Theassassinzz 7 Posted June 14, 2017 The wait!! It's killing me!!! I'm still standing by to lend a hand with those compositions Also, will PO4 have something like the "CH Mobile Headquarters" script system in it? Share this post Link to post Share on other sites
Blackheart_Six 283 Posted June 14, 2017 OUTSTANDING! True AIR LAND SEA Battles. I never liked using air because of the power it welds. It's no fun for ground troops when the Fly boys are just shooting up the AO. With this, I have no problem letting players use aircraft if they are going to be challenged. CAP and CAS. Love it. Share this post Link to post Share on other sites
roy86 367 Posted June 14, 2017 10 hours ago, Theassassinzz said: Also, will PO4 have something like the "CH Mobile Headquarters" script system in it? Never seen it but PO4 does have MHQ's that are spawnable via the virtual depot. Cheers, Share this post Link to post Share on other sites
Blackheart_Six 283 Posted June 14, 2017 BI also has mobile re-spawn built in the module system. Just drop a re-spawn position module, and sync to a vehicle. Share this post Link to post Share on other sites
lawndartleo 109 Posted June 14, 2017 ^^^ seriously? I'll have to try that. Share this post Link to post Share on other sites
KevsNoTrev 44 Posted June 15, 2017 BI also has personal respawn with tents(packs) & sleeping bags I think they only work with respawn position selections enabled Share this post Link to post Share on other sites
Axion 7 Posted June 15, 2017 PO3 that I played didn't have any weapons restriction. but I think there was option to enable it. am I wrong? I really like how missions restrict players what weapons they can use base on role they chose from lobby. Personally I'm not a fan of wearing VR suit, wearing the thickest armor, take TITAN and LINX, then put shiz tons of ammo on his bergan and run like it's nothing.. 1 Share this post Link to post Share on other sites
lawndartleo 109 Posted June 15, 2017 PO3 was broken by ArmA III updates long ago. Anything you play that has PO3 in the name is a shell of what it was when it first came out and has little if any of the squad control it had back in the beginning. 1 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted June 16, 2017 I am in total agreement, Axion. And do so on my server. I look at it from the realistic point of view. First, I was never given a unlimited type of weapons and quantity when I served. I was given a M16. That's it. Not even a pistol. Those were for gunners on crew served vehicles. If you wanted an AK-47 you had to find it on the battlefield, and it was illegal to have it. All war materials were required to be turned in. A scout platoon loaded up their Bradley IFV with weapons they found. They all got busted. I don't know about restrictions on PO3. I ripped VAS out, and replaced with BI's VA. I now use roles and load outs with the built in respawn/position system. I want to see what Roy cooks up in the virtual armory system as far as interface. Everything I am doing revolves around ATP 3-21.8, US Army Infantry Platoon and Squad, including weapons, and equipment. Share this post Link to post Share on other sites
terox 316 Posted June 16, 2017 I also revamped the loadouts, the only options I gave for the VAS box system was to give the players the ability to collect ammo for other players weapon systems (Everyones an ammo bearer) I removed everything I didnt want them to have, limiting options for simplicity and ability to share ammo etc and to stop them running around with uber scopes and thermal imaging equipment. Each role was given a specific loadout when it came to equipment. Recon for example were given low powered self defence weapons but high powered observation equipment, as would be correct for that role. No sniper equipment was made available (Spoils the fun for everyone else and attracts the players with the wrong mentality for the sniper role (When I design my own missions the sniper role is lucky if he has more than 1 mag) On our vanilla server we use VOIP and the command net channel as the platoon net so orbat layout is pretty important for us. Therefore I also changed the orbat so that there was a definitive Platoon commander and XO position without having any other units in their group to administer These 2 slots were then the only slot that could re-assign roles to anyone, it was removed from squad leaders to stop abuse. The amount of changes I made to Roy's original concept were made to custom fit our actual style of gameplay and fortunately Roy has always allowed this. HALO was restricted to recon only, which was only given to them so they could get into the AO quickly, start gathering intel and find a suitable LZ for the main helo insertion Fast air was restricted to 1 slot, nothing worse than having all the enemies destroyed by some idiot flyboys and spoiling it for the grunts and whoa betide him if he got shot down, he wouldn't be respawning and flying straight away, it required a CSAR unit to go and collect him, revive him from his none time out bleedout and then return him to the airfield where a nice shiny new aircraft was waiting. (This has a great effect on their flying skills) The beauty of Roy's patrol ops is 2 fold Firstly his design and implementation Secondly his open license agreement which does allow you to edit his work. Our community wouldnt be the same without PO3 and now eagerly awaiting PO4 3 Share this post Link to post Share on other sites
Axion 7 Posted June 16, 2017 5 hours ago, Blackheart_Six said: I am in total agreement, Axion. And do so on my server. I look at it from the realistic point of view. First, I was never given a unlimited type of weapons and quantity when I served. I was given a M16. That's it. Not even a pistol. Those were for gunners on crew served vehicles. If you wanted an AK-47 you had to find it on the battlefield, and it was illegal to have it. All war materials were required to be turned in. A scout platoon loaded up their Bradley IFV with weapons they found. They all got busted. I don't know about restrictions on PO3. I ripped VAS out, and replaced with BI's VA. I now use roles and load outs with the built in respawn/position system. I want to see what Roy cooks up in the virtual armory system as far as interface. Everything I am doing revolves around ATP 3-21.8, US Army Infantry Platoon and Squad, including weapons, and equipment. man you reference ATP for game? damn. time to put AR670-1 on effect now. We aren't that strict about gears but we do suggest our members to wear same uniform and take fair amount of ammo and items to stay up to two missions without additional supply. It's difficult nowadays players rely on air support and go into AO without even planning any second or third option. Because my community is almost one and only COOP server that does tactical operation on public server, many others don't really get into our play style. (many others play just FPS in server.) No doubt why we are so exciting and waiting for PO4. We have played Enemy assault, Annex and Invade, Domination, and other type of missions such as Liberation, BeCTI, and so many others. Yet, I personally think PO4 can beat all of this. Hope we can have hands on PO4 very soon. As always, thank you for great work Roy! 1 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted June 17, 2017 oh yea.... Plan on creating a full suite of missions base on 3-21 with the framework. Going to be tough with some of them, like exploit. I'll work the easy ones first, like movement to contact, or destroy. I hope to create some patrols that could take up to 2 to 4 hours to complete. Altis has some great terrain for it. The four parent missions are Offensive, Defensive, Patrolling, and Tactical. Each parent mission consist of a series of child tasks. Offensive missions have 4 child tasks: Movement to Contact Attack Exploit Pursuit Defensive missions have 3 child tasks: Area Mobile Retro Patrolling missions have 7 child tasks: Area Ambush Point Ambush Raid Area Recon Route Recon Zone Recon Security patrol Tactical missions have 5 child tasks: Breach Defeat Destroy Seize Supress 3 Share this post Link to post Share on other sites
roy86 367 Posted June 21, 2017 For the "Virtual Armoury", it is a scripted override of Arsenal Functions and UI which enables the following as a principle: Mission Roles are configured with load-out restrictions/white-lists of gear and traits Roles can be limited to the total count of players i.e. only one Pilot in mission and 4 Recon Role Traits/Abilities are configurable i.e. can operate armour and/or can HALO even if globally disabled Role Assignments can be 0-Init Script only, 1-Admins only, 2-Admins & Squad Leaders Roles can be requested straight from VA however if player is not allowed, must wait until it is approved. Approvers have a log of requests to action in INTEL screen under notifications. (planned) Role PlayerID White-list Example: class CfgVirtualArmoury { enableFullArmoury = 0; // Gear Restricted assignRoles = 1; // Admins Only }; class CfgRoles { class JackBauer { side = 1; displayName = "Jack Bauer"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; limit = 1; crewman = 1; // Enables Armour Operation pilotHeli = 1; // Enables Helicopter Operation pilotPlane = 1; // Enables Aircraft Operation medic = 1; // Enables Medic Capability engineer = 1; // Enables Field Repair explosiveSpecialist = 1; // Enables Explosive Handling HALO = 1; // Overrides HALO Restriction class Armoury { /* Whitelisted Gear Arrays */ }; }; }; 2 Share this post Link to post Share on other sites
roy86 367 Posted June 21, 2017 On 17/06/2017 at 10:58 AM, Blackheart_Six said: oh yea.... Plan on creating a full suite of missions base on 3-21 with the framework. Going to be tough with some of them, like exploit. I'll work the easy ones first, like movement to contact, or destroy. I hope to create some patrols that could take up to 2 to 4 hours to complete. Altis has some great terrain for it. All possible ;) Cheers, 1 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted June 21, 2017 is I want to report the download links on the wiki still say "Not Available"! 4 Share this post Link to post Share on other sites
KevsNoTrev 44 Posted June 21, 2017 2 hours ago, Blackheart_Six said: is I want to report the download links on the wiki are still say "Not Available"! hahahahaha - that made me smile. nice 1. Share this post Link to post Share on other sites
roy86 367 Posted June 21, 2017 Lol I will fix that very soon. Share this post Link to post Share on other sites
roy86 367 Posted June 21, 2017 21 minutes ago, ss9 said: Am I late to the party? Oh man, this is gonna be awesome. Are we free to re-upload any edits to Steam (with proper credit given, of course). I usually add arsenal or some other stuff. Maybe change default params. Would love to see a vehicle depot I could add Firewill's stuff too, or an RHS/CUP edit or some such. And you're doing a Tanoa?! oooooooooooh Is coding your full time job? You're work is pretty amazing. Looks pro. 1. Yes, maybe, not sure 2. I won't have an issue if it credits the community. Arsenal is in PO4 but modified. 3. Vehicle Depot is custom so can be enabled for additional content. I am not familiar with Firewills but if they use BI configuration it should work organically. 4. Yes, Islands are Altis, Tanoa, Malden, and TBD on community made maps, open to suggestions 5. Not quite but does involve it, and thanks! Cheers, Share this post Link to post Share on other sites
R0adki11 3949 Posted June 21, 2017 2 hours ago, ss9 said: Everyone needs to be familiar with FireWill's jets. Yes and no, its the mission makers choice to use what content they wish. Share this post Link to post Share on other sites
roy86 367 Posted June 21, 2017 3 hours ago, ss9 said: Everyone needs to be familiar with FireWill's jets. Going through his thread, it appears he has added BIS Dynamic Loadout capability to the ordinance so those should work natively. Beta will hopefully cover testing of vehicles IF communities are using it. 1 hour ago, R0adki11 said: Yes and no, its the mission makers choice to use what content they wish. Correct, also PO can be modified by communities to suit their content preferences beyond its released state. I am happy to work with communities to integrate support in the mission for mods/features if it can benefit the wider community. Cheers, 1 Share this post Link to post Share on other sites
Axion 7 Posted June 22, 2017 One of missions we have played were Domination 3 by Xeno. He put script that allow player to see in 3rd person view whenever they are on vehicle. I do have custom scripts that work same as his but his are work more smoothly; mine changed into 3rd person in millisecond and change back to 1st person view. Does PO4 have feature similar to this? and maybe earplug too? my ears are precious, you know. lol Share this post Link to post Share on other sites
roy86 367 Posted June 22, 2017 2 hours ago, Axion said: One of missions we have played were Domination 3 by Xeno. He put script that allow player to see in 3rd person view whenever they are on vehicle. I do have custom scripts that work same as his but his are work more smoothly; mine changed into 3rd person in millisecond and change back to 1st person view. Does PO4 have feature similar to this? and maybe earplug too? my ears are precious, you know. lol Yes, 3rd Person restrictions are in place including permitting 3rd person for certain vehicle types. Earplugs I've not done as my assumption was those who like that feature generally have ACE anyway but I could whip something up. Cheers, Share this post Link to post Share on other sites
Blackheart_Six 283 Posted June 23, 2017 Hi Roy, I have a question on "setting a position", for the task framework. I have a bunch of 5 x 5 km square markers on the map to create zones. I.E. "zone_1", "zone_2", etc. etc. etc. How do I randomly select one using "positionSearchTypes"? "zone_%1"? class My_Task_1 { positionSearchTypes[] = {"Town","Village"}; positionSearchRadius = 1000; positionNearRoad = 1; }; Additionally, would it be possible to select a random position based on type of structure? For example, I want to randomly select the structure "land_offices_01_v1_F" on the map for a raid. Thanks in advance! Share this post Link to post Share on other sites
roy86 367 Posted June 23, 2017 29 minutes ago, Blackheart_Six said: Hi Roy, I have a question on "setting a position", for the task framework. I have a bunch of 5 x 5 km square markers on the map to create zones. I.E. "zone_1", "zone_2", etc. etc. etc. How do I randomly select one using "positionSearchTypes"? "zone_%1"? class My_Task_1 { positionSearchTypes[] = {"Town","Village"}; positionSearchRadius = 1000; positionNearRoad = 1; }; Additionally, would it be possible to select a random position based on type of structure? For example, I want to randomly select the structure "land_offices_01_v1_F" on the map for a raid. Thanks in advance! Hi Blackheart_Six, for the random marker, use position or positionOffset to specify. Search parameters look into the map metadata for location area data so will not function like that. class My_Task_1 { position[] = {"Marker_1","Marker_2","Marker_3"}; }; For structures, I have not specifically created those but I've catered for "Office" area types that can be used. The more detailed the map data generated, the more variety and range of available areas you can have. Cheers, 1 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted June 24, 2017 Good Day Roy, Just want to verify before I go off and build my Virtual Armoury, is the below format for "class Armoury" correct? ///////////////////////VIRUAL ARMORY class CfgVirtualArmoury { enableFullArmoury = 0; // Gear Restricted assignRoles = 2; // 0-Init Script only, 1-Admins only, 2-Admins & Squad Leaders }; class CfgRoles { class garrison { side = 1; displayName = "Garrison"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; limit = 1; crewman = 0; // Enables Armour Operation pilotHeli = 0; // Enables Helicopter Operation pilotPlane = 0; // Enables Aircraft Operation medic = 0; // Enables Medic Capability engineer = 0; // Enables Field Repair explosiveSpecialist = 0; // Enables Explosive Handling HALO = 0; // Overrides HALO Restriction class Armoury { weapons[] = { }; magazines[] = { }; items[] = { }; linkedItems[] = { "H_Beret_02", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = ""; }; }; }; BTW you spell Armoury wrong... it's Armory. You probably use a "u" in colour as well. LOL! J/K. J/K. Too many Gin and Tonics. Share this post Link to post Share on other sites