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

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Absolutely brilliant mission! Gave it a shot earlier, thoroughly impressed. I love how the role assignments make the mission planning a lot more straight-forward for the team.

One thing I would like to ask: Once a headless client joins, it gets automatically assigned to the first available player slot. This slot then disappears. I can re-assign the HC to any slot, of course and it seems to be working. Would it make sense to add an independent (side CIV, for instance?) slot for the HC to occupy? I am sorry I cannot provide a lot of feedback on this, as I am entirely new to the whole thing and just set it up for the first time.

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Absolutely brilliant mission! Gave it a shot earlier, thoroughly impressed. I love how the role assignments make the mission planning a lot more straight-forward for the team.

One thing I would like to ask: Once a headless client joins, it gets automatically assigned to the first available player slot. This slot then disappears. I can re-assign the HC to any slot, of course and it seems to be working. Would it make sense to add an independent (side CIV, for instance?) slot for the HC to occupy? I am sorry I cannot provide a lot of feedback on this, as I am entirely new to the whole thing and just set it up for the first time.

My HC doesnt auto slot (only csat version tested)

Edited by Terox

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Didn't realize that being logged in as admin was why I could sort out the roles when I tested this earlier.

If no admin is on the server, is doesn't seem to allow a squad leader to assign roles to him squad. Says you are not authorized to change the team or you don't have permission or something. So not so good as a public server at the moment unfortunately.

I am having this issue too, but when I change game mode example playing as AAF faction it never happens? Strange, it may be a role attribute issue within the NATO faction files, but where? Any help would be great.

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we had the same issue about not synchronized weather, our team leader had a shiny sunny day, while me and a couple of friend were under a storm :)

i don't know if any other already write about this, but if you have the MCC_Sandbox you can use/find any weapon in your VAS. Anyone have the same issue?

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Desynchronized weather seemed to have primarily occured for clients who joined in progress. For most part (game time about 1.5h) the weather seemed to be synchronized, though.

As for the HC, Terox, we tested it with all mission variants: If I did not immediately assign the HC to a slot manually, it would auto-assign to the next one available (Alpha 1-1 squad leader, if free). Subsequently, that slot would be hidden from the list. As we know, having an AI as squad leader is generally problematic, as it orders players to get out of vehicles - amongst other issues. Now, this is not a big deal - just make sure SL slots are already assigned by players and only then have the HC connect.

Edit: I wonder, however, if the auto-assignment is by mission design and if so whether it would be managable to have the HC take a dedicated "HC slot" outside the player role pool. That would be the most elegant solution imho.

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we had the same issue about not synchronized weather, our team leader had a shiny sunny day, while me and a couple of friend were under a storm :)

i don't know if any other already write about this, but if you have the MCC_Sandbox you can use/find any weapon in your VAS. Anyone have the same issue?

Same problem here : don't know if we have to had VAS by hand...

... I thought we could activate it by parameter : but it doesn't seem to work at all :

I didn't manage to see an ammo box at base with this mission?

Any clue or guideline?

Thanks

Edited by gagi

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Ammo is in the VAS crates (which are the big Vehicle ammo crates right near spawn). Use the Action menu to pull up the VAS UI and when you select a weapon, you'll also see the ammo pop up to the left of them and can add mags.

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Ammo is in the VAS crates (which are the big Vehicle ammo crates right near spawn). Use the Action menu to pull up the VAS UI and when you select a weapon, you'll also see the ammo pop up to the left of them and can add mags.

Will try this eve.

thanks

EDIT : works perfectly :)

Now I can try all the features hehehe : THX DUDE !!!

Edited by gagi

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Quick question..

Any reason why the Support units are engineers and not repair specialists ?

It would make sense for them to be the latter but be able to carry 1 dems charge to blow their vehicles up

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Ref HC

Would it be possible to create a designated slot for HC.

Perhaps a civilian slot as one would not normally try to take that slot (Theres always the exceptions though)

Reason for this is so that the avatar that the HC creates just doesnt sit in spawn waiting for an idiot to shoot it or run it over

I'll review how HC is implemented and add in a dedicated slot with forceHeadlessclient enabled.

if you have the MCC_Sandbox you can use/find any weapon in your VAS. Anyone have the same issue?

MCC is a mod and is not intergrated with PO3. That is a mission makers tool with its own version of VAS.

Any reason why the Support units are engineers and not repair specialists ?

It would make sense for them to be the latter but be able to carry 1 dems charge to blow their vehicles up

Great Idea, I'll switch them out in the next update.

Is it possible to recruit AI?

Thanks for making this. Great mission.

Nope but that will be a feature coming.

Currently working on syncing weather at JIP and getting through the dev-heaven roadmap ;)

Cheers for the support and great feedback,

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Hi Rages,

  • Team leaders can assign their own squad roles, members and squad name. Admins have ultimate control that can over-ride any squad but Team leaders are allowed control of their own squad.

Can I get clarification on this point please?

I've just verified - on our server, someone in a Team Leader slot CANNOT assign roles to any members of their team, unless logged in as admin.

Are other people getting this, and if so, can it be fixed please?

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Can I get clarification on this point please?

I've just verified - on our server, someone in a Team Leader slot CANNOT assign roles to any members of their team, unless logged in as admin.

Are other people getting this, and if so, can it be fixed please?

Yep, Its been reported and will be fixed in the next update.

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I have a suggestion, could it be possible to have another faction to fight example NATO V Armed Civilians? Reliving the good old Arma 2 days back in Afghanistan :)

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Ammo is in the VAS crates (which are the big Vehicle ammo crates right near spawn). Use the Action menu to pull up the VAS UI and when you select a weapon, you'll also see the ammo pop up to the left of them and can add mags.

Hello,

I have another question : what slot or equipment do one need to repair vehicles?

I seek but no clue !!!

Thanks in advance !!!

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MCC is a mod and is not intergrated with PO3. That is a mission makers tool with its own version of VAS.

I'll fix it on my side if there is already VAS runing MCC's VAS won't kick in.

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Hi, how can I modify the revive and respawn script? We are just two on server, and sometimes it bugs, best would be, if the revive/respawn script is removed and normal A3 respawn is used. Can I modify it somehow? I look for the scripts, but I can't find what is for respawn and revive. Actually I like the HALO drop option, so just made the respawn instant and without the injury system, can someone help?

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Hello,

I have another question : what slot or equipment do one need to repair vehicles?

I seek but no clue !!!

Thanks in advance !!!

seems that we must use a supply vehicle ...

"Vehicle Resupply will repair, rearm and refuel your vehicle from supply points and supply vehicles"

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Hi,

Very nice mission guys.

We have a small issue with it: we are not able to use the ingame chat. Is there any option that enable/disable this somewhere in the mission?

Thanks.

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Hi,

Very nice mission guys.

We have a small issue with it: we are not able to use the ingame chat. Is there any option that enable/disable this somewhere in the mission?

Thanks.

I think it's a bug since 1.06 release ...

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Hi,

we are not able to use the ingame chat. Is there any option that enable/disable this somewhere in the mission?

Thanks.

There is currently a bug that can hide the chat message bar, that's one issue

The second cause is the fact that this mission disables

  • Global chat
  • command chat
  • system chat.

disableChannels[]	={0,2,6};

Seen in the description.ext

I suspect this has something to do with ACRE support, maybe Roy can explain

---------- Post added at 16:49 ---------- Previous post was at 16:48 ----------

Hi,

we are not able to use the ingame chat. Is there any option that enable/disable this somewhere in the mission?

Thanks.

There is currently a bug that can hide the chat message bar, that's one issue

The second cause is the fact that this mission disables

  • Global chat
  • command chat
  • system chat.

disableChannels[]	={0,2,6};

Seen in the description.ext

I suspect this has something to do with ACRE support, maybe Roy can explain

seems that we must use a supply vehicle ...

"Vehicle Resupply will repair, rearm and refuel your vehicle from supply points and supply vehicles"

All support role slots are by default Engineers. (I believe Roy has plans to replace these with Repair specialists)

An engineer equipped with a tool kit should be able to repair vehicles

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Hi,

Very nice mission guys.

We have a small issue with it: we are not able to use the in-game chat. Is there any option that enable/disable this somewhere in the mission?

Thanks.

Hmm...locate Patrol_Operations_3.sqf file and add this code below:

[] spawn

{

while {true} do {

waitUntil{!isNull(findDisplay 49)}; //Wait for ESC menu to be opened

waitUntil {isNull (findDisplay 49)}; //Wait for it to be closed

showChat true; //Restore chat

};

};

Place anywhere probably best at the very bottom, this should be a temporary fix for you until the Dev's hot fix it officially. :)

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I'm not sure how it's supposed to work, but we never managed to get a player to change to another squad using the Squadmod menu.

Shouldn't players be able to join any squad they want with this?

Is there a more elaborate explanation of the various parameters? Some of them are fairly unclear:

Mission difficulty: What exactly does this define? We usually play with ~8-10 guys, and we find many missions way too easy due to a low count of enemies. I assumed this setting would scale the numbers of enemies to spawn (unlike AI skill, which probably is meant to affect the actual skill setting like accuracy etc.?), but I really didn't notice any difference in the number of bad boys, so apparently I'm wrong.

On a side note: The difficulty due to the number of hostiles varies GREATLY between some task types. On a mission to deploy a comm tower we just now had about ~60-70(!) hostiles swarming in, with multiple Ifrits as support. On other missions we are lucky to encounter a single squad of baddies. On the plus side, this was a great "last stand" type of mission where we had to dig in, constantly revive our guys and cover our retreat as soon as the uplink was established, with us frantically calling in a Ghost Hawk to pick us up just outside the hot zone with door gunners laying down suppressive fire. Very intense.

I really would love a parameter to (roughly) scale the average number of enemies, as currently most tasks have been way too easy, allowing us to sweep through the tasks without taking much care of proper outfit/organization or even logistics. The only way we now try to make it more exciting is by doing everything with "inf only" as much as possible and restricting our equipment.

We do not want to increase "AI skill", because that is detrimental to the fun in the gameplay: AI only starts "cheating" by being hyper accurate, and instead of nice prolonged firefights with both sides spending dozens of magazines on each other, AI just insta-snipes you all the time. We'd rather the baddies would arrive in larger numbers, forcing us to manage our supplies. We also wouldn't really mind if they decided to bring in some tanks or helicopters or call for additional reinforcements every now and then to get prolonged battles and task duration. The biggest vehicle we spotted so far was a single APC in a Prerelease version...in the Release we only see plenty of Ifrits, usually. That would spice things up and force players more to be on their toes, encouraging actual squadplay instead of rambo-ing in and out.

On average we breeze through ~5-6 tasks in 3 hours, unless it's a task that involves excrutiating long drives (capture slow tank/howitzer 13km out, or bring bobcat to an airfield 15km away...) . We really would love if those taks would be more of a longer continous challenge without the luxury of being able to refit safely after evac in base (supply drop etc.).

I also don't understand what these parameters do:

"Player Unconcious State"

"AI Easy Takedown"

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