on the steam workshop.

[ 23 FEB 2019 ]

Changes:

  • -Fixed issue with transport heilcopter escort not following transport on rtb
  • -Improved putting task objects in buildings. should error out less
  • -Added ACE Arsenal when ACE mod is active
  • -Adjusted some objects on ships
  • -Fixed Error for default enemy type choice
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Overall how is everyone liking the updates?

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I was still having issues where when calling the AR Darter you click on map and if never arrives..Other than that awesome.

 

Did you remove the ability to recruit? Or have I just missed it somewhere

 

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recruitment is at the halo board. Not sure why the darter isnt working for you. What map and what class are you playing?

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Tanoa and can't remember role as I tried a couple Team Leader, UAV OP and JTAC

 

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Enemy Assault For Altis, Stratis, Tanoa, Malden updated. As always the missions can be played with regular vanilla - No Mods Required. You can find them on the steam workshop.

[ 16 MAR 2019 ]

Changes:

  • -Added Different Ammo Drop types. Full Arsenal and Magazines only Arsenal
  • -Added missing respawn for Starting Ammo Crates
  • -Improved object respawn. Used on Ammo Crates. Should respawn on ship properly
  • -Adjust Side Missions to no longer be a "clear" task. Now act similar to normal objectives with random tasks
  • -Added Another option for helicopter transport
  • -Improved Cargo and Ammo Drop Scripts for more accurate drop
  • -Fixed issue With UAV List showing other faction UAVs
  • -Fixed issue with UAV spawning
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Nice work as always mate. Will definitely update ASAP...Much appreciated

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Working on another update to Enemy Assault. Have it ported to Livonia already just trying to test. Not a lot of big changes so far but one big thing is the ability to move units into cargo,driver,gunner, and turrets instead of relying on AI to find their way to the vehicle. Here are the current changes

 

-Added some Contact objects and assets
-Made PUAV available to the UAV operator
-Adjusted UAV Operator Call-ins
-Various minor tweaks
-Added move units action to load units into cargo, driver, gunner, and turret positions of vehicles
-Move units action to load into vehicles will not be shown until near a vehicle (20m)
-Added Zloadout to change aircraft loadouts
-Added spawn infantry option at base for group leaders
-Added group HALO if you are group leader and have AI units
-Added ladder on back on Freedom with action to move to Freedom to help units get out of the water

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