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Did anybody tinker with BECTI and the headless client ability lately? There seems to be a huge discrepancy between the AI-Remote the server thinks the hc has and the AI-Local the hc really does have.

sjpjI4q.png

Also when enabling the HC it tends to eat performance instead of giving any advantage. And before you ask, the server im running this on has sufficient performance

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Are you taking into account AI local to the player ?

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Did anybody tinker with BECTI and the headless client ability lately? There seems to be a huge discrepancy between the AI-Remote the server thinks the hc has and the AI-Local the hc really does have.

http://i.imgur.com/sjpjI4q.png

Also when enabling the HC it tends to eat performance instead of giving any advantage. And before you ask, the server im running this on has sufficient performance

It's been known for a while that HC on the latest BECTI eats server performance rather than helping it. Our server FPS typically drop 5-10fps when we turn HC on. Unfortunately no one has tried to take on this bug and fix it.

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Are you taking into account AI local to the player ?

Yes. The two players shown are the hc civilian and me with 0 AI's.

It's been known for a while that HC on the latest BECTI eats server performance rather than helping it. Our server FPS typically drop 5-10fps when we turn HC on. Unfortunately no one has tried to take on this bug and fix it.

That's really a shame, as BECTI could benefit so much from the hc.

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That's really a shame, as BECTI could benefit so much from the hc.

After some testing it occurs to me that this is caused by the way of Benny´s hc implementation: troops are splitted --> server handles commanders ai (east and west) whilst the hc gets resistance and town occupation forces.

That seems to be the wrong way, in fact hc has to handle all units with the result that the server can concentrate on other stuff (like mission calculations, synch, machine off hc overhead ...).

Additionally you have to split cpu cores between hc and server depending on load.

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After some testing it occurs to me that this is caused by the way of Benny´s hc implementation: troops are splitted --> server handles commanders ai (east and west) whilst the hc gets resistance and town occupation forces.

That seems to be the wrong way, in fact hc has to handle all units with the result that the server can concentrate on other stuff (like mission calculations, synch, machine off hc overhead ...).

Additionally you have to split cpu cores between hc and server depending on load.

That could be a problem, as this requires some scripts to be run on the hc too, which need to report back to the server. E.g. workers.

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If I removed the binoculars is this even necessary to get gear working again?

BTW I used your (well Benny's) airlift script, thanks it's much better now!

That shouldnt have anything to do with 'getting gear working again'. If you're happy to not use binos in the mission, then theres no point in using the fix. As for the airlift it wasnt really set up with diff choppers lifting diff things in mind but it should be re-jigable. Ill see what i can do later.

Dont suppose anyone has more info on what the HC does and doesnt do in this mission? Even if it "only" offloads the town resistance/occupation ai surely that should still result in at least a small perf increase, not a drop? Adding a HC has been on our todo list for a while but this news is a bit of a showstopper, so I was wondering if there was a way to fix it...

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Dont suppose anyone has more info on what the HC does and doesnt do in this mission? Even if it "only" offloads the town resistance/occupation ai surely that should still result in at least a small perf increase, not a drop? Adding a HC has been on our todo list for a while but this news is a bit of a showstopper, so I was wondering if there was a way to fix it...

HC needs to be fixed and is not worth the effort in using it right now. Currently it just slows down the server.

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Might see if I can't work some magic with the HC then. I suspect it may be a tad above my skills though...

Anyhoo, revamped airlift:

Drop this in the client > module folder and overwrite the old zeta scripts: http://www.sendspace.com/file/jr6y1m. (reuploaded 16/05/2014 - minor bugfix)

In common > functions > common_intializenetvehicle overwrite the following (line 67ish):

if (typeOf _vehicle in (CTI_VEHICLES_HOOKERS)) then {
   [_vehicle] ExecVM 'Client\Module\ZetaCargo\Zeta_AddAction.sqf'; // A2 Airlift action
};

with:

_actioncheck = true;
for '_i' from 0 to (count CTI_VEHICLES_HOOKERS) do { //--- Revamped A2  Airlift
if (typeOf _vehicle in (CTI_VEHICLES_HOOKERS select _i) && _actioncheck) then {
	[_vehicle] ExecVM 'Client\Module\ZetaCargo\Zeta_AddAction.sqf';
	_actioncheck = false; //--- Prevent adding multiple actions if chopper is in multiple hooker arrays
};
}; 

also add "_actioncheck" to the Private array at the top of the script.

Finally, in common > init > init_commonconstants overwrite the entire hookers/hookable section (line 470ish) with the following:

//--- Vehicles which may lift things (not actual hookers btw)
CTI_VEHICLES_HOOKERS_LIGHT = ["I_Heli_light_03_unarmed_F"]; //--- Light Lifters
CTI_VEHICLES_HOOKERS_MEDIUM = ["B_Heli_Transport_01_F"]; //--- Medium Lifters
CTI_VEHICLES_HOOKERS_HEAVY = ["I_Heli_Transport_02_F"]; //--- Heavy Lifters

//--- Types of liftable Vehicles 
CTI_VEHICLES_HOOKABLE_LIGHT = ["Car"]; //--- Vehicles which may be carried by light lifters
CTI_VEHICLES_HOOKABLE_MEDIUM = ["Ship"]; //--- Vehicles which may be carried by medium lifters
CTI_VEHICLES_HOOKABLE_HEAVY = ["Tank"]; //--- Vehicles which may be carried by heavy lifters

//--- Total lifters/liftable vehicles
CTI_VEHICLES_HOOKERS = [CTI_VEHICLES_HOOKERS_LIGHT, CTI_VEHICLES_HOOKERS_MEDIUM, CTI_VEHICLES_HOOKERS_HEAVY]; //--- All lifters
CTI_VEHICLES_HOOKABLE = [CTI_VEHICLES_HOOKABLE_LIGHT, CTI_VEHICLES_HOOKABLE_MEDIUM, CTI_VEHICLES_HOOKABLE_HEAVY]; //--- All liftable vehicles

//--- Vehicle which may lift things including wrecks
CTI_VEHICLES_HOOKERS_EX = ["B_SDV_01_F", "O_SDV_01_F", "B_Boat_Armed_01_minigun_F", "O_Boat_Armed_01_hmg_F"];

Obviously you can chop and change the choppers and vehicles in the arrays as you need, I've also set it up so you can add/remove more lifter/vehicle types without having to modify all the scripts. For example if you want to add a seperate type for gunships you would add:

CTI_VEHICLES_HOOKERS_GUNSHIPS = ["B_Heli_Attack_01_F","O_Heli_Attack_02_F","O_Heli_Attack_02_BLACK_F"]; to the lifters section

CTI_VEHICLES_HOOKABLE_GUNSHIPS = ["Car","Tank","Ship"]; to the liftable vehicles section

and then add these onto the end of the CTI_VEHICLES_HOOKERS/HOOKABLE arrays in the total lifters/liftable vehicles section. If you do modify the types, remember to keep the lifter types and vehicle types in the same order in the total vehicles arrays (so if light lifters come first in HOOKERS, make sure light liftable vehicles is also first in HOOKABLE etc.).

Hopefully I didnt make that sound too overcomplicated...

Edited by Sari
link to new files

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Hopefully I didnt make that sound too overcomplicated...

Nope! I'll add this stuff when I have some free time. Thanks man!

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Nope! I'll add this stuff when I have some free time. Thanks man!

That would be nice to try, will you add VAS aswell?

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That would be nice to try, will you add VAS aswell?

VAS is not required, we have our own working system (equipment menu thanks to Benny) that's actually nicer then VAS

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Put up a fun video during one of our CTI matches, it's not the greatest but I'll work on my story skills as I make new ones.

Edited by SpanishSurfer

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VAS is not required, we have our own working system (equipment menu thanks to Benny) that's actually nicer then VAS

Oh really, and you got the menu from Benny himself? Where can I test it out :)

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Oh really, and you got the menu from Benny himself? Where can I test it out :)

On the Seattle, Warfare server or any mission playing BECTI :)

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Another tiny fix for anyone editing the mission:

If you have a laser designator equipped and you open the equipment menu (not your inventory), it doent show up as equipped - It simply shows a blank space where the designator should be. To fix, goto client > Functions > UI > Functions_UI_Gearmenu.sqf, find the switch statement that starts with "_slot = switch (getText(configFile >> 'CfgWeapons' >> _x >> 'simulation')) do {" at line 645-654 (stock 0.97 BECTI) and add the following within:

case "weapon": {[0,1]}; //--- Laserdesignator

Note: its case sensitive. I found out the hard way :(

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Hi,

I have a problem with the mod. I played a map online with some friends on a private server as a commander:

After the spawn I build 1 barrack and 1 command center close to the spawn point.

After a while I drove the mobile HQ to another city, at a distance of roughly 5 km to the first 2 buildings.

There I build another barrack.

Next I drove to the airport in the middle of Atlis, at a distance of roughly 12 km to the first 2 buildings. Here I wanted to build another building, but the error:

The base area limit has been reached.

popped up. After that I sold both already build baracks and the command center. Still the same error. The only thing I could build were defensive structures.

Is this behaviour intended?

If so, why?

I can understand that you would like to limit the amount of bases and their size, but if all other buildings are deleted, why shouldn't I be able to build another base somewhere complelty different?

I hope you can help me with that. So far the only thing I didn't enjoyed about the mod is how long it takes to attack distant cities if your base is on the complelty different edge of Altis...the bots are so slow....

Thank you in advance,

fastgiga

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There is a bug in 0.97 where empty base areas arent removed from the total area count. We've had that fixed for a while however ive still got a couple of kinks to work out regarding the selling/removal of destroyed factory ruins (Otherwise id've posted here it already).

An interim solution would be to increase the maximum amount of base areas you can have by going into common > init > init_commonconstants.sqf and changing the value assigned to 'CTI_BASE_AREA_MAX' (line 358 in stock 0.97)

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Is there a fixed version of this available for single player? Just skimming this thread, it looks like there has been a lot of nice fixes, but I only see the 0.97 version available for download in Steam.

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Try running the game as a local multiplayer session and joining it, it works well for me playing in single player.

Though saving seems not to work doing this, at least not for me.

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Sari, I am currently using your modified version of BECTI and there seems to be a problem with the CH47 from Aplos and air lifting. The vehicle is attached inside the CH-47F and if I detach it ....well... fireball... .

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Gabber,

Goto client > module > zetacargo > zeta_hook.sqf. Find the attachto command at line 16, and change the position from [0,0,-4] to [0,0,-6] (if thats still too close keep trying lower values until it works).

Might also be worth mentioning this to Alpion as [0,0,-4] works fine with the CH47 in arma 2, so perhaps the centerpoint of the ported model is a bit misaligned (I noticed his changelogs mention something about it being upscaled by 15%). However I know virtually nothing about mod creation so I could be talking a load of nonsense.

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Right, I feel the mission file I've been bragging about for a while is in a good enough state to be made public (that is, if you havent nabbed if off our server already :P). To recap, those of us that run this server have been die hard Arma 2 WFBE fans for a good number of years and felt that BECTI was lacking in a few areas. Long story short I began porting large chunks of the WFBE towns system to BECTI back in January more out of curiosity than anything. When I realised this might actually go somewhere, I got in touch with Benny, told him what I'd been upto and the legend allowed me to reuse his WFBE scripts on our server!

I now have the vast majority of the WFBE towns system up and running in BECTI and recently brought across Commander voting as well as a few smaller bits (details below). As you've probably seen recently I've also been doing my best to fix/workaround some of the bugs in the stock mission and posting some of the simpler ones here. I've also done a few things of my own to try and recreate the WFBE feeling when a direct port wouldnt work. I've left most values such as unit prices, default parameters, common constants etc. at their stock 0.97 values so some tweaking may be required if you want to use it.

Given Bennys open nature in regards to his files and that about 75% of this project has consisted of copying and pasting from WFBE (and a further 10% consisting of changing 'wbfe' variable names to 'cti' variable names), I feel its only right to share this back with the public. So, without further ado:

Bit of an explanation about this 'towns system', 'commander voting' and the 'few smaller bits' that I'm rambling on about (for those that never played WFBE or are a bit rusty):

 

Towns:


Depots: The central flagpole that marks the capture point of the town has been replaced with a bunker like depot. Once the town has been captured, this depot grants access to equipment, basic transport and AI purchase as well as the service menu depending on the parameters set.


Camps: Around the edges of the town are smaller camps which can be captured individually from the main town depot. Once captured these camps can provide a respawn point within that town and grant access to equipment purchase, depending on the parameters set. Be careful though, as the town's AI can patrol to and recapture these camps.


Defenses: In larger towns, static defenses now spawn and are manned by AI. However, you need to research 'Town Occupation' to at least level one before towns on your side with spawn their defenses. Some of the largest towns also have mortars set up somewhere within the town. Be careful, when they get their aim right they are deadly.

Banners: Once you are in range of a town (ie, close enough to spawn the town AI), you now get a coloured banner at the top of your HUD showing you which side the town belongs to, as well as the progress of the towns capture.


Capture rates: The time it takes to capture a town now depends on a number of things - town value, number of friendly units in the capture radius, the number of enemy units in the capture radius and the number of camps held.

Templates: The number of towns that can be captured on the map can now be set through templates and the 'Towns: Amount' parameter. This allows for more intense close quarter/PVP fights to be had. If you know some basic scripting then these templates can be easily modified.

Starting mode: A number of towns can now be set to Blufor/Opfor right from the round start. This allows for quicker round starts or just another way to mix things up a bit!


Commander:

Voting: The top slot in player lobby is no longer the commander by default. A commander can be selected by pressing the 'voting' button in the command menu. Once a vote has started, a menu will pop up and everyone picks who they want to be commander. Once the time is up, the player with the most votes will be selected as commander.

Funding: The commanders funds are kept completely separate to any player pot. once a player is voted commander, this player then has access to the commanders funds. If the player is voted out, then they will get their previous funds back.

AI: Whilst there haven't been any tweaks to the Ai commander cycle itself, the AI commander is now compatible with this new system. If disabled in the parameters, voting for the AI commander will result in nothing happening until a player is voted in.

Current com: The current commander is now displayed in the info box of the options menu.


Bases:

This is a minor feature but it has a very big impact on the overall flow of the mission. With the base area bug fixed it is now possible to sell an old base and build a new one in a different location, provided the area limit isn't exceeded. For example, If the area limit was 3 and 3 different bases had already been built, with the area bug it was not possible to build anywhere else, even if the commander sold/destroyed everything. However now it is possible to sell the (eg) 3rd base, move to a completely new location and rebuild the 3rd base. As long as there are only 3 bases on the map at any one time its possible to relocate as many times as the funds allow. To accommodate for this, a few changes had to be made:

Firstly, as ruins (factories that have been destroyed but have not yet despawned) will count towards your area count, its now possible for the commander to remove them with using the sell button in the base management menu. Obviously as these are technically destroyed, they will not refund any money

Secondly, instead of disappearing, factory map markers now turn black when the factory is destroyed to make it easier for the commander to locate them should they want to sell. Once the ruin has been removed/despawned then the marker will disappear as normal.

Finally, as there is now a better option to relocate, defending an existing base is not quite as (but still very) important. As such, the strength of the Heavy factory and the Air factory have been reduced by roughly 50%.


Factories:

Each player now has a queue limit for each type of Factory to prevent people from clogging up the queue with useless units. Once the player has reach the limit, they will be unable to order any more units until their currently queued units have been built.

The barracks now has 3 upgrade levels. In addition to receiving better units at higher levels, these upgrades limit the maximum group size. The higher the upgrade level, the more AI units you are allowed.

Skills:

This one is WIP, but the basic system for adding various skills to the different lobby slots is now in place. The lobby slots have been changed from riflemen to various units such as team leaders, snipers, engineers etc.

Aside from the default healing and repairing for engineers/medics, the only skill currently implemented is the team leaders ability to recruit up to 6 extra ai (barracks upgrade level dependent)

Other WFBE skills (not implemented yet) include a spotting function for snipers which places a marker on the map on the exact point where the sniper is looking at through the binoculars, a 'super satchel' for explosive specialists (don't think I need to explain that one...) and a deployable, respawnable MASH tent for officers.

Its possible to add these skills to any class as well as add new skills (struggling to come up with something suitable for divers).

HQ:

The HQ is now deployable a-la WFBE. In its mobile form the HQ is now little more than a vehicle. In order to build a base you must deploy it into a full building at the location you want to build by hitting the green deploy button in the construction menu and placing the building like a normal factory. Once its time to move its a simple case of mobilizing using the same button. The main advantage of this is that buildings dont show up in the target list so that tanks/choppers/jets etc can no longer lock on to the hidden hq vehicle from a million miles away. It also gives out a team message showing the location of where the hq has been deployed/mobilized (like the factory construction messages) to raise team awareness.

Anti-Stack:

Due to me gradually integrating it more and more into the mission and thus making it more and more of a pain to remove, I've included my anti-stack feature in this public release. When enabled in the parameters, this feature prevents too many players from joining one team and disrupting the balance of gameplay. It can be configured to sit idle until a certain level of imbalance has been reached so you can set it to be as harsh or as relaxed as you want. If a player has not previously joined this round and tries to join a side with too many people on, they will be kicked to the lobby and will be free to join the other side regardles of whether the anti-teamswap is active or not. The main downside is that if a player leaves and rejoins a side that has too many people in the same round, they may not be able to join at all until the player numbers has balanced out once more (assuming anti-teamswap is enabled). If anyone has an idea for a non-exploitable way to get round this, im all ears!

Optimisations:

Many scripts have been updated with new commands which have been introduced with Arma 3 since 0.97 was released and some now obsolete functions have been removed. Hopefully this should help optimize the mission and increase performance all round. I would highly recommend that anyone else making BECTI modifications which are NOT based on these files to make the same changes. Removed functions and their replacements:

CTI_CO_FNC_ArrayPush - replaced with pushBack
CTI_CO_FNC_ArrayReverse - replaced with reverse
CTI_CO_FNC_ArrayShift - replaced with deleteAt

CTI_SE_FNC_CountPlayers - replaced with AllPlayers (This was my own function so shouldnt affect other versions)
funcVectorAdd - replaced with vectorAdd
funcVectorCross - replaced with VectorCrossProduct
funcVectorDot - replaced with vectorDotProduct
funcVectorScale - replaced with vectorMultiply
funcVectorSub - replaced with vectorDiff



A few pretty screenshots:

 

Commander voting screen. No more militant douchebags hogging the com slot. If your team doesn't like him, DAS BOOT!
2014-06-08_00001.jpg

Sneaking up on a camp in kavala. Note the town banner, the static defense and the flag to indicate who owns the camp.
2014-06-08_00003.jpg

View of new town markers. Center diamond is the town depot, small squares are the camps. The one on the right has been captured by blufor.
2014-06-08_00006.jpg

Found the mortars...
2014-06-08_00007.jpg

Once town is capped, head to the depot and buy a civve vehicle to replace your wrecked tank.
2014-06-08_00009.jpg

Kart vs GMG. Turns out Civvie vehicles != Tanks.
2014-06-08_00011.jpg

New factory ruin marker. I swear i didnt TK it...
2014-06-09_00001.jpg

Aaaand just because the pilot nerd inside me wont shut up, a quick demonstration of lightstrips (based on the WFBE minefield script):

Its dark. Your base is in the middle of nowhere. You've been a complete plonker and left your NVG behind. You can see the base but you cant where you're landing. What to do? Get someone to build a runway! Pick the light strip from menu and align with runway edge:
2014-06-08_00014.jpg

Hit place, and poof! instant runway!
2014-06-08_00017.jpg

Disaster averted. Until the enemy spots it.
2014-06-08_00018.jpg



Full changelog (due to sendspace being a spazz and losing some of the older revisions i've merged the older change logs into one and ommitted fixes from in between revisions):

 

Original changes to stock 0.97:

 


Ported the Arma 2 WFBE towns system to BECTI:
- Town flagpoles replaced with depot/bunker models.
- Town camps added.
- Town camps can be captured individually from the towns.
- Town camp flags which change colours on capture.
- Town static defenses added to towns with a value of 300 and above.
- Town mortars added to towns with a value of 400 and above.
- Town static defenses only spawn occupation AI if occupation upgrade is lvl1 or higher.
- Town HUD banners added.
- Town HUD banners show current town/camp side and capture progress.
- Town and camp map markers replaced (Influenced by WASP CTI, these markers look much neater imo).
- Ability to respawn at captured town camps.
- All WFBE camp respawn methods included.
- Ability to purchase gear from both town camps and depots.
- Ability to buy basic vehicles and AI from town depot.
- Yet more credits to Benny for retouching the WFBE depot icon to BECTI standards for us!
- Town capture rates are now dynamic depending on value, number of ai and number of captured camps.
- Town capture bounty can be increased through a bounty multiplier in init_commonconstants.
- Town AI will patrol to and attempt to recapture camps.
- Town AI has a 50% chance of spawning at camps.
- Town AI has varying levels of difficulty set in parameters.
- Town detection range reduced to 550m.
- Town AI groups reduced from 12 to 6 units.
- Town base build protection.
- Town starting mode to start round with a number of towns already captured.
- Town starting amount/town templates to play a round with a reduced number of towns.
- Town starting colour is now black instead of green.
- Number of town AI squads roughly doubled.
- Added various town warning messages (camp captured/lost, town under attack etc.)

Ported the Arma 2 WFBE commander voting system:
- Top slot in player lobby is no longer the commander.
- A commander can be elected by pressing the 'voting' button in the command menu.
- The current commander is displayed in the info box of the options menu.
- Commander funds will automatically transfer to the new commander if changed.
- If enabled, the AI commander can be voted in.
- If current commander disconnects, an inert AI commander will take over until a new commander is voted.

Hq deployment:
- HQ can now be deployed into a standalone structure (Partially ported from WFBE):
- Base workers, structures and defenses can only be built when HQ is deployed.
- HQ costs a configurable amount of money to deploy.
- AI commander has basic compatability.

General changes:
- Ported WFBE factory queue system to prevent people spamming units, particularly at town depots.
- Ported WFBE 'keep units on JIP' functionality.
- Partially ported WFBE skills system (WIP).
- Changed all lobby slots to various units (engineer, medic, sniper etc).
- Team leaders can now recruit upto 6 extra AI.
- Various other skills to follow soon(tm).
- Added current unit limit and factory limit values to purchase menu hints for clarity.
- Added Ghost Hotel as a capturable town on Altis.
- Added all the various new units to the appropriate teams purchase menus, AI team buy types and town AI.
- Added loads of new gear items. A massive thanks to Tasty for doing all this. Hes literally been scouring the web just to find that extra backpack or missing cap that isnt mentioned on the BIKI.
- Karts and Helis DLC items have been added (Kart). Due to the somewhat mixed reaction to the DLC system, ill do a non DLC version on request.
- Added various walls, statics, towers and lights to the construction menu.
- Added ability to disband Independent Salvagers through 'Base management' menu.
- Added modified endgame camera sequence from WFBE (might do the UI displaying unit stats and whatnot at a later date).
- Added starting hour and month paramters, with an extra random functionality.
- Added ability to remove building ruins using the sell building button (ruins do not refund any money).
- Added various extra logging entries.
- Replaced Taxi reverse/push reverse with single script, now constatly reverses vehicle until cancelled.
- Replaced hook menu for choppers with more traditional action menu based airlift system.
- Traces its roots from WFBE zeta cargo, however its been rewritten a bazillion times since then and not very recognisable.
- Can limit certain choppers to lift certain types of vehicle (by default this isnt applied, but the funcionality is in init_commonconstants)
- Reduced vehicle spawn height to 0.5m in an attempt to stop vehicles getting damaged/destroyed on spawn.
- Reduced HF and AF strength by ~50%
- Increased max VD to 5000m.
- Updated AI team buy types to include new units introduced since 0.97.
- Expanded barracks upgrade into 3 levels.
- Markers for buildings now turn black when building is destroyed. Marker will only delete when building ruin is removed.
- Max group size is now dependant on barracks upgrade level.
- Purchased gear now remains persistent through respawns.
- Set mission start time to start on the hour, not 55 minutes past.
- Split repair truck service menu functionality between rep truck, fuel truck and medi truck
- Moved various commandchat messages to the displaymessage function.
- Rewrote server PV Request_HqLocality into a more generic Request_VehicleLocality.

Stock 0.97 fixes:
- Fixed town occupation not spawning on capture if town was captured from blufor/opfor.
- Fixed spamming the unit purchase button could result in unit limit to be exceeded.
- Fixed upgrade menu not correctly displaying upgrades if a certain upgrade is disabled in parameters.
- Fixed empty base areas not being removed from server array.
- Fixed binoculars causing startup errors and not showing in gear purchase menu since 1.12.
- Fixed mine detector attempting to equip to launcher slot in gear purchase menu.
- Fixed equipped laser designator not showing in gear purchase menu.
- Fixed units in vehicles not disbanding correctly and causing errors.
- Fixed not being able to lock a vehicle if purchased unlocked.
- Fixed missing scrollbar error (credits to ted23p for the fix).
- Fixed ammo truck not rearming some vehicles by using what appears to be Bennys old code.
- Fixed vehicle rearm script only rearming 1 of each magazine type.
- Fixed CAS jets ignoring AT/AA/FFAR upgrades.
- Fixed ammo trucks having pathetic ammo capacity (BIS bug, will supposedly be fixed in 1.22).
- Fixed killing infantry not rewarding bounty (not sure if bug or intentional...).
- Increased CTI_TOWNS_OCCUPATION_MIN_ACTIVE from 1 to 5 as ai stuck in buildings and whatnot were preventing town occpation in large towns from despawning.

New Parameters:
- AI: Commander (Enabled, Disabled).
- AI: Keep units on JIP (No, Yes).
- AI: Team Size (AI) (2-100).
- AI: Team Size (Player) (2-100).
- BASE: Areas Limit (0-24).
- BASE: Auto manned Defenses (0-50).
- BASE: Auto Defenses Range (50m-1000m).
- BASE: Start Near towns (Yes, No).
- BASE: Worker Limit (5-50).
- ENVIRONMENT: Starting Hour (00:00-23:00, Random).
- ENVIRONMENT: Starting Month (Jan-Dec, Random).
- GAMEPLAY: Towns: Amount (Extra Small, Small, Medium, Large, Full).
- RESPAWN: Camps (Disabled, Classic, Nearby Camps, Occupation Only).
- RESPAWN: Enemy Near: (Disabled, West | East, West | East | Resistance).
- RESPAWN: Towns range Range (50 - 4000m).
- RESPAWN: Penalty (Disabled, Default Gear, Full Gear Price, 1/2 Gear Price, 1/4 Gear Price).
- TOWNS: Equipment Purchase (Disabled, Camps, Depot, Camps and Depot).
- TOWNS: Protection Range (0-500m).
- TOWNS: Purchase Infantry (Disabled, Enabled).
- TOWNS: Occupation (Disabled, Light, Medium, Hard, Impossible).
- TOWNS: Resistance (Disabled, Light, Medium, Hard, Impossible).
- TOWNS: Vehicle Lock (Disabled, Enabled (Resistance), Enabled (Occupation), Enabled (Resistance and Occupation)).
- UNITS: Aircraft FFAR Rockets (Disabled, Enabled with Upgrade, Enabled).
- UNITS: Independent Salvager Limit (1-10).
 



24/11/2014 Changelog:

 


Hq deployment:
- HQ can now be deployed into a standalone structure (Partially ported from WFBE):
- Base workers, structures and defenses can only be built when HQ is deployed.
- HQ costs a configurable amount of money to deploy.
- AI commander has basic compatability.

New DLC contents:
- Added CH-67 Huron, CH-67 Huron (black) and Huron pods for Blufor.
- Added Mi-290 Taru, Mi-290 Transport, Mi-290 Bench, Po-30 Orca (Black and White) and Taru pods for Opfor.
- Added Windsock for both teams (found in construction menu).
- Hurons, Tarus and pods are all airlift compatible.
- Appropriate pods are service/respawn menu compatible.

General Changes:
- Added new camo/texture selection button in the purchase menu (used for Taru Black variants).
- Added 'Get in' bypass to DLC vehicles for those who dont own DLC content.
- Added player count check to freeze income when server is empty.
- Added West/East layouts to starting town templates (Altis and Stratis only).
- Added Anti-Stack system.
- Fixed FFV positions being recognised as crewable positions in the purchase menu.
- Fixed ability to use airlift simultaneously with sling loading.
- Fixed UH-80 Ghosthawk (camo) not being able to airlift.
- Fixed medical truck using wrong variable for service menu range.
- Fixed AI commander spawning when AI: Teams is enabled but AI: Commander is disabled.
- Fixed repaired HQ not having lock/unlock option.
- Fixed Endgame sequence sometimes displaying the wrong side message.
- Fixed disconnecting commander not giving up commanding powers.
- Optimized many functions with new commands native to Arma 3.
- Removed obsolete functions.
- Removed obsolete ammo truck fix.
- Various minor code cleanups.

Stock 0.97 Fixes:
- Fixed some message typos.
- Fixed objects with placeholder picture in purchase menu causing errors.
- Fixed various Planes and Helicopters ignoring certain weapon upgrades.
- Fixed inaccurate worker count preventing max amount of workers from being built.

New Parameters:
- Base: HQ Deploy Cost ($100-$10000).
- Gameplay: Kick team stackers (Enabled, Disabled)
- Gameplay: Kick team swappers (Enabled, Disabled)

Modified Parameters:
- Environment: Starting Hour (Added Daytime and Nighttime options)
- Towns: Amount (Added East and West templates)
 



10/03/2015 Changelog:

 


- Ported the Supply system from WFBE.
- Once again credits to Benny for letting us reuse his scripts.
- Secondary 'supply' currency has been added, used only by commander.
- Supply can be used to build factories, purchase upgrades and deploy/repair the HQ.
- Supply is generated by friendly towns.
- Maximum amount of supply per cycle a town can produce is shown on map.
- Current amount of supply per cycle produced by each friendly town is shown on the map.
- All building/unit/gear/upgrade etc. prices rebalanced for supply system.
- AI commander will make purchases in supply where necessary.
- Town AI units and numbers have been balanced based on town Supply Value.

General Changes:
- Added slingload simulation to airlift system.
- Added dynamic repair/refuel/heal prices to service menu (eg more damage = higher cost).
- Added HQ repair cost multiplier.
- Added missing inf.
- Added missing AI commander upgrades.
- Added basic AI commander repair HQ functionality.
- Added supply upgrade.
- Added town capture mode.
- Added new starting spawn points (Altis).
- Commander now has total control over income percentages.
- Client AI and AI teams will now attempt to recapture enemy camps in the town they're holding.
- Fixed camps not showing proper colours on JIP if on different side to town.
- Fixed player count function not generating income at all in SP.
- Fixed error related to HQ deployment.
- Fixed AI commander using the wrong side for some processes.
- Fixed AI commander not spawning on factories when no hq/CC is present.
- Fixed commander AI icon offset in purchase menu.
- Fixed locks not working on purchased vehicles.
- Fixed highlighting service trucks in purchase menu causing errors.
- Fixed endgame displaying wrong team as winner with a total towns victory.
- Fixed a couple of AI team script errors (credits to gabberxxl for pointing them out).
- Fixed exploit in teamswap/teamstack system.
- Fixed disconnecting commanders got to keep all de monies if they rejoin the same round.
- Replaced starting trucks with medical equivalents.
- Minor camp and depot position changes.
- Various minor code cleanups.

Stock 0.97 Fixes:
- Fixed transferring cash will show wrong group in receiving player's chat.

New Parameters:
- INCOME: Currency (Money and Supply, Money).
- INCOME: Starting Supply (East) (S1200-S76800).
- INCOME: Starting Supply (West) (S1200-S76800).
- TOWNS: Capture Mode (Camps) (Classic, Threshold, All Camps are Required).
 



08/04/2015 Changelog:

 


Added Construction Camera:
- Camera spawns when placing a building or defense, despawns when placed or cancelled.
- Camera controls are shown if persistent hints are turned on (Scroll menu > Options > video settings).
- Camera is also used for removing defenses.
- Added new and separate construction menu helpers.
- Removed helpers for buildings that dont have a spawn point.

Replaced camo/texture selection button with dropdown menu:
- Expanded to all vehicles with multiple Textures.
- Removed enemy faction textures from selection.
- Removed UH-80 (camo) an Mi48 (black) from purchase menu as theyre now obsolete.

New Marksman stuff:
- Added New Marksmen weapons and items to gear menu.
- Added New Marksmen units to purchase menu, AI buy types and town spawning types.
- Added Bipod slot to gear menu.

General Changes:
- Fixed unit/item icons showing black in gear/purchase menus.
- Fixed AI commander getting stuck in a loop.
- Fixed AI teams purchasing vehicles with FFV positions manned.
- Potentially fixed self destructing HQs.
- Replaced worker models.
- Updated AI buy type prices to match new supply system/economy.
- Updated defense menu item prices to match new supply system/economy.
- Various minor code cleanups.
 



16/04/2015 Changelog:

 


- Added Spotting skill for sniper Slots.
- Fixed Zafir and Rahim not using updated Magazines.
- Fixed Construction menu helpers colliding with and destroying objects.
- Fixed Construction menu helpers rotated incorrectly for Opfor.
- Fixed Construction menu hint not removing after exiting menu.
- Fixed various script errors (Cheers to everyone for pointing them out).
- Updated Opfor starting loadout with matching backpack.
- Updated runway light strip helper to be more helpful.
 



26/04/2015 Changelog:

 


- Added NV mode button to Construction/Defense menus.
- Added extra parameter values to limit the amount of AI teams.
- Fixed exceeding base area limits causing construction cam to get stuck.
- Fixed airlifted vehicles wouldn't restore original mass if airlifer was destroyed.
- Fixed podless Taru couldn't airlift.
- Fixed various minor AI commander respawning issues.
- Fixed AI for static defenses not spawning.
- Fixed buying units to other groups affected the buyers unit limit.
- Modified Parameter - AI: Teams (Added 1/4 Slots, 1/2 Slots, 3/4 Slots and All Slots).
 

 

09/08/2015 Changelog:

 


- Added defense placement collision detection
- Added player alive check to construction cam.
- Fixed building placement collision detection still using player position as a reference.
- Fixed disabled AI teams showing in various modes and menus.
- Fixed AI team buy types bypassing current upgrades.
- Fixed incorrect positions of NV and build defense buttons in defense menu.
- Fixed Artillery calls not working.
- Fixed the ability to service enemy vehicles.
- Various minor code cleanups.
 

 

Known Issues/Todo:

 



 

Known Issues:
- Rare(ish) occurence where individual players lose ablity to vote.
- Rare occurance where destroying a factory building causes errors
- Undeployed HQ displays 2 kill messages when destroyed in SP.
- Gear purchase menu may mix up icons upon loading templates (Workaround: buy current gear and reopen menu).
- AI teams occasionally respawn at the default respawn area.

Todo:
- Dynamic service menu rearming prices
- Add various WFBE skills for sniper slots, explosive specialist slots etc.
- Add factory building limit parameter.
- Add sub category dropdown menu for gear menu sections (the uniform section list is getting very long...).

 

 

Clicky download link (once again due to sendspace being a spazz I'm switching to OneDrive from now on):

 

09/08/2015 files:

 


Stratis and Altis:
OneDrive Link

Chernarus and Takistan (Requires AiA TP or CUP Terrains):
OneDrive Link

 




I have kept a few small things that I've done myself out of this mission file as A) it would still be nice to keep these things unique to our server and/or B) I felt they didnt really fit in with a public BECTI release.

Final disclaimer: The vast majority of these edits are almost direct ports of Bennys work. All credits should deservedly go to him and a massive thank you once again for letting me reuse them (and helping me with the depot icon!).

Edited by Sari
updated download links and removed older file links

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