t0et0e 10 Posted April 8, 2014 there is a reply a few pages back that speaks of editing a line for the voices something like radiovoices.0 - 1, but dont quote me on that Share this post Link to post Share on other sites
dragonsyr 21 Posted April 8, 2014 ignore this....mistake.......... Share this post Link to post Share on other sites
neven 14 Posted April 8, 2014 there is a reply a few pages back that speaks of editing a line for the voices something like radiovoices.0 - 1, but dont quote me on that It is actually a mission parameter located in patrol_ops_3_02a.Altis\data\params.hpp line : 151 code = "if(%1 > 0)then{ enableRadio true; 0 fadeRadio 0; enableSentences true; }else{ 0 fadeRadio 0; enableRadio false; enableSentences false; };"; ;) change all to "enableRadio true;" and "0 fadeRadio 1;" (Or preferably just delete the whole parameter) Found it. Working well. Thanks! Share this post Link to post Share on other sites
DrBo42 10 Posted April 8, 2014 Anyone have a quick guide to removing the VAS restrictions in this? I thought it would be simple as replacing the Functions folder but when I do that it says it can't find the Config.sqf (but it's still in the folder) and most of the interface is missing text. Not sure what I'm doing wrong. Share this post Link to post Share on other sites
t0et0e 10 Posted April 9, 2014 back up a few pages, it is super quick, all you need to do is replace the fetch???.file with a fresh one from vas- tonic, like i say was alot easier then i thought, but read back a bit, the guy explains it way better than i can Share this post Link to post Share on other sites
DrBo42 10 Posted April 9, 2014 back up a few pages, it is super quick, all you need to do is replace the fetch???.file with a fresh one from vas- tonic, like i say was alot easier then i thought, but read back a bit, the guy explains it way better than i can Perfect. Thanks. Share this post Link to post Share on other sites
neven 14 Posted April 11, 2014 This is working out great! Is there a way to 'pre-authorize' a unit to Fly. So that a unit can load in a pilot or copilot seat in the beginning of the game, without getting kicked out? Or worst case, how does one remove the authorization requirement for flying and driving? Thanks again for any direction on this specific request. ;) Share this post Link to post Share on other sites
daterxies 10 Posted April 11, 2014 Tried looking but couldnt find anything on it. Is it possible to recruit AI Squad mates? Share this post Link to post Share on other sites
zach72 1 Posted April 11, 2014 Has anyone fixed the missions that are commented out in the current version? Or written any more, as I keen for a bit more variety. Zeus adds a lovely extra element to Patrol Ops. Share this post Link to post Share on other sites
neven 14 Posted April 12, 2014 Hi again. if(isNil "PO3_param_baseProtection") then { PO3_param_baseProtection = false }; I can see the parameter, but I am unclear on where to turn this off. :confused: I would like to turn off the Base Protection feature, since units need to defend the area from time to time. Can you please tell me where to turn this off? Thanks again! Share this post Link to post Share on other sites
terox 316 Posted April 12, 2014 @Neven, afaik, the base protection is auto turned off when an enemy is present within the base protection zone Also any unit in support can fly Share this post Link to post Share on other sites
neven 14 Posted April 12, 2014 @Neven, afaik, the base protection is auto turned off when an enemy is present within the base protection zoneAlso any unit in support can fly The issue I'm having with the Base Protection is that I've changed location of the base to a recon FOB. I've added Zeus to mission so that players can defend the base in certain scenarios. As you can see from the screenshots below, the enemy could be 800+ meters away and still be engaged. The protection prevents firing at distant targets. I would prefer to just turn this feature off, but I can't find the kill switch for this anywhere. :confused: http://cloud-4.steampowered.com/ugc/3282305137907238131/399F747D83752C9D02CAC41CC21AB9B4531F1107/ (264 kB) http://cloud-4.steampowered.com/ugc/3282305137907240629/A671654C7DEB6F5A07EBB6478D7EDCCF558ADA83/ (258 kB) I'm using a civilian Pilot as Zeus and I needed to create the special auth since the unit is flying at mission start. Your direction led me to the code. :D Thanks! unitname call PO3_fnc_setAsPilot; Share this post Link to post Share on other sites
terox 316 Posted April 13, 2014 @ Neven, edit the following file \fnc\eventhandlers\fn_setFiredEH.sqf at the top (third line) add if(TRUE)exitwith{}; so it looks like if(isNil "PO3__VAR_ETCXH_FITCXRE") then { PO3__VAR_ETCXH_FITCXRE = true }; if(isNil "PO3_protector_enable") then { PO3_protector_enable = true }; if(TRUE)exitwith{}; that will disable spawn protection permanently alternatively give the admin a localised radio trigger or action that switches a boolean (DISABLEBASEPROTECTION_BOOLEAN (from false to true and back and then you can an admin switcheable Base protection system something like if(isNil "PO3__VAR_ETCXH_FITCXRE") then { PO3__VAR_ETCXH_FITCXRE = true };if(isNil "PO3_protector_enable") then { PO3_protector_enable = true }; private["_vehicle "]; _vehicle = _this; if(typeName _vehicle != typeName objNull) exitWith { ["EventHandler","Fired EH failed to detect Object"] call PO3_fnc_log }; if(!isnil {_vehicle getVariable ["PO3_EH_Fired",nil]}) then { _vehicle removeEventHandler ["Fired",_vehicle getVariable ["PO3_EH_Fired",0] ]; }else{ _vehicle removeAllEventHandlers "Fired"; }; _ehF = _vehicle addEventHandler ["Fired",{ if(DISABLEBASEPROTECTION_BOOLEAN)exitwith{}; if(PO3_protector_enable) then { _p = _this select 6; if( _p distance (getMarkerPos "respawn_west") < 500 || _p distance (getMarkerPos "respawn_east") < 500 || _p distance (getMarkerPos "respawn_guerrila") < 500 )then { [player,"HINTC",localize "STR_PO3_DIALOG_CEASEFIRE"] call PO3_fnc_hint; deleteVehicle _p; }else{ _p spawn { waitUntil { if( _this distance (getMarkerPos "respawn_west") < 500 || _this distance (getMarkerPos "respawn_east") < 500 || _this distance (getMarkerPos "respawn_guerrila") < 500 )then { [player,"HINTC",localize "STR_PO3_DIALOG_CEASEFIRE"] call PO3_fnc_hint; deleteVehicle _this; }; if( isNull _this ) exitWith { true }; false }; }; }; }; }]; Share this post Link to post Share on other sites
neven 14 Posted April 14, 2014 That worked! Thanks for the 2 options! Share this post Link to post Share on other sites
zach72 1 Posted April 20, 2014 I've finally got Headless Clients working, but on this mission the AI are still all loaded locally on the server. Anyone worked out a fix for this yet? Share this post Link to post Share on other sites
DaViSFiT 21 Posted April 28, 2014 Hey,we love your map and played it 2 times, one time with 10 players, one time with more. I dont know if that technical bugs are bugs from your mission or arma3. our server was most time @ 50fps, only on heavy ai loads it goes down. Lets see: technical: - headless client didnt work (worked with 3.0 i think) - while standing around very good frames, while walking -10 fps. Every player reported that issue - resupply of tanks dont work. Fuel and repair work. But ammo dont get in even it is reported Thx for this mission, support of TFR is great! Same here. roy86 didnt react on my post. Its horrible to see this -10fps bug. Share this post Link to post Share on other sites
aVa-Jayden 10 Posted April 28, 2014 Nice looks good. Share this post Link to post Share on other sites
roy86 367 Posted April 28, 2014 (edited) Got some major fixes being put together. I'll release once tested with a bunch of smaller tweaks. Work is busy and I'm spending a lot of time away. Also I'm tackling Zeus implementation and PO3 looks like it will become a mod, not just a mission. Thanks for the patience. Edited April 28, 2014 by roy86 Share this post Link to post Share on other sites
Rellikplug 11 Posted April 29, 2014 I added a zeus slot to PO3.1 we run on our public server. Only the admin has access and the cost system is in-place. For example the lightning bolt take 100% of the available resources and the resources replenish at a rate of 25% per min. While having an admin able to use the zeus slot is a nice way to augment the game play, I don't see how having the zeus available to players or multiple players would be benificial. Also, I would very much like to see Patrol Ops remain a mission and not become a mod. It is nice to be able to run such a re-playable mission as vanilla on a public server which allows everyone to join without any complications. Share this post Link to post Share on other sites
roy86 367 Posted April 29, 2014 There will still be a vanilla scripted version which can be augmented by zeus as you've done but the plan for PO3 Zeus requires it to be a mod due to the additional custom modules. Share this post Link to post Share on other sites
Rellikplug 11 Posted April 29, 2014 Excellent, as always. I look forward to it. Share this post Link to post Share on other sites
terox 316 Posted April 29, 2014 (edited) I believe taking patrol ops down the addon path would be a mistake, unless there is still a scripted branch. Reason being, it's design for public play. The individual missions within it are not and probably cannot match those of indvidually placed ai in a custom mission made for a community, but they are still good enough for replayability. If you make this an addon, it will not longer be played in the public realm where it is most popular and most often played. Public realm requires vanilla. In the private realm where clans and closed communities have their own custom missions it is not played as often. That in no way detracts from the quality and the design of this mission. Sorry re-read an earlier post by Roy which explains it will still be available in a scripted form Edited April 30, 2014 by Terox Share this post Link to post Share on other sites
BadHabitz 235 Posted April 30, 2014 I love playing this mission on servers that have organization! Such a fresh change compared to the older perpetual missions. Share this post Link to post Share on other sites
KevsNoTrev 44 Posted April 30, 2014 When steam supports addons you will find many more people playing with mods as they don't have to install them and configure them. I think there are definite positives to this approach. Share this post Link to post Share on other sites