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roy86

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

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Kudos on the release. Gave it just a quick whirl yesterday, and apart the spawn-only-with-pistol everything seems to work much smoother.

However, we had quite some trouble with the groups menu: Basically, the "Join group" would do nothing most of the time. It did somehow work after clicking around wildly for some minutes, but it was completely intransparent to use. And after dying people got returned to their original squads.

In addition, once the squad leader dies, another player takes over command. That is fine. However, when the original squad leader gets revived/respawns, he should be returned to command without having to be "made leader" again.

I'm not just yet putting this on the issue tracker as I'm not sure which of these issues are intended and which aren't (as in: Not sure how the entire group management is supposed to work).

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Great job on new version can't wait to play

but how can i unrestrict the vas :(

+1

I see the developers of the mission has unrestricted weapons in the videos. I need unrestricted VAS for my comunity missions in this PO3.

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will there be an ai recruitment system, and support system including artillery and UAV CAS support?

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In the 3.0 i can disable Fire Protection in Base, but with 3.1 i not find how disable this protection.

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wrong post

Edited by Ei8ght

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+1

I see the developers of the mission has unrestricted weapons in the videos. I need unrestricted VAS for my comunity missions in this PO3.

1. Install VAS over the top of the unpacked mod following the 1st page of instructions at http://forums.bistudio.com/showthread.php?149077-Virtual-Ammobox-System-(VAS)

2. Edit file \fnc\interact\fn_interaction_else.fsm & replace path scripts\VAS\open.sqf" with the location of where you unpacked VAS.

Do it this way instead

"The only file you need to replace is [unpacked pbo root]\scripts\VAS\functions\fn_fetchCfg.sqf

Just replace it with one from the unedited VAS code." jeriktelorian

Edited by inetd
Provide better info

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Little bug I've noticed: If you disable fatigue in the parameters and someone respawns, the fatigue system becomes re-enabled for that person.

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We had a little bug last night that happened to at least 4 people.

If you chose HALO from the respawn menu, after dying, you would never get an open parachute addaction or the auto opening. You would just fall to your death.

If you chose HALO from the flag pole, it works normally.

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AAF and CSAT versions do not work correctly with HC; the AI are not being offloaded. In addition, when using the NATO version with HC it tends to result in server crashes. At first I thought it was due to the latest build, however it seems to be mission specific.

Edited by Etzuu

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1. Install VAS over the top of the unpacked mod following the 1st page of instructions at http://forums.bistudio.com/showthread.php?149077-Virtual-Ammobox-System-(VAS)

2. Edit file \fnc\interact\fn_interaction_else.fsm & replace path scripts\VAS\open.sqf" with the location of where you unpacked VAS.

Thanks! better try this!

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will there be an ai recruitment system, and support system including artillery and UAV CAS support?

I added this:

http://www.armaholic.com/page.php?id=23844

and it works fine :)

In the 3.0 i can disable Fire Protection in Base, but with 3.1 i not find how disable this protection.

Open fnc\core\fn_protector.sqf

Change both "PO3_protector_enable = false;" to false

Edited by flyingcoyotus

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1. Install VAS over the top of the unpacked mod following the 1st page of instructions at http://forums.bistudio.com/showthread.php?149077-Virtual-Ammobox-System-(VAS)

2. Edit file \fnc\interact\fn_interaction_else.fsm & replace path scripts\VAS\open.sqf" with the location of where you unpacked VAS.

Actually, you can do it with less. The only file you need to replace is [unpacked pbo root]\scripts\VAS\functions\fn_fetchCfg.sqf

Just replace it with one from the unedited VAS code.

Little bug I've noticed: If you disable fatigue in the parameters and someone respawns, the fatigue system becomes re-enabled for that person.

This was an easier fix than I expected, actually (a testament to roy's well written and laid out code, too)

For anyone with this issue, go to the file [modroot]\fnc\respawn\fn_onkilled.sqf

Find the lines

if(_isCrew) then {[player] call PO3_fnc_setAsCrewman;};
if(_isPilot) then {[player] call PO3_fnc_setAsPilot;};

They're at line number 50 and 51. Right below them, before anything else add this:

player enableFatigue PO3_param_player_fatigue;

That will fix the problem right up.

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Open fnc\core\fn_protector.sqf

Change both "PO3_protector_enable = false;" to false

But this .sqf is for enemy defence in base, i speak about can shoot in base and not appear the PopUp alerting you not shooting in base.

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Actually, you can do it with less. The only file you need to replace is [unpacked pbo root]\scripts\VAS\functions\fn_fetchCfg.sqf

Just replace it with one from the unedited VAS code.

Nope that didn't work. atleast for me. the whole weapon load save item etc etc's list are gone just blank

Never mind it was MCC problem

Edited by kgino1045

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But this .sqf is for enemy defence in base, i speak about can shoot in base and not appear the PopUp alerting you not shooting in base.

I don't think so:

"[player,"COMMAND","Enemy Forces detected near base. Base Anti Fire Disabled"] call PO3_fnc_chat;"

Where did you read it's for ennemy nase ?

it works for me, you should try...

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[/color]

AAF and CSAT versions do not work correctly with HC; the AI are not being offloaded. In addition, when using the NATO version with HC it tends to result in server crashes. At first I thought it was due to the latest build, however it seems to be mission specific.

I'm getting the same symptoms. Graphing in ASM shows no remote AI (AIR) for AAF and CSAT but AIR do get spawned on the NATO version. Unfortunately the mission crashed not long after we engaged the AI. I used -name=Headlessclient in the launch parameters of the headless client to match the rabbit init

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Modifications to mission

During the interim phase between 3.0 and 3.1 I experimented with orbats and some minor tweaks.

Roy was interested in Orbat feedback, so here goes

The following is the orbat we are currently using and may suit others.

If so contact me and i can give you a modified mission pack to try out.

ORBAT

Callsign HQ:

  • 1 * Mission commander

Callsign THUNDER:

  • 1 * X.O (Artillery commander (repair specialist) (see note 1 below)

Callsign RECON:

  • 1 * Recon Team Leader (Medic class)
  • 1 * Recon JTAC & F.O

Callsign ALPHA - BRAVO - CHARLIE - DELTA:

4 * 8 man rifle squads (see note 2 below)

  • 1 * Squad Leader
  • 1 * Medic
  • 1 * Team leader
  • 1 * Grenadier (Explosive specialist)
  • 2 * Autorifleman
  • 2 * Missile Spec.

Callsign EAGLE

  • 1 * CAS Pilot (Buzzard) (Repair Specialist)

Callsign HAWK

  • 1 * CAS Pilot (AH9) (Repair Specialist)

Callsign SUPPORT

  • 3 * Transport Pilot - Crewmen (Repair Specialist)

VEHICLE ASSETS

I removed quite a lot of vehicles, for several reasons (see note 3 below)

Vehicles left are

4 * Slammers (see note 4 below)

1 * Hunter (Relocated to hangars and ideal for recon, convoy control)ted to hangars and ideal for recon, convoy control)

1 * Hunter HMG (Relocated to hangars and ideal for recon, convoy control)

1 * Hunter GMG (Relocated to hangars and ideal for recon, convoy control)

1 * Bobcat

1 * Scorcher (see note 5 below)

1 * Buzzard (Fast air CAS) (Replaces heavy Helo gunship which was too poweful)

1 * AH9 Light Helo CAS

3 * Ghosthawk Transport helo's

+ support & transport trucks

CODE CHANGES

Orbat has been changed mainly to support VOIP Command channel and to make command and control easier in a public environment

VOIP Channels enabled (We use voip in public sessions and ACRE in private, so Command channel is a must)

Artillery asset can fire from base (Ideal task for admin who can remain in base to monitor base activity with public players

Modified magazine loadout for artillery asset so it is more useful without being able to annihalate everything

Removed heavy gunship, way too powerful, spoils all the fun for the infantry

Added an area in map view which displays the current leadership for each group. Makes command and control a bit easier (Simple "Legend" made from map markers)

Assigned a callsign to each group (setgroupID)

Edited some default params

NOTES

1) The artillery can fire from base and has modified magazine loadout. I set the X.O up to do this. This is a good slot for an admin

2) 8 man teams fit better into vehicles (seems most vehicles are multiples of 4). Also 10 men in a public environment is a bit too much for us to cope with anyway)

3) Quad bikes removed, too much hassle for admins dealing with publics on them and not a team vehicle anway. Also too many vehicles too close to player spawn which encourages them to get in and cause havoc while waiting for transport

4) Slammers are multipurpose. 8 man squad troop transport and fire support, so no need for other mechanised or wheeled IFV's

5) Scorcher can fire from base and has modified magazine loadout

48 rnds smoke

160 rnds HE

10 rnds Laser Guided

10 rnds Cluster

We find this orbat suits us quite well.

The CSAT & AAF orbat is going to be the same

Vehicle assets will be slightly different (Fast air will be in all, even if there is no equivalent fast air for a specific side)

Using the jet instead of a gunship gives much better gameplay to the infantry

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[/color]

I'm getting the same symptoms. Graphing in ASM shows no remote AI (AIR) for AAF and CSAT but AIR do get spawned on the NATO version. Unfortunately the mission crashed not long after we engaged the AI. I used -name=Headlessclient in the launch parameters of the headless client to match the rabbit init

Did changing the name to 'Headlessclient' resolve the crashing issue?

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Did changing the name to 'Headlessclient' resolve the crashing issue?
No, the crash happens every time, less than a minute after we engage the enemy. I removed all mods except ASM and it still happens. As you pointed out, HC doesnt offload with AAF and CSAT. I have yet to get any mission working with a headless client but this is the closest I've come. perhaps someone with a bit more experience could help? I can't see anything out of the ordinary in the rpt files.

Here's my Headless launcher: ...arma3.exe -connect=127.0.0.1 -port=2362 -client -nosound -profile=profiles -name=Headlessclient

I added battleyeLicense=1; to the Headlessclient.Arma3Profile

I launch the mission, login as admin and move him to the civilian slot - I have noticed that this doesnt work the first time (headless client appears as a player ingame) and have to run the reassign command and do it again.

After this, the headlessclient starts doing it's job spawning AI but only on the NATO mission.

After we engage the AI...(or perhaps when a certain number are spawned?), the server crashes

edit: I tried again, this time getting HC to join after the mission had started so I didnt assign him a slot. I had the same problem though, HC spawns AI but the server crashes

Edited by jumbobreakfast

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I don't fully understand this ''logistics'' system. I don't see it anywhere in game and as far as I can tell there's no explanation on how to actually use it. also I'm not sure if it's supposed to be like this but when I run this mission the AI have no voices.

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RL has hit in a big way. Will try to get some documentation up about all the features and answer questions asap.

Any bugs or feature requests, please log in dev-heaven. Reading forums takes to long.

For Headless Client Server Crash Issues, please UPVOTE this ticket

is not sp play?

No Patrol Ops was never designed for singleplayer. It is an MP game mode.

Edited by roy86

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up date is really nice no problems so far only played it for 1 h so far by my self to test it out for my self

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Can anybody help me with Which file to edit in order to Enable Speech? I have managed to enable AI team mates but there is no vocal feedback. Love Patrol ops from Arma 2& Looking forward to trying this one.

Edited by edfathead
Spelling

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Can anybody help me with Which file to edit in order to Enable Speech? I have managed to enable AI team mates but there is no vocal feedback. Love Patrol ops from Arma 2& Looking forward to trying this one.

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)

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