ziant 14 Posted December 13, 2013 alright then. as long as I have the written permission to edit and upload it to my community then I'm contented. :) Share this post Link to post Share on other sites
legolasindar 3 Posted December 13, 2013 (edited) First of all sorry for my bad english, is not my language. Two points. 1) Force soldiers equipment, limit the weapons, uniforms and other by role, is to eliminate the realism, and worse, is extremely difficult to work with the leaders. If I have to participate in a mission, I need to have the maximum arsenal possible, and I need a flexible system of roles, because sometimes we will be 15 soldiers , sometimes will be 4 and we do not always need the same number of machine guns or anti-tank... To me it makes no sense, as a leader, go to the box of ammunition and can not deliver the weapons as appropriate me. 2) Many virtual groups can most utilize ons addons in their games. This limitation of OP3 makes all those virtual groups to not wanting to use this great mission , because it is not compatible with their addons. The standard addons of my community not only include weapons, there are also affecting AI aspect, modifying graphics, etc ... I can not just remove a part of the standard because the OP3 not allow new items. What I mean by this is that no need to remove this limitation by roles, just as with Evolution, Dominiation and other missions, you can select in Parameters if we use the limit by Rol. Add an option to make the server to decide if the limit is used by role or not. As I said , I think is an excellent mission, but regrettably if the option of using own addons is not included, we will not use in our community. Edited December 13, 2013 by Legolasindar Share this post Link to post Share on other sites
PrienU24 10 Posted December 13, 2013 Great Job Thk! Share this post Link to post Share on other sites
roy86 367 Posted December 13, 2013 (edited) Now just wrap the mission back up into a pbo, put it on your server and you're good to go. Spot on Senshi ;) Is there an easy fix to allow squad leaders to assign team roles? Hi Zach, There will be a fix in the next update to allow that again. Its a bit of a pain. alright then. as long as I have the written permission to edit and upload it to my community then I'm contented. :) Hi Zaint, Yep, you have full permission to modify for your own needs. If you add anything you think might benefit everyone, feel free to share. I'm happy to add in additional suggestions if they fit. First of all sorry for my bad english, is not my language.Two points. 1) Force soldiers equipment, limit the weapons, uniforms and other by role, is to eliminate the realism, and worse, is extremely difficult to work with the leaders. If I have to participate in a mission, I need to have the maximum arsenal possible, and I need a flexible system of roles, because sometimes we will be 15 soldiers , sometimes will be 4 and we do not always need the same number of machine guns or anti-tank... To me it makes no sense, as a leader, go to the box of ammunition and can not deliver the weapons as appropriate me. 2) Many virtual groups can most utilize ons addons in their games. This limitation of OP3 makes all those virtual groups to not wanting to use this great mission , because it is not compatible with their addons. The standard addons of my community not only include weapons, there are also affecting AI aspect, modifying graphics, etc ... I can not just remove a part of the standard because the OP3 not allow new items. What I mean by this is that no need to remove this limitation by roles, just as with Evolution, Dominiation and other missions, you can select in Parameters if we use the limit by Rol. Add an option to make the server to decide if the limit is used by role or not. Hi Legolasindar, The mission is about team work. No one member has a "maximum arsenal" as that would be unrealistic. By limiting gear to roles, this encourages public and lone wolves to begin working as a team. However maybe refer to the above post by Senshi with regards to adding in more weapons and gear to each of the roles. I'm keen to hear feedback about what is missing/required for each of the roles and this can be tweaked in the next update. With point two, PO3 does not affect AI, graphics etc. If a mod doesn't work, log a fault at dev-heaven so we can investigate if PO3 is the cause. The only partially valid issue is "content mods" such as items, weapons and magazines. In this regards, whilst I appreciate your position, I cannot cater for every individual community and their prefered addons. That is why PO3 is very customisable and the licence allows you to modify for whatever your community prefers should you be willing. If there is enough interest in a mod, I will try to support it. I'll look at the implementation of a server parameter for role restriction. As I said , I think is an excellent mission, but regrettably if the option of using own addons is not included, we will not use in our community. As stated above but if PO3 doesn't suit your needs, please accept my apology and you are under no obligation to use it. Great JobThk! Cheers Mate, Thanks :D Merry Christmas Edited December 13, 2013 by roy86 Share this post Link to post Share on other sites
legolasindar 3 Posted December 14, 2013 Hi Legolasindar, The mission is about team work. No one member has a "maximum arsenal" as that would be unrealistic. By limiting gear to roles, this encourages public and lone wolves to begin working as a team. However maybe refer to the above post by Senshi with regards to adding in more weapons and gear to each of the roles. I'm keen to hear feedback about what is missing/required for each of the roles and this can be tweaked in the next update. With point two, PO3 does not affect AI, graphics etc. If a mod doesn't work, log a fault at dev-heaven so we can investigate if PO3 is the cause. The only partially valid issue is "content mods" such as items, weapons and magazines. In this regards, whilst I appreciate your position, I cannot cater for every individual community and their prefered addons. That is why PO3 is very customisable and the licence allows you to modify for whatever your community prefers should you be willing. If there is enough interest in a mod, I will try to support it. I'll look at the implementation of a server parameter for role restriction. Yes, team work is capital for a good mission, i teach this to my team comrades ever, but I think it is more positive if we let the server decide whether to use limited role or not., since in our case is not necessary, we have well trained to our own and working as a team and how the roles are distributed. I'm not a programmer, but I do not ask that the option is removed, only advise you to put a modifiable parameter for deciding whether or not to use it. I do not think it's that hard to put a parameter to enable or not the limitation of equipment for Roles. So those who wants to use this limitation on your server can do, and who does not want to use too. I do not ask that the option is removed, only advise you to put a modifiable parameter for deciding whether or not to use it. Share this post Link to post Share on other sites
mk-l 10 Posted December 14, 2013 Hi roy86, Currently we have problem with animation "drag system" but we solved it. Animation of "drag" system ( fn_dragInjured.sqf ) : At the line 34 it's write : [_injured,"Dragger_End"] call mpsf_fnc_animateUnit;//_dragger playMove "amovpknlmstpsraswrfldnon"; There are an error I think it's : [_dragger,"Dragger_End"] call mpsf_fnc_animateUnit;//_dragger playMove "amovpknlmstpsraswrfldnon"; Now, we have a problem with the medic class. When it's hit, he dies all the time ... Always ! We don't have this problem before 1.08 ... dont know why. Our team medic, gave us a screenshot of the script error. We can not solve it. Your heal system is good, but do you intend to be able to let us choose between yours and that of BTC Revive ? Guy's on my team love the BTC Revive system because it adds more realism to our missions (use of morphine, epinephrine, bandage, CPR, etc ...) It would be nice if in the mission parameters, we can choose between several choices. What do you think ? Hope you have help, my team thank you for your work. ( GranolaBar playing with us often ) Almost every evening we practice arma 3 with your mission and we are delighted :) -RFF- | MkL www.rff-arma3.fr Share this post Link to post Share on other sites
vengeance1 50 Posted December 15, 2013 (edited) Does anyone know where we enable AI Radio chatter? Never mind I found it "0 fadeRadio 0;" Edited December 15, 2013 by vengeance1 found script Share this post Link to post Share on other sites
terox 316 Posted December 15, 2013 This is just a point of view and may not fit into your overall image of your mission, but here goes anyway. I see a role for a recon element (4 man max) Basing the units on medics, not explosive experts These units would be the only units with access to UAV's preferably non weaponised Thermal imaging scopes (With the exception of the AT sights which are available by default with the AT launchers) Recon uniforms, (Boonie hats, bandanas, all the spec ops type uniform bits) They would have the following special roles only available to them Recon_JTAC (Laser designator) Recon_UAV Operator Recon_Medic Recon_Leader Take note of the omission of any Offensive type role, eg Sniper / AT / MG etc A recon role if played correctly should be, wherever possible, covert and non aggressive and therefore the omission of any elite type weaponry should be enforced so as not to attract the wrong type of player to this group The player who takes this role would not be interested with a high kill score Their HALO option would always be on, regardless of the Param settings for HALO How do I see this role played. New task is spawned Recon Halo in Find a suitable OP designate safe LZ's for the assault groups for helo insertion Mark targets Relay intel of enemy movements, size and type of force etc Observe friendly force deployment and their movement to forward positions Observe flanks Possibly act as a CSAR unit if required [*] Remain non combatant wherever possible [*] Mission ends [*] Extract to base [*] New task given >> goto 1 They could also take the role of forward observer for the artillery Removing UAV's from other groups enforces their reconnaisance role and makes at least 1 slot in the group very specialist Not allowing access to high powered weaponry stops the group from turning into a spec ops role The role does not suit every player, but there are players out there that love the immersion that this type of role can give ______________________________________________________ _____________________________________________________ Side Note Artillery support, with all types of munitions availablle is way too powerful I would suggest Removing HE Only allow specialised munitions such as laser designated etc Share this post Link to post Share on other sites
roy86 367 Posted December 15, 2013 <BUG REPORTED>Your heal system is good, but do you intend to be able to let us choose between yours and that of BTC Revive ? Guy's on my team love the BTC Revive system because it adds more realism to our missions (use of morphine, epinephrine, bandage, CPR, etc ...) It would be nice if in the mission parameters, we can choose between several choices. What do you think ? Hope you have help, my team thank you for your work. ( GranolaBar playing with us often ) ;) Cheers MKL, Yep definitely looking to support a couple of injury systems as there are some great alternatives. I just have to work out how to integrate and then get permission before proceeding. <RECON FEEDBACK/SUGGESTION>_____________________________________________________ Side Note: Artillery support, with all types of munitions availablle is way too powerful I would suggest Removing HE Only allow specialised munitions such as laser designated etc Interesting point about Recon elements. We run a fire team sometimes as a Recon element but it is more of the mentality than an enforced role that makes it successful. I'm open to anyone suggesting an ORBAT for PO3 as I'm not 100% with the current one. I would recommend logging feature requests in the Dev-heaven space as you have some good ideas there. RE: Artillery Munitions, I'm looking at using an AI battery with a Command Console to order fire missions that can then limit the munitions types but that will not be a feature in the next update. Cheers, Share this post Link to post Share on other sites
Senshi 10 Posted December 16, 2013 Employing jets, CAS helicopters or howitzers currently basically is "cheating", yeah... You can wipe out any AI opposition with no serious trouble right now. Just put a single spotter out there, man the CAS/arty and wipe out the island ;) . Scripted artillery makes much more sense as the player-controlled one is just unstoppable right now (and not really challenging to use thanks to the artillery computer). I would simply drop the heavy CAS altogether and only leave the "light" CAS chopper with the unguided rockets for strafing runs. Those at least have to put themselves at the risk of catching some AA fire. Share this post Link to post Share on other sites
ajax420 0 Posted December 16, 2013 If you want to need the use of cas then run your server with the ASR_AI mod and you will never feel like cheating again. That mod is a GAME CHANGER! Use the latest verion of Robalos awesome mod to play against ai that act nearly like live players in soooo many way. Stock bis ai are just awful in soooo many ways... Share this post Link to post Share on other sites
Hapexi 10 Posted December 17, 2013 What is the damage system in this mission? really like it and could use it in our own missions also. Share this post Link to post Share on other sites
Redfield-77 10 Posted December 17, 2013 Hello Roy, You have helped me with some code in the past and this is amazing. I downloaded it late last night and only had about 20 mins to mess with it. I played the Nato version and I liked it alot. I have just a few questions before I push it to our dedi. I got hit and my screen turned red and started waving around wich was awesome but I got right back up and healed myself. It did not take away the blur effect and I did end up bleeding out but never lost conciousness and could walk around and still shoot. I also got hit over a hundred times while stumbling around and never went down. Is this an unfinished feature or a bug on my end or WAI? Second question, Can I copy paste everything over to other maps and have it work? (moving the markers and units to appropriate places of course) Asking your permission as well. I had other questions but Im not at home so Ill ask them when I get there. Cheers I love everything I got to see so far. Share this post Link to post Share on other sites
terox 316 Posted December 17, 2013 (edited) Hi Roy, Before I move suggestions about Orbat and Recon to the dev heaven tracker, I thought it might be more prudent to get opinions from others who follow this thread So here is my complete overview in one post ------------------------------------------------------------------------------------------------------------------------------------------------ If I were to mod this, this is most likely what i would do...... (Much of this is already implemented) _________ OVERVIEW __________ <<< UNIT CLASSES & ROLES >>> Available equipment is restricted by role Available roles are restricted by unit class The orbat is made up from the following classes CLASS ---------- ROLES ---------- SPECIALIST ROLE ---------- SPECIALIST EQUIPMENT "Officer" C.O Mission commander slot X.O Mission Commander assistant Access to Artillery GUI & Squad management GUI Access to UAV if no recon element present Ideal slot for the admin "Recon Paramedic" Recon Leader Range finder, Thermal Imaging scopes Recon Scout (UAV trained) Range finder, Thermal Imaging scopes & UAV equipment Recon Scout (F.O)/JTAC Trained Range finder, Thermal Imaging scopes & Laser designator Recon Paramedic Range finder, Thermal Imaging scopes "Medic" & "Expl spec" Leader Range finder & a simple Thermal Imaging scope Rifleman Basic grunt can also drive light vehicles AT AT weaponry MG MG/AR weaponry Grenadier UGL Marksman Marksman rifles (Without High powered zoom scopes) EOD Specialist Explosive ordinance (Only available for "Expl spec" class Medic Medic kits (Only available for "Medic" class Possibly more roles (see notes *b* at the bottom of this post) "Repair specialist" "Support" Combination Driver/Pilot Defensive weaponry and satchels so they can destroy their vehicles These are the only class that can drive heavy vehicles or pilot aircraft Possibly "Squad leader" class see Notes *a* at the bottom of this post This would remove the leader role from medic, Explosive specialist class and place it for selection in this class. A group leader shouldnt really be getting involved with medic or EOD duties There is an oversight in the squad management ability to swap players roles. You are allowed to keep equipment from your existing role and then add to that equipment from the newly assigned role and could therefore become elitist (AT Sniper Medic) Its also possible to cheat by dropping your equipment on the floor or storing it in a vehicle or ammo crate (Not so easy to script against) My fix for this would be........... Changing roles removes all equipment from the unit, automatically replacing it with a basic kit for the new role VAS can then be used to customise the loadout further with restricted equipment To avoid cheating with this functionality, a player can only be reassigned a new role if they are within the base perimeter The player assigning the role, eg the Admin or group leader, X.O, Mission commander can assign the role to a player from anywhere. If the Admin/Group leader is assigning a role to themselves, then they must be within the base perimeter ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ <<< ORBAT >>> 36 players, (add another rifle squad if you want to bump it up to 42) 1 * Command group 2 man group (Base class "Officer") By default set callsign to "HQ" 1 * Recon group By default set callsign to "RECON" 4 man group (Base class "Recon Paramedic") 3 * Rifle Squads By default set callsign to "ALPHA, BRAVO, CHARLIE" respectively 8 man group made up from 6 * Explosive expert class 2 * Medic class *a* see notes below 1 * Support Group By default set callsign to "DELTA" or "SUPPORT" 6 man group (Base class: "Repair specialist") These are dedicated vehicle operators and the only class that can drive/pilot heavy vehicles and aircraft They cannot be reassigned to a different role They can only be equipped with defensive weaponry + dems for taking out their vehicle They can however be moved from 1 group to another (This will cater for small group sessions where only 6 or 7 players are on the server) There is no restriction for other crew positions such as Gunner/Commander, any unit can take this position <<< VEHICLE USEAGE >>> Only Support group can drive heavy land vehicles or pilot aircraft Any class can crew a vehicle, eg gunner position or commander position (This does not include co-pilot for aircraft) Any class can drive light vehicles, (Hunters, quads etc) Vehicles should automatically carry support ammunition for Rifle Squad roles <<< CAS >>>>> Gunships are too powerful (This has already been pointed out on the forum thread) Removing them, or possibly just removing their thermal imaging may help or add more AAA It may be more prudent to go with Fast air and Light helo gunships only This would further reinforce recons role, especially JTAC <<< ARTILLERY >>> Artillery as it stands right now is too powerful (This has already been pointed out on the forum thread) Available to Officer class or Recon F.O only Limit available types of ordinance (No H.E for example) <<< UAV >>> Only allow recon drones, nothing weaponised UAV control is only available to Recon UAV operator, or if that role is not filled, the X.O role in the command group <<< COMMAND >>> It can be very difficult commanding, when the group you are in is full of players spamming teamspeak or voip group chat So I believe it is best to command the mission from a small group of say just 2 players. This is the management group, so they should be able to reorganise players between groups and assign roles for the entire orbat They should also be able to control support assets such as Artillery and UAV's if no other player is fulfilling that role <<< RECON >>> You have to be careful here, not to, let recon become a spec ops unit To enforce the reconnaissance role, I would not allow any recon class unit to carry any offensive weaponry, AT, AR, Sniper rifles etc They should remain covert and not in direct contact with any enemy forces They would only be equipped with defensive weaponry They can always HALO even when HALO s turned off (They need to be the first on scene) I would however give them equipment to carry out recon more effectively such as range finders, thermal imaging scopes etc To make the role useful for a 4 man team, I would give them the capability to use UAV's, lase for CAS and call in Arty If played correctly and utilised correctly, this group can be a great asset <<< RIFLE SQUADS >>> These are the main "Get the job done" forces that should be concentrating on assault. They should be able to crew vehicle slots such as gunner and commander and be able to drive light vehicles such as hunters <<< SUPPORT >>> These guys should not have access to anything other than self defence weapons, carbines, smg's etc They maybe could have access to crew served weapons/backpacks to enforce their support role <<< SMALL PLAYER NUMBERS >>> There are times when you do not have sufficient players to spread out between the groups and your community may only have 7 players for example. Often in this case you like everyone to be in the same group Basing roles on unit class means that when you move a player from 1 group to another, the player does not lose or gain roles that they can be assigned. So... you have 7 men, you start with one player in recon, because you want a UAV one player in support because you need a pilot or someone to drive a tank 5 players in Alpha You merge the recon guy and the support guy into Alpha and all your players are in the same group but with the functiality of 3 groups This means you can still utilise all roles but not have excess of any options so as to still enforce teamwork If you start the night with high player numbers but towards the end of the night the numbers drop, you just get a player to reconnect, take another slot in another group then rejoin him to your group <<< UNIFORMS >>> Reduce the options, too many choices (Colours etc) Is there any reason to have more than 1 camo type, might be better to simplify this some more Recon fatigues for recon class, boonie hats etc Combat fatigues for medic, Officer, explosive expert class. Combat helmets etc Berets for officers Overalls or pilot uniforms for Repair specialist class match these with headgear so each class can be distinguished more easily <<< BACKPACK >>> 1 of each type, not 1 of each colour, reduce the options keep it as simple as possible Light packs for recon Only crew served packs for Support <<< AMMO >>> Any unit should be able to carry any ammo, this is to allow for resupply in the field <<< INITIAL LOADOUTS >>> I would set up units so that they are pre assigned roles and equipment at the start of the mission, AT soldier, AR , medic etc so the description field of the unit in the unit selection screen looks something like 1. ALPHA Squad leader (Explosive trained) 2. AT soldier (Explosive trained) 3. Auto rifleman (Explosive trained) 4. grenadier (Explosive trained) This reduces the initial organisation time when you start the mission, reducing the requirement to assign roles roles can still be reassigned, it may just help speed things up initially <<< RADIO >>> I know that you use ACRE, some communities do not, so I would re-enable Command Voip channel <<< CALLSIGNS >>> Still allowing the gui to change the callsigns, i would intially set all callsigns HQ,RECON, ALPHA etc just to make things simpler at the start of the mission B.I's idea of Alpha 1-1 and Alpha 1-2 just adds to confusion over comms and is easily fixed with setgroupID in the init fields of the units <<< ENEMY AI >>> Dwarden has released some dedicated server binaries that are optimised and allow more AI to be run on the server. These binaries will eventually become integrated into the release versions With this in mind, there needs to be more enemy AI on the map There defintely needs to be a greater depth of enemy around the AI, maybe up to 2 km out There needs to be more random patrols outside of the A.O Possibly you could have spawn camps at some of the Hill top positions that spawn an enemy group and place them onto a guard waypoint, then respawn them when the group is killed off. This could create a QRF, enemy reinforcement type of situation to the A.O and therefore cause the player and the commander to be less tunnel visioned <<< EASY CONFIG >>> You have stated in your license that you are happy for folks to mod this mission. It may be prudent both to help you modify this mission as more equipment and systems are made available to us and others who want to play around with the organisation and equipment side of the mission, to set up a single config file where all the variables that define such things as who can do what role, what equipment is available to what role basic loadouts Enemy group orbat and equipment are all defined in one file <<< BRIEFING >>> Boring work as it is, I would detail the mechanics of the mission in the briefing. Explaining the roles, the gui's, the pre game params other functionalities that are not documented <<< MISCELLANEOUS >>> I have it on good authority that the easiest smoke colour for a pilot to see is yellow With this in mind, I would allow only group leaders to have yellow smokes so that in a case where an LZ needs to be marked, the sensible squad leaders have the best colour to mark it with You could also extend this further to say something like Only medics have blue smoke Rifleman have green smokes some way of distinguishing important command net level smoke markers from say squad level ones NOTES: *a* I was thinking that the group leader could be a "Squad leader" class and have access to thermal imaging and range finders Restricting the number of players in this role to 1 per group If this were to be implemented, I would remove 1 * Explosive specialist *b* You could possibly have 2 additional roles available to the Squads ("Medic" and "Explosive Specialist" class) This could be Sniper and Spotter role, however, if this were to be implemented, I would restrict it to only 1 Sniper/Spotter team for the entire orbat Sniper has access to high zoom scopes, heavy and standard sniper rifles and ghillie suits Spotter has access to range finders and ghillie suits Each way i argue FOR or AGAINST a sniper role, I end up with a decent counter argument for it, so am on the fence on this role. I cant stand the typical sniper who john waynes it and leaves nothing for the infantry to kill I like the sniper who maybe uses 1 mag in an entire task, taking out key targets like Mortar teams etc If this role was to exist i would keep it within the options for the rifle squads, cetainly not in a recon group Edited December 17, 2013 by Terox Share this post Link to post Share on other sites
roy86 367 Posted December 17, 2013 What is the damage system in this mission? really like it and could use it in our own missions also. I'm working on a standalone version that I'll release. Hello Roy, You have helped me with some code in the past and this is amazing. I downloaded it late last night and only had about 20 mins to mess with it. I played the Nato version and I liked it alot. I have just a few questions before I push it to our dedi.I got hit and my screen turned red and started waving around wich was awesome but I got right back up and healed myself. It did not take away the blur effect and I did end up bleeding out but never lost conciousness and could walk around and still shoot. I also got hit over a hundred times while stumbling around and never went down. Is this an unfinished feature or a bug on my end or WAI? Second question, Can I copy paste everything over to other maps and have it work? (moving the markers and units to appropriate places of course) Asking your permission as well. I had other questions but Im not at home so Ill ask them when I get there. Cheers I love everything I got to see so far. Hi Redfield, When you get hit, at a certain point your character goes into "Agony" and should fall to the ground. In your case, that didn't happen :p but you still get the blood effects and eventually will bleed out. The only way to get out of this state is to be "Assisted" by a team-mate who will get you back up and allow further medical assistance to be applied using the standard BIS system. The end goal is to have a full medical system but also offer alternative injury systems. Porting to other maps is permitted ;) Hi Roy,<FEEDBACK> Fantastic work Terox :D I love a lot of points you've made there and will certainly look to implement them. I would question allowing thermals as I think they are more deadly than a gunship but can be made optional. Cheers, Share this post Link to post Share on other sites
Redfield-77 10 Posted December 18, 2013 Hi again Roy, Today we got the new server binaries. We pushed Patrol Ops to both our servers tonight and I have to say it was the most fun I have had with A3 in a while. There is a laundry list of awesome features but the main one for me is the damage handler. Enemies actually died when we shot them. Some guys would take two hits, others just one. This is perfect. I cant for the life of me understand why it takes a script to make the weapons function properly but props to you for adding it. I intend to do some frankenstien stuff with ALiVE and this in the near future. Share this post Link to post Share on other sites
HorbeySpector 164 Posted December 18, 2013 Will you make a patrols ops for the A3MP maps? (Chernarus, Zarga, Taki) I intend to do some frankenstien stuff with ALiVE and this in the near future. If it turns out good, please share! :) Share this post Link to post Share on other sites
pawelkpl 29 Posted December 18, 2013 Hi, great mission but I need version with BTC revive mod. Any help ? Share this post Link to post Share on other sites
terox 316 Posted December 18, 2013 I would question allowing thermals as I think they are more deadly than a gunship but can be made optional.Cheers, I actually totally agree with you here. Our communities seem to play the same style. With reference to the thermals, Any AT guy that takes a Titan has thermal imaging available, so its already in the mission. Without another option, some admins or commanders could join an AT guy to recon, Recon then becomes more offensive capable which should be negated against if possible. As a balance solution, maybe just the Recon leader could be equipped with such a scope. This makes taking that leadership role more interesting and as it stands at the moment there is no real advantage, special purpose or specialist equipment for any unit taking a "Leader" role. (My idea of allowing only leaders have access to Range finders was to change this) maybe it could just be restricted to the Recon Leader It would be nice if for every role there was something special that only that role could do or have that nobody else could. This is the case already for about 90% of roles Share this post Link to post Share on other sites
roy86 367 Posted December 18, 2013 Hi again Roy,Today we got the new server binaries. We pushed Patrol Ops to both our servers tonight and I have to say it was the most fun I have had with A3 in a while. There is a laundry list of awesome features but the main one for me is the damage handler. Enemies actually died when we shot them. Some guys would take two hits, others just one. This is perfect. I cant for the life of me understand why it takes a script to make the weapons function properly but props to you for adding it. I intend to do some frankenstien stuff with ALiVE and this in the near future. Cheers mate, Sounds cool, keep me updated. Will you make a patrols ops for the A3MP maps? (Chernarus, Zarga, Taki) There are a couple of guys working on AiA and A3MP versions. If they are good, they will be released. Hi, great mission but I need version with BTC revive mod. Any help ? BTC Revive is in the pipeline but I have not sought permission yet as it will require modification to intergrate. Share this post Link to post Share on other sites
Senshi 10 Posted December 19, 2013 I'm very excited about the updates I see on the issue tracker :) . Next version will clean up with a lot of the gameplay issues of the first release and I expect a much more immersive and challenging mission :) . Terox indeed made a lot of interesting points that I completely endorse: The less "useless" choice there is for the players, the better (only one color per backpack :) ). There always are players that seem to go on a shopping spree at the ammo box... Personally, I would love to make thermals entirely optional because I deem them ALWAYS gamey. Sadly I don't think you can disable thermals mission-side, that would take a clientside mod. AT least that was the case for an ArmA3 PVP event I'm playing at regularly. They removed thermals completely, from every vehicle and weapon. Makes for infinitely more interesting PVP combat, and I think that holds true against AI as well ;) . Share this post Link to post Share on other sites
bigshot 64 Posted December 19, 2013 Anyway to recruit some friendly AI in this? Share this post Link to post Share on other sites
terox 316 Posted December 19, 2013 Personally, I would love to make thermals entirely optional because I deem them ALWAYS gamey. Sadly I don't think you can disable thermals mission-side, that would take a clientside mod. AT least that was the case for an ArmA3 PVP event I'm playing at regularly. They removed thermals completely, from every vehicle and weapon. Makes for infinitely more interesting PVP combat, and I think that holds true against AI as well ;) . Vehicle thermals can be turned off via scripting command disableTIEquipment I have never tried running this code on a player Share this post Link to post Share on other sites
Redfield-77 10 Posted December 20, 2013 Hey Roy, I assume you are using an event handler for the "Easy Takedown" Opfors. Is there any possibility that you might release an module or mod that does this on any map or operation? I dont want to play Arma 3 anymore without realistic damage. Share this post Link to post Share on other sites
KevsNoTrev 44 Posted December 21, 2013 Hey EightySix, Can you explain how ACRE retrans works in the mission? ( I can repost in ACRE thread if necessary.) I found this for each of 5 spawned towers, but can't seem to figure what to do next. [[getPosASL acreTower_1 select 0, getPosASL acreTower_1 select 1, (getPosASL acreTower_1 select 2) + 2500], 36.625, 342.675, 20000] spawn acre_api_fnc_createRxmtStatic We are having issues with radio distance do we have to change channel to 100 (the same freq as 342.675) on the PRC 148 VHF?? I tried with someone for over an hour in vehicle and out across the map on channel 1 and 100 and we could not do anything unless we still had line of sight. cheers Share this post Link to post Share on other sites