thhamm 53 Posted September 2, 2014 what happened to the sirens going off ... I love that sound did you turn it off ? Uh, no. Didn't change anything. They are totally not working? They don't trigger every time, it's a bit randomized, but most of the time they should. Share this post Link to post Share on other sites
dr death jm 117 Posted September 2, 2014 Uh, no. Didn't change anything. They are totally not working? They don't trigger every time, it's a bit randomized, but most of the time they should. ok, ... well I have your mission auto loading on my (Linux) server if anyone wants to play ... I wont be around much "do to working hours" , so anyone (maybe 3 peeps) pm me and ill give admin pass word incase server needs a restart or something... Share this post Link to post Share on other sites
kyle142 10 Posted September 2, 2014 Can you be a bit more specific, a request in that direction has come up before.You want the AI squads only to be playable by human players? And only for a specific side (or both)? Or deleted at all (noone can join and use them)? Hey thankyou for reply. I mean that I personally like AI commander being an option, but I also feel that having AI controlled squads should be an option too. Share this post Link to post Share on other sites
dr death jm 117 Posted September 2, 2014 (edited) anybody ? I tried this but then mission dosn't load . init="GroupsWest = GroupsWest + [group this];this enableFatigue false; "; I was trying to get rid of Fatigue, personaly I don't like the slow mo that happends seconds after I start running... any help would be awesome ... never mind, fixed. Edited September 4, 2014 by Dr Death JM Share this post Link to post Share on other sites
dr death jm 117 Posted September 5, 2014 is there going to be HC for this ? my server fps goes down to 30 fps within an hour Share this post Link to post Share on other sites
Muecke 114 Posted September 6, 2014 @Dr Death JM You can easily switch off "Fatigue" in the parameters before start the mission. We have talked about HC but atm its not really necessary. Server can still handle the game even if its around 15fps or less. As long as you can play with above 20 its ok. Share this post Link to post Share on other sites
thhamm 53 Posted September 30, 2014 New Version: 1.17 r40 (30.9.2014) Downloads: http://www.vsbw.de/~arma/ Changes since r38: A3: Don't spawn gunners in FFV positions "Smoother" UnitCam Share this post Link to post Share on other sites
thhamm 53 Posted October 1, 2014 (edited) New Version: 1.17 r46 (7.10.2014) Downloads: http://www.vsbw.de/~arma/ Changes since r40: General AI movement optimization Fixes for AI boarding of transports AI Commander base building tweaks AI Commander: Set up ground transport duty when appropriate AI Commander: Use last AI group for TPDuty, not first Fixed potential issues cleaning up stuck/unused vehicles Prevent firing from vehicles attached to Helicopter More Transport Duty Air/Ground fixes (it never ends ...) Transport Duty Air: Initiate Paradrop when enemy near LZ Transport Duty: Wait longer for Cargo, display time until departure to players A3: More FFV fixes A3: Fix Transport/Transport Air Buylists A3: Fatigue default to Off A3: Add Parameter to limit Fatigue A3: Fix AI ejecting from parachutes after drop A3: Use Non-Steerable Parachute for AI Paradrop, makes AI survive the Drop maybe. Edited October 7, 2014 by thhamm Share this post Link to post Share on other sites
thhamm 53 Posted October 9, 2014 New Version: 1.18 r1 (9.10.2014) Downloads: http://www.vsbw.de/~arma/ Changes: Improve AI Commander Base Building / Spawning of Helicopters on rough terrain Fix AI able to buy from factories still under construction Yellow markers for vehicles assigned to Transport Duty Bump Version to 1.18 Share this post Link to post Share on other sites
(GB)Winston 10 Posted October 9, 2014 (edited) Hi there, we have just put this on our server! Great game, i used to play original CTI on ofp, and Rubber edition on ARMA 2. We are trying different parameters to suit our gameplay style. We like small amount of towns (maybe up to 10), i was wondering about base start positions. Are they equal and opposite with reference to towns or the island? For example if town layout is string or line are the base starting positions equal and opposite to the enemies base start position. Oh and do you plan for your CTI edition to be available on different maps? ---------- Post added at 10:57 PM ---------- Previous post was at 10:56 PM ---------- Is there a manual somewhere to explain parameters as a whole? Edited October 9, 2014 by (GB)Winston Share this post Link to post Share on other sites
thhamm 53 Posted October 10, 2014 Hi, We are trying different parameters to suit our gameplay style. We like small amount of towns (maybe up to 10), i was wondering about base start positions. Are they equal and opposite with reference to towns or the island? For example if town layout is string or line are the base starting positions equal and opposite to the enemies base start position. Well that depends on what you select for "Start Positions". Except "Airfields" and "Fixed" they always adjust to the actual town distribution, specifically: Fixed: There are two fixed spawn positions defined, that never change, will be randomly selected for OPFOR/BLUFOR Airfields: Random spawns at one of the Airfields For every other choice, only spawn positions that are near a town can be selected (about 2km, unless less than 4 spawn points meet that constraint, then i can be farther). Now all possible spawnpoint combinations get sorted by their distance and then: Random: Select two random spawns, no constraint except they can't be the same obiously :) Near: Select two spawns that are "in the lower third" regarding distance of all possible combinations Medium: Random spawns with a distance between 1/3 and 2/3 of that list Far: Random spawns with a distance in the "upper third" Maximum Separation: Select the two most distant spawn positions Oh and do you plan for your CTI edition to be available on different maps? Sure, if there's a good new map, it's easily ported. For now there's Altis & Stratis and Chernarus, Zargabad and Takistan (for A3MP or AiA map pack). A2 version has more. Is there a manual somewhere to explain parameters as a whole? Yes look at parameters.pdf, should be in the .zip, there's a brief overview of all parameters (some only valid for A2). Share this post Link to post Share on other sites
(GB)Winston 10 Posted October 12, 2014 Thank you for your in-depth reply. Share this post Link to post Share on other sites
terox 316 Posted October 12, 2014 (edited) I have been around this engine since the early days of OFP and have been running ofp/arma servers since those days, so hopefully I am speaking from a lot of experience in a server admin , gaming community, public server environment and am more than familiar with this mission style. We recently added this to our server as an alternative option to our modded version of Roy86's PatrolOps mission, which has been running on our public server for some considerable time now. Prior to that we ran Invade & Annex and we also run Insurgency on our addon server. All these missions have their merits and issues, however Patrol Ops stands out from the crowd as the mission if you want good organised and controlled public play which many none community solo MP players seem to look for. CrCTI has the potential to compete with Patrol ops but not in its current format. This I believe has all to do with the Orbat and chain of command. The major difference between the two, from a Command and control point of view, is that every player in CrCTI is in their individual groups and the gamestyle therefore encourages solo play or at the very most 2 to 4 players playing in some organised way. The quality of the control is of course down to the admins on the server and the quality of the overall mission commander. I have a good admin team and good mission commanders and in CrCti's current format it is extremely difficult to get the teamwork and organisation that we achieve in our Patrol ops sessions. I eventually took it off our main public server because it was encouraging bad team play which is not something i like to promote How you develop this mission is of course completely down to you and kudos for bringing it this far already. My opinion on how to make this better is as follows: Design an approx 50 player orbat (Anything more will grind the server down to a poor fps in coop mode) so that a) Players can work in the same group b) Players have a defined Role to play c) VOIP Group chat will then reduce VOIP sidechat drastically and all chain of command comms can then be sent via command chat (Every server has a teamspeak server, not every player will join it, and voip works out of the box (And will work better when they eventually fix the stutter issue) something like the following a) HQ GROUP (2-4 men) ... Mission commander (Overall in charge of the complete mission) ... X.O (Base commander, Base builder and logistics manager) ... Plt Medic/C.O Bodyguard/General Dogsbody ... Plt Medic/C.O Bodyguard/General Dogsbody b) RECON SQUAD (3-4 men) ... Team leader ... JTAC/F.O ... Medic ... (Not sure,, was thinking about a sniper, but that encourages the wrong player for a recon team) c) ALPHA/BRAVO/CHARLIE (10 men) ... Squad leader ... (FT1) Assault rifleman ... (FT1) A.T ... (FT1) Grenadier ... (FT1) EOD Spec ... (FT2) Assault rifleman ... (FT2) A.T ... (FT2) Grenadier (Maybe something else ?) ... (FT2) Medic ... (FT3) Vehicle crew (Driver) IFV's ... (FT3) Vehicle Crew Gunner) IFV's d) ECHO 1 (3 man Vehicle crew) Armoured Support ... Vehicle Commander ... Vehicle Gunner (Medic) ... Vehicle Driver (Repair specialist) d) ECHO 2 (3 man Vehicle crew) Armoured & AIR Support ... Vehicle Commander ... Vehicle Gunner (Medic) ... Vehicle Driver-Pilot (Repair specialist) d) FOXTROT, GOLF HOTEL (2 man squad with ability to recruit AI) ... Squad Leader ... Medic ... AI Recruitment slot 1) ... AI Recruitment slot 2) ... AI Recruitment slot 3) ... AI Recruitment slot 4) ... AI Recruitment slot 5) ... AI Recruitment slot 6) HOW I SEE THE GAMEPLAY Initial start Mission Commander decides on the base location, Base Commander takes the MHQ and off he goes building in the order ddefined by the Mission Commander Mission Commander decides on the initial target or set of targets Recon head off to a target to scout it out, mark enemy locations etc A,B,C,D,E,F,G,H, which are all infantry based at this point head off to the primary target or targets to capture them. This then becomes a continous cycle, recon scouting, infantry attackingAs the mission progresses the individual group roles become more defined as more assets are made availableEcho starts to be given armoured or air assets etc ECONOMY The majority of funds are sent to the Base commander for buildings/ vehicles or AI units Players get enough funds for personal equipment only, weapons, backpacks etc The mission commander decides via comms with the base commander what assets are required and who they should be allocated to. The base commander creates these assets and assigns them where necessary REVIVE Best choice, Faroques base respawn with unlimited bleed out timer and no respawn option (This makes getting to player casualties to revive them important and therefore keeps the squads relaitvely close together) Lone wolfs suffer and may have to wait an eternity for medical support because they went off and did their own thing) Secondary choice, 15 minute beleedout time, respawn available, but on respawn your unit is re-equipped with basic kit FOXTROT, GOLF HOTEL I am not sure if having players controlling AI is necessary however if it is, there should be enough slots for those who want that style of gameplay. Personally I think the mission would run smoother without the additional issues that controlling AI brings Having said that, these groups could solely be used by the mission commander for base defence This is just a rough overview on how you could make this mission something better than it is Edited October 12, 2014 by Terox Share this post Link to post Share on other sites
thhamm 53 Posted October 15, 2014 Hi Terox, thanks for the input! it was encouraging bad team play That much is certain. :) But cooperation between squads can be done and be fun, but that depends on the people, yes. How you develop this mission is of course completely down to you and kudos for bringing it this far already. Well, i want to stick to the "original crCTI gameplay", just improve/fix stuff, but not change the whole concept, but squad based coop is possible, i added some basic support for it a while back. And it can be fun, but not without AI, IMO. Design an approx 50 player orbat (Anything more will grind the server down to a poor fps in coop mode) so thata) Players can work in the same group b) Players have a defined Role to play c) VOIP Group chat will then reduce VOIP sidechat drastically and all chain of command comms can then be sent via command chat If you want to take a shot at it, this is actually pretty easy implemented if you just edit the mission.sqm (take the one out of the example COOP mission where Delta squad has additional team members). Then you can set up your squads just as you like, make the members playable (keep below 10 members per group). Only thing that has to be set is a global variable CRCTICOOP = true; (via gamelogic or start of init.sqf). Like that you can set up any COOP mission you like, but it's not really polished and integrated into the whole CTI concept. But basically works. Best choice, Faroques base respawn with unlimited bleed out timer and no respawn option(This makes getting to player casualties to revive them important and therefore keeps the squads relaitvely close together) Lone wolfs suffer and may have to wait an eternity for medical support because they went off and did their own thing) Secondary choice, 15 minute beleedout time, respawn available, but on respawn your unit is re-equipped with basic kit Well, some form of "revive", and especially respawn with your old equipment has been hotly debated over in our clan, and was mostly declined. Even switching into AI units. The whole point being somewhat, that *if* you die, you'll have to work your way up again to your target and buy new gear. But, this can still be integrated, worked pretty good with ACE wounding system, but you have to make sure that AI controlled units don't get stuck eternally waiting for revive. So if this would be added, the second option would be better (technically). So in all, if you want to make a "bigger" COOP version of it, by all means, do, and we can see how it works out, but COOP is obviously not my main priority for this. But it has been always in the back of my head, especially if there are enough players to fill up the slots, AND have the "crCTI" running besides it, so to speak, with autonomous AI squads too. (Now thinking about fixing ACRE2 support ...) :) ---------- Post added at 07:16 PM ---------- Previous post was at 07:13 PM ---------- New Version: 1.18 r2 (15.10.2014) Downloads: http://www.vsbw.de/~arma/ Changes: Display Map Animation / Gameinfo only at Mission Start / First Join A3: ObjectViewdistance now never higher than Parameter or actual Viewdistance, whichever is lower. (1.33.127735 and up) Share this post Link to post Share on other sites
thhamm 53 Posted October 31, 2014 New Version: 1.18 r3 (30.10.2014) Downloads: http://www.vsbw.de/~arma/ Changes: A3: Use A3 ropes to attach vehicles to choppers (1.33 and up) AI Comm: Save money to repair destroyed MHQ Minor fixes / tweaks Share this post Link to post Share on other sites
thhamm 53 Posted November 4, 2014 (edited) New Version: 1.18 r9 (13.11.2014) Downloads: http://www.vsbw.de/~arma/ Changes since r3: AI Comm: Tweak and fix base attack logic Fix potential JIP/Spawn issue, should fix spawning in water at mission start Max. distance AI will search for support vehicles reduced to 500m Add new sound for "negative" Hints Force AI to fire on base buildings if able Told civilians to put their fscking cars in a garage, if they have one. (Improved civilian vehicle placement) Attach / Detach vehicle locality fix Remove capability of boats to tow Minor AI fixes TPDuty: Don't increase departure time if already longer than 60s A3: Weather change interval default to 30 min A3: Fatigue default to enabled, limited to 50% A3: Remove VR Entities from unitlist A3: Improve rope positions when attaching vehicles A3: Add Heli H with lights and windsock to structures A3: Fix dropped Backpack when joining OPFOR A3: Add second RPG round to OPFOR leaders on respawn Edited November 13, 2014 by thhamm Share this post Link to post Share on other sites
C0r3y 10 Posted November 18, 2014 Linux server running this latest gamemode hangs at Reciving... and don't start Share this post Link to post Share on other sites
thhamm 53 Posted November 18, 2014 Linux server running this latest gamemode hangs at Reciving... and don't start Can you send your server logs and client log please? Did you set any mission parameters other than their default? Using any mods? ---------- Post added at 10:14 PM ---------- Previous post was at 10:12 PM ---------- New Version: 1.18 r10 (18.11.2014) Downloads: http://www.vsbw.de/~arma/ Changes: A3: Some more Attach / Detach vehicle locality fixes A3: Fix possible locality issues when spawning parachutes A3: Fix missing civilians and civilian vehicles on AiA maps Share this post Link to post Share on other sites
mazza 1 Posted November 20, 2014 Hi thhamm any chance of supporting the the Bornholm map? :) :) Share this post Link to post Share on other sites
thhamm 53 Posted November 20, 2014 Hi thhamm any chance of supporting the the Bornholm map? :) :) Oof. You again ... :D I don't even have that map, so "slim". Do it yourself. :) It's not that hard. Merge the Altis map via the editor into Bornholm, move all flags and rename them, move all spawn points (tedious), copy all Scripts, done. :) Is the map good? Share this post Link to post Share on other sites
thhamm 53 Posted November 22, 2014 New Version: 1.18 r11 (22.11.2014) Downloads: http://www.vsbw.de/~arma/ Changes: Add resistance weapons caches at flags (default disabled) Fix JIP failure messages not shown long enough Allow server admin to take command from AI commander Allow server admin to join disabled side in COOP mode Add "Request Money" button to Optionsmenu Share this post Link to post Share on other sites
law-giver 190 Posted November 22, 2014 New Version: 1.18 r11 (22.11.2014)Downloads: http://www.vsbw.de/~arma/ Changes: Add resistance weapons caches at flags (default disabled) Fix JIP failure messages not shown long enough Allow server admin to take command from AI commander Allow server admin to join disabled side in COOP mode Add "Request Money" button to Optionsmenu Keep em comin'..... ;) Share this post Link to post Share on other sites
thhamm 53 Posted November 22, 2014 Keep em comin'..... ;) Share this post Link to post Share on other sites
thhamm 53 Posted November 27, 2014 (edited) New Version: 1.18 r13 (28.11.2014) Downloads: http://www.vsbw.de/~arma/ Changes since r11: Tweak base attack mode Make workers priority targets for AI A3: More sling loading fixes A3: Do not show "Buy Crew Buttons" for drones A3: Weird hacks trying to prevent even weirder stuff when detaching vehicles / paradropping infantry Minor fix Edited November 28, 2014 by thhamm Share this post Link to post Share on other sites
sandman1980 18 Posted November 30, 2014 (edited) Hi thhamm, i have a doubt, what mean the option No Player Timeout? Thanks! Edit: Sorry i see the option explained in the Parameters.pdf. :banghead: Edited November 30, 2014 by Sandman1980 Share this post Link to post Share on other sites