giallustio 770 Posted October 26, 2013 Yep! Try to use an AI mod. Share this post Link to post Share on other sites
gravedancer 10 Posted October 26, 2013 Great coding and well put together. It runs like a top. Share this post Link to post Share on other sites
giallustio 770 Posted October 26, 2013 Thank you very much :cool: Share this post Link to post Share on other sites
DaViSFiT 21 Posted October 26, 2013 So we tried now with debugmode on. We cleared 2 hole Citys and still not getting green. still red :( Share this post Link to post Share on other sites
Aposky 10 Posted October 27, 2013 So we tried now with debugmode on. We cleared 2 hole Citys and still not getting green. still red :( What branch do you run? We experienced the same issue with DEV version. Share this post Link to post Share on other sites
serjames 357 Posted October 27, 2013 Giallustio - just a quick build on what is an EXCELLENT mission. If you are moving cross country - i.e. on foot. Do patrols spawn? I think they do, however they don't always "intersect" with the player group. Is it possible to manipulate that somewhat ? i.e. the spawn knows the last heading, and will approximate a "collision" Secondly in towns, when we are taking them we notice that the OPFOR units do not fortify buildings, their patrol is great, but it would be good if we had a little more clearing to do, Not masses as it becomes boring, but some % of Opfor that go into buildings ? Cheers SJ Share this post Link to post Share on other sites
DaViSFiT 21 Posted October 27, 2013 What branch do you run? We experienced the same issue with DEV version. We just use stable build, no dev build. We use HeadlessClient all the time, i think theres a bug in the Mission that dont realise that alle "HC ai" is dead in that city. we tried it now 4 times and we never got it green ;-/ Share this post Link to post Share on other sites
giallustio 770 Posted October 27, 2013 It doesn't happen to me. Open the console and write: BTC_marker_debug_cond = true;_marker = [] spawn BTC_marker_debug; Share this post Link to post Share on other sites
Andy230 10 Posted October 28, 2013 Hi Giallustio, thanks for great mission you make :) I have few question: Is it possible to add ACRE ? ( We tried to run it with ACRE but all radios duplicated in whole our inventory and we can't drop them.) Can you show your asr_ai3_settings.hpp whitch u use on your server? I was trying to run WarStorm with @ASR_AI3 mod on our dedicated server and all AIs seemed to be dumber then usual :D ( I mean standard BI settings) Thanks Share this post Link to post Share on other sites
ramius86 13 Posted October 28, 2013 Hi Giallustio, thanks for great mission you make :)I have few question: Is it possible to add ACRE ? ( We tried to run it with ACRE but all radios duplicated in whole our inventory and we can't drop them.) Can you show your asr_ai3_settings.hpp whitch u use on your server? I was trying to run WarStorm with @ASR_AI3 mod on our dedicated server and all AIs seemed to be dumber then usual :D ( I mean standard BI settings) Thanks We always play with ACRE ( think we never play a mission without it! ) and all works fine, which version of acre do you use? There's some problem due to the fact that acre isn't officially released and all of "us" use some different version.. Dumber than usual?! Default BI settings mean an AI will kill you with one single shot with a 5,56 ironsight from 500 meters behind a bush... :confused: I think you are using the latest ASR_AI version and you didn't noticed the fact that requires DEV version - OCT 27 2013 - updated ASR mods; NOTE - REQUIRES DEV BRANCH !!! - OCT 25 2013 - updated ASR AI; NOTE - REQUIRES DEV BRANCH !!! Share this post Link to post Share on other sites
Andy230 10 Posted October 28, 2013 @ramius86: I can't tell you which version of ACRE we have installed on server - I am at work right now. We also used stable branch of Arma 3 not DEV version - so there can be problem. Yes, you are rigt - if using standard BI settings of AIs, it is sometimes frustratin to be killed with one shot from distance above 500m or more. Share this post Link to post Share on other sites
ramius86 13 Posted October 28, 2013 Andy, the DEV update it's about the latest version of ASR_AI, not acre Share this post Link to post Share on other sites
Andy230 10 Posted October 28, 2013 (edited) Oh sorry, I understand yet. :) Will try it! Do you use "asr_ai3_settings.hpp" in default presets, or have to change some settings? :) Edited October 28, 2013 by Andy230 Share this post Link to post Share on other sites
DaViSFiT 21 Posted October 28, 2013 It doesn't happen to me.Open the console and write: BTC_marker_debug_cond = true;_marker = [] spawn BTC_marker_debug; Didnt work. dont do nothing if i post in the code console. I made some little videoshots, perhaps i can post them. can i do something that you find the error? :( Tonight we test again 2 citys with HC with only 2 people on the server. no chance to get it green. we dont use inidb. i set all options in parameters right (no save, no restore, HC ON, few enemys, no patrol, and so on) Share this post Link to post Share on other sites
giallustio 770 Posted October 28, 2013 The code has to work. You should see the enemies in map Share this post Link to post Share on other sites
gravedancer 10 Posted October 29, 2013 Giallustio; I have been modding your mission and am having trouble with a couple of items... When I replace the Green force repair specialist with a AA man it wont take, are you calling a default group that I'm just not seeing? About 30% of the time my players can't revive allies, I'm starting to assume I missed a bit of code somewhere when i adjusted the squad sizes. Any wisdom for me? Share this post Link to post Share on other sites
ylguf 1 Posted October 30, 2013 I like the mission a lot. runs great and its nice to see HC utilized. a couple things that need to be fixed: the AA and the AT loadouts spawn with incompatible pistols and ammo. I completely hated the camera on the helicopters. everytime I got in a heli it would always do something unexpected. ex. constantly shake, point up, attach to helicopter rotor(don't ask me why this was happening) but I rewrote the function to this and it runs a lot smoother. BTC_l_camera = { if (BTC_l_pip_cond) then { BTC_l_pip_cond = false; [] call BIS_fnc_liveFeedTerminate; } else { hint "Activating camera..."; BTC_l_pip_cond = true; BTC_l_feed_target = "Land_HelipadEmpty_F" createVehicle (position player); BTC_l_feed_target attachTo [vehicle player, [ 0, 1, -3]]; [vehicle player, BTC_l_feed_target, player] call BIS_fnc_liveFeed; WaitUntil {sleep 1; (!(vehicle player isKindOf "Helicopter") || !Alive player)}; if (BTC_l_pip_cond) then {BTC_l_pip_cond = false;[] call BIS_fnc_liveFeedTerminate; deleteVehicle BTC_l_feed_target;}; }; }; Share this post Link to post Share on other sites
giallustio 770 Posted October 30, 2013 I like the mission a lot. runs great and its nice to see HC utilized. a couple things that need to be fixed:the AA and the AT loadouts spawn with incompatible pistols and ammo. What do you mean? I didn't change any loadout... I completely hated the camera on the helicopters. everytime I got in a heli it would always do something unexpected. ex. constantly shake, point up, attach to helicopter rotor(don't ask me why this was happening) It's an old feature, i didn't look at it since beta release. I'm glad you improve it by yourself Share this post Link to post Share on other sites
Andy230 10 Posted October 30, 2013 What about to add ACRE support? :) If we try War Storm on our server with ACRE, everybody had AN/PRC-343, but those radios are only for limited distance approx. 500 m. Share this post Link to post Share on other sites
giallustio 770 Posted October 30, 2013 What about to add ACRE support? :)If we try War Storm on our server with ACRE, everybody had AN/PRC-343, but those radios are only for limited distance approx. 500 m. You missed the ACRE box at the spawn... Share this post Link to post Share on other sites
Andy230 10 Posted October 30, 2013 You missed the ACRE box at the spawn... No Giallustio, I saw the acre box near spawn-point, but standard ACRE box is bugged, because of duplicating of radios. This is post of Nou at UnitedOperations forum: ACRE is coming soon to UO, and just to give everyone a heads up who work on missions, there are a couple key changes... Radios are NOT weapons. Yes, the weapons commands (such as addWeapon, addWeaponCargo, weapons) will appear to work on them, but in reality they are causing all sorts of undefined behavior to happen in Arma. Radios are now Items! Use the Item commands (addItem, addItemCargo, and the related item commands for inventory). Do not use assignItem... EVER! Let ACRE handle assigning a default radio to your radio item slot! It will do it for you, so don't even worry about it. If you do use assignItem on radios you will most likely lose a radio, it will just go away, into the void, lost forever! If you want to remove the default radio, you need to either use removeWeapon (though this should be deprecated, again its a weapon command) or use the unassignItem command to remove ItemRadio from its assigned slot, then use removeItem on ItemRadio. That is the "correct" way to remove the default radio! Backpack radios are not backpacks. This is going to stay this way probably till ACRE2 comes out, and even then its going to be different. This means that the 119 and the 117 will NOT show up on someones back right now. There is no good way around this with out gutting a huge portion of code that is now superseded in ACRE2 and I don't want to deal with it. Its a aesthetics issue and a mission makers realism issue (don't give people a bunch of 119 or 117 radios, nor throw a bunch in boxes for people to just load themselves with). Radios and direct speaking do not work underwater! I think that covers most of it. Hopefully this helps people create new missions or transfer existing missions to A3. Good luck! Share this post Link to post Share on other sites
giallustio 770 Posted October 30, 2013 Probably i've an old version of ACRE and i don't get this kind of error. Share this post Link to post Share on other sites
Predator.v2 10 Posted October 30, 2013 ACRE and the ACRE box are working for me.. Btw are you working on an update for this mission? I thought you wanted to included db sitreps on the next update. And aren't AI supposed to start counterattacks? Have seen one ever since.. Share this post Link to post Share on other sites
giallustio 770 Posted October 30, 2013 As soon as i get some time. I've started a new big project and it required a lot of time Share this post Link to post Share on other sites
ylguf 1 Posted October 30, 2013 What do you mean? I didn't change any loadout... in the version I downloaded the AA and the AT load out spawn with a ACP-C2.45 pistol and have 2x 9mm 16rnd mags which is for the pdw2000,p07, Rook-40 Share this post Link to post Share on other sites