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[SP/MP][COOP] Patrol Operations - Official Thread

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Official thread of Patrol Operations for Arma 3
A mission Game mode developed for the RV engine, Patrol Operations is a dynamic, random mission generator that is great for both mass public play and clan tactical gaming. Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately.

 

img_po3flag_3.png mp_coop_po4_overview_ca.png

 

Version 3.1 03/2014 Download: roy86.com.au
Supported Languages: Czech, German, English, French, Polish, Portuguese, Spanish

Patrol Ops 3 is covered under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0
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Version 4.0 Nov 2017 Status: Beta
Supported Languages: English

 

 

Features

  • AI Movement
  • - Ambushing positions
  • - Defending positions including occupation of static defenses and nearby buildings
  • - Randomly Patrolling Areas increasing likelihood off flanking attacks
  • HUD
  • - In-game Visual Settings adjustment for View Distances and Terrain Detail
  • - Active 3D Hud showing Squad Details
  • - Assigned Colours also linked into ShackTac's HUD (ST_HUD Not Required)
  • - 3D Hud use linked to the requirement of AR equipment such as Tactical Goggles and Pilot Helmets
  • - Progress Bars displays status from task completion to Unit Healing
  • MAP GUI
  • - Unit Tracking and Squad member icons track your squad movements
  • Ambient Weather Cycle (thanks to MeatBall)
  • Base protection from players firing at base
  • Map based Redeployment on killed or from base flag
  • - HALO Redeploy options for Server Admin
  • - Rallypoints allowing Redeployment to the field
  • Alternate Injury system improving damage handling and injured/critical states
  • - Dragging injured to cover
  • - Providing tactical assistance to get the injured up and moving again
  • Load-out management through Customised Ammoboxes based on assigned role (Overridden if VAS is chosen instead)
  • - Optional use of Virutal Ammobox System by Tonic
  • Logistics system allowing
  • - Lift choppers capable of lifting lighter vehicles and supply boxes
  • - Air Drop from lift choppers, ascend > 100m height to air-drop your load instead of landing in a HOT LZ
  • - Drop Illumination Flares from Lift-choppers if >100m height
  • - Create Supply boxes for infantry at supply points and airlift them to the front-line or load them on the back of trucks
  • - Vehicle Towing by Large Trucks and CRVs
  • - Loading allows tanks and shipping containers to be loaded onto trucks for faster deployment
  • - Vehicle Resupply will repair, rearm and refuel your vehicle from supply points and supply vehicles
  • - Multi-rotor UAV operators can replace batteries (refuel) in the field when landed
  • Squad Management System (Admins Override all functions)
  • - Team leaders can name their squad
  • - Team leaders can assign roles to squad members such as AT,MG,Sniper which will affect their ammo-box load-outs
  • - Team leaders can assign other members to their squads and elect squad leaders
  • - Admins can replace a team leader by assigning other members as team leaders.
  • Advanced Taskmaster System (Shuko)
  • Deaths Limitation with Spectator (Server Mission Parameters)
  • ACRE Natively supported (adds radios to boxes and creates retrans towers around island automatically when mod detected)
  • Task Force Arrowhead Radio Natively supported (adds radios to boxes when mod detected)
  • Headless Client AutoDetection
  • 7 Language Localization Supported


Tasks

  • Patrol Tasks
  • Defend Tasks
  • Destroy Tasks
  • Delivery / Escort Tasks
  • Sea Based Tasks
  • Rescue Tasks
  • Capture Tasks
 

 


Credits & Special thanks:

  • Online Combat Battalion Australia (OCB.net.au), their support and testing has been vital to the success.
  • Australian & New Zealand Tactical Community (ANZTAC.com
  • Bohemia Interactive Studios for the Arma Series, code and functions
  • BON_Inf for Code and Inspiration from his missions and scripts
  • KillZoneKid for Code and Inspiration from his tutorials
  • Shuko for Code and Inspiration from his awesome Task System and Position Scripts
  • Kegety for his spectator scripting
  • XENO for Code and Inspiration from Domination and setting such a high standard
  • R3F for Inspiration from their Arma 2 Logistics Scripts
  • Tonic for the Virtual Ammobox System
  • Tajin for the Helmet Camera Scripting
  • aeroson for his detailed loadout scripts
  • cobra4v320 for his HALO scripting
  • Kronzky for his string function library
  • SaMatra for help with UI Resources
  • Dslyecxi for his Paper doll giving insight on how to detect item types.
  • Tankbuster for his code and Inspiration from Domination
  • [TcB]-Psycho- for his adaptation of Bon_Inf Injury System
  • IGI_PL for his IGILoad Logistics Scripts
  • Language translations: EvroMalarkey, Senshi, GranolaBar, Ophelian, Rydgier, Caico1983, BIG (Armaholic)
  • Any and All ArmA community members for support, inspiration and solutions that have helped build this
  • Like 12

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Looks great, looking forward to trying this!

**edit** Just realised that it not out yet, LOL. Could I ask whats the timescale for release? (imminent, soon, dont old your breath ;), etc )

Edited by Ratcatcher722

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ETA By end of November. Just sanding off the rough edges and adding language translations. BIG thank you to those helping with this!!

  • Like 1

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this is a must addon for every coop server

Edited by Terox

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A video from the weekends testing of the latest Release Candidate.

Note:
If you have tactical glasses on you can turn on a 3D HUD / Augmented Reality
Logistics system: Hoist tanks / supplies on the back of trucks
A Damage modifier means enemies die as quickly as you can
A simple medical system means you can become incapacitated
Enemies occupy buildings / setup camp as well as patrol
Redeploy / halo / respawn tent system
Admin has a Commanders Tablet and can: (no mod required)
- (de)authorise player's access to vehicles
- move players into squads / create squads
- more?
The framerate is very good
The mission types are very interesting

Also note:
ARMA 3 bug means some aircraft explode when occupied unless you shoot it first with your rifle
Loadout system needs to be finalised
Medical system needs to be finalised

Let me reiterate how immensely fun it is. We've had various release candidates on the OCB server to work out bugs so feel free to connect and try it out (please respect our rules though).

-Lyndi

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hey nice, love neraly all dynamic missions, thats where arma shines! Btw, where is for example NATO vs FIA, CSAT vs FIA or AAF vs FIA? Kinda love fighting guerilla scenarios.

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Where i can test the mission cant find a server ?

The Feature list is very intresting and the mission seems to be a master piece for me.

I cant wait to see it in action.

Thx for all your effort and time you spend on making this, i`m looking forward to play it.

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Where i can test the mission cant find a server ?

The Feature list is very intresting and the mission seems to be a master piece for me.

I cant wait to see it in action.

Thx for all your effort and time you spend on making this, i`m looking forward to play it.

Just type OCB in the server filter and it will come up :)

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Where i can test the mission cant find a server ?

The Feature list is very intresting and the mission seems to be a master piece for me.

I cant wait to see it in action.

Thx for all your effort and time you spend on making this, i`m looking forward to play it.

Just type OCB in the server filter and it will come up :)

He beat me to it :p

Just an update,

PO3 has been translated so far into 3 other languages with help from the below:

- French: GranolaBar

- Portuguese: Caico1986

- Spanish: BIG (Armaholic)

More to come and a big thank you to those who are helping get this done!

Some teaser screenshots from recent testing of RC6: http://ocb.net.au/board/index.php?/topic/5205-patrol-operations-3/page__st__20#entry46159

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We have tested the mission and i have to say really awesome work and a high quality structure about the hole system.

Question:

Would it be possible that some guards in the miltary bases are in towers ?

I think it would be better to gave only the squad leader the rally point option and every squad member could spawn there.

Really nice detail with the tent ;).

We have experienced some problems, the mission with clear the minefield solve itself because the enemy vehicle drive over the mines sometimes.

The halo jump is sometimes really buggy with the inventar system that you loose all your stuff and after landing you are naked only equipped with helm and the weapon.

The revive System is really cool made and it goes in the right direction, we love it but there is a problem too when you are get medical attention and the time is running and the medic go away before the time is over you are at full health again and on your feets.

Mayby you have figured out the problems by yourself, but i think i better tell you my experience.

But thats all little things, all in all really good mission.

And i cant wait for the full release.

Ps: I hope my english is not to bad and you understand what i want to tell you.

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Would it be possible that some guards in the miltary bases are in towers ?

I think it would be better to gave only the squad leader the rally point option and every squad member could spawn there.

Really nice detail with the tent ;).

We have experienced some problems, the mission with clear the minefield solve itself because the enemy vehicle drive over the mines sometimes.

The halo jump is sometimes really buggy with the inventar system that you loose all your stuff and after landing you are naked only equipped with helm and the weapon.

The revive System is really cool made and it goes in the right direction, we love it but there is a problem too when you are get medical attention and the time is running and the medic go away before the time is over you are at full health again and on your feets.

Hi Speedygonzales,

Great feedback and thanks for the support. I'm glad your enjoying the test builds.

RE Guards in towers, I made a post a while back about update teasers for the mission tasks. This will be in the next RC update. Check these pics out and let me know that you think. http://ocb.net.au/board/index.php?/topic/5205-patrol-operations-3/page__st__20#entry45438

RE the SL rallypoints, in PO1 I had squad level rally points but due to gameplay review, feedback etc, I changed to player level rallypoints for PO2&3. Plus a group of tents looks awesome ;)

RE Mine field, I've made the AI aware of the mines now so they appear to avoid them but this still needs testing to be fully happy with it.

RE Halo and Revive, yeah this came up during testing of RC3.4 and has recieved a massive update/re-write for RC3.07 which is about to be sent out to contributors. It will be up on the OCB servers a couple of days after for testing.

End of november is coming ;)

Cheers.

Edited by roy86

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Thx for the infos.

We will test it when its on your server.

Srry i dont have the permission to see the screenshots.

I have registered me on the site but dont have the rights, but cool to know you have implemented it already , cant wait to test it.

Best regards speedy

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UPDATE

3.07 has been distributed to contributors for their evaluation.

Updated feature list in first post and other details.

Cheers,

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Played the new mission on your server yesterday and have to say what i have seen was really cool, lots of improvments but some little new bugs too, but cant test longer because i get banned for nothing.

I wrote in your forum why, but dont have the passion to fill out your banned formular, only because on guy means something that isnt true, too old for that shit.

But plz for the future dont let one guy alone make the decision to bann, only because he believe something when he is 1 minute on the server.

I hope the mission will be fully released next week, i like it a lot and there is so much detail in this mission.

Really great work and it will be a jackpot for the coop community i think.

Only Question left can you implement a version to the public release with a acre box.

Best regards Speedy

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Really great work and it will be a jackpot for the coop community i think.

Only Question left can you implement a version to the public release with a acre box.

Best regards Speedy

The changelog in the first post states

ACRE Natively supported (adds radios to boxes and creates retrans towers around island automatically when mod detected)

I am also waiting for the public release with eagerness.

There is not a public co-op style mission out there that can compare to this. Even just from a server-side performance viewpoint, nothing compares.

patrol ops has been around for each engine version and it always stands out from the crowd.

This one though is on a different level, well done Roy and those supporting his efforts.

I havent seen the latest version, am just wondering if the group marker system is using

  • a) Group markers
  • b) Group icons

The latter is much smoother and gives you the option of a 3d marker in game and also clickable with whatever functionality you want to implement, which may be preferable especilly for Commander siutational awareness when played more seriously

For example, typical functionality that could be employed.

As mission commander

GIVE MOVE ORDERS

1) click on marker (group icon)

(group now selected)

2) click on map location (Where you want the group to move too)

3) remote Group then receives following information

....a) Localised marker positioned at their "Move to" waypoint

....b) localised to group, overlay text box opens that states they have received "Move" orders

....c) Waypoint appears on map, so they don't need to keep looking at the map

Group Info Hud

Maybe "mouse over" group icons opens up an information hud

a) Group leader

b) Manpower details etc

This to me would be icing on the cake and help alleviate some of the language and non voice comms issues you get in a public MP environment

This is just a wish list from me and am sure you get lots of them

Edited by Terox

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I havent seen the latest version, am just wondering if the group marker system is using

  • a) Group markers
  • b) Group icons

From my brief look IIRC the 3d markers were an option if the player had tactical goggles or a flight helmet - configurable from the warpad interface to turn on/off

Can't recall group marker on map

On the Commander interface - I like the thoughts Terox, that would be sweet.....

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@ KevsnoTrev

ref the markers, (Nato group markers) they appear to be standard markers not groupIcons and only in map view

You are thinking about the name tags which you can see when you have the hud enabled while wearing tactical glasses

What i mean are

_grp addGroupIcon << params >>

_grp setgroupIconParams << params >>

setGroupIconsVisible [true,true];//[select 0: show markers on map, select 1: show markers on player hud];

The beauty with these, is you dont need any looping script to setmarkerpos to group leaders

BIS internal coding smoothly moves these markers with the group leader

!!BUG!!

On the latest rc7, reference the squad management gui

On the drop down box that allows the admin to certify a player to be pilot, i cannot read the second entry in that list, hidden from view

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_grp addGroupIcon << params >>

_grp setgroupIconParams << params >>

setGroupIconsVisible [true,true];//[select 0: show markers on map, select 1: show markers on player hud];

;) Done

On the latest rc7, reference the squad management gui

On the drop down box that allows the admin to certify a player to be pilot, i cannot read the second entry in that list, hidden from view

What screen ratio/resolution are you running?

Cheers,

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