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

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hey guys. really nice work but i have a big problem. how can i change the ultra settings ? i whant to change the mission difficult and cant find anything like ai shoting accuracy or something like this ?

 

maybe someone can help me, thx.

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Will you include RHS/ACE compatible versions of PO4 in your release?

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Can maybe someone Implent RHS and Alive for me? i´m kinda too stupid as i can not change anything o0:( telling how too would be good too

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Can maybe someone Implent RHS and Alive for me? i´m kinda too stupid as i can not change anything o0:( telling how too would be good too

 

Don't limit your abilities by thinking your too ignorant...TRY IT! BREAK IT! That is how you learn. I don't mean to preach, but I am a 10th grade drop out who has succeeded quite well. Don't EVER sell yourself short. 

 

Here are some tips....

 

1. Always use a copy of the original.

2. Always open the editor in multiplayer for Patrol Ops

3. Use Google and search for what you want to do. Chances are, someone, somewhere has already done it. Read the wiki's. 

4. Start small, make small changes, take lot's of notes, and test. 

 

To add RHS for NATO, edit the individual units and change them to RHS objects. For example, change the Hunter to a Hummer. To do a complete conversion to RHS, is a little more daunting, and something I have not attempted.

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hey i am trying to edit patrol ops 3 for my server I have already changed the units and added some vehicles and re-spawn points but I want to edit or disable the Fatigue/stamina if i use the disable Fatigue parameter it only works until respawn.

so i tried to use this in initPlayerLocal.sqf

    player setCustomAimCoef 0.2;
    player addMPEventhandler ["MPRespawn", {player setCustomAimCoef 0.2}];

    player setUnitRecoilCoefficient 0.2;
    player addEventHandler ["Respawn", {player setUnitRecoilCoefficient 0.2}];

    player enableStamina false;
    player addEventHandler ["Respawn", {player enableStamina false}];

the player setUnitRecoilCoefficient and player setCustomAimCoef 0.2; work fine but the player enableStamina false; has no effect

 

I have tried removing

	class param_PO3_player_fatigue {
		title = $STR_PO3_PARAM_PLAYRFATIGUE;
		values[]={0,1};
		texts[]={$STR_PO3_TEXT_DISABLED,$STR_PO3_TEXT_ENABLED};
		default=1;
		code = "PO3_param_player_fatigue = if(%1 > 0)then{true}else{false};";

from the params.hpp but still no luck any help would be appreciated.

 

flibble666

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hey i am trying to edit patrol ops 3 for my server I have already changed the units and added some vehicles and re-spawn points but I want to edit or disable the Fatigue/stamina if i use the disable Fatigue parameter it only works until respawn.

so i tried to use this in initPlayerLocal.sqf

    player setCustomAimCoef 0.2;
    player addMPEventhandler ["MPRespawn", {player setCustomAimCoef 0.2}];

    player setUnitRecoilCoefficient 0.2;
    player addEventHandler ["Respawn", {player setUnitRecoilCoefficient 0.2}];

    player enableStamina false;
    player addEventHandler ["Respawn", {player enableStamina false}];

the player setUnitRecoilCoefficient and player setCustomAimCoef 0.2; work fine but the player enableStamina false; has no effect

 

I have tried removing

	class param_PO3_player_fatigue {
		title = $STR_PO3_PARAM_PLAYRFATIGUE;
		values[]={0,1};
		texts[]={$STR_PO3_TEXT_DISABLED,$STR_PO3_TEXT_ENABLED};
		default=1;
		code = "PO3_param_player_fatigue = if(%1 > 0)then{true}else{false};";

from the params.hpp but still no luck any help would be appreciated.

 

flibble666

 

What about using onPlayerRespawn.sqf, with respawnOnStart = 0 or 1 in the description.ext. 

 

or initPlayerServer.sqf? 

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What about using onPlayerRespawn.sqf, with respawnOnStart = 0 or 1 in the description.ext. 

 

or initPlayerServer.sqf? 

Thank you for the advice ill give them a try.

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Thank you for the advice ill give them a try.

 

One more thing....

 

Did you try to rem out this statement in Patrol_Ops_3.sqf? 

 

// player enableFatigue PO3_param_player_fatigue;

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One more thing....

 

Did you try to rem out this statement in Patrol_Ops_3.sqf? 

 

// player enableFatigue PO3_param_player_fatigue;

No i did not have not had a chance to try your other suggestions as yet but i think  that is probably the issue must of missed it when looking through code thank you.

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Hi Roy, 

 

Just wondering if you have an ETA yet for release? Also, would it be possible to beta test just the A3 Framework? 

 

Thanks, 

BH_6

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Hi Roy, 

 

Just wondering if you have an ETA yet for release? Also, would it be possible to beta test just the A3 Framework? 

 

Thanks, 

BH_6

 

Hey Black,

 

No eta as of yet. Balancing between Family and two jobs. I am still working slowly though, trying to get it to run smoothly and stable enough to run a beta. As always, slow progress. I'll have an update towards the end of April for the beta testers.

 

Cheers,

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hi guys,

 

I love the mission, but I've set up some rules like that pilots have to report on teamspeak. However most just don't care about that so I removed the pilot qualifications they get on startup. Now they've found out that teamleader can give permissions too.

Is there a way to prevent this from happening? I tried editing the code that only Admin can edit the permissions, but whenever I try to use it, I will be stuck at the squadmod screen without squads popping up.

Anyone who can help me with this?

 

Cheers

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Seeing as PO3 is coming to the end of its life, I thought it might be interesting to see what devs have done with PO3 to change it from Roy's initial creation.

So I'll start it off with what we did

 

 

 

 

There were many more but I cant quite remember everything we did.

 

Our basic premise was to

  1. Create team centric play, where each player supported one and other and deter wherever possible lone wolf play
  2. Have a central command system and a set format for how the mission is set up and played out.
  3. Issue kit and SOP's that would create a much more player friendly organisation process (Such as the smoke grenade useage  etc)

 

 

 

I'd just like to also take this time and thank Roy for the effort and time he has put into bringing us PO3. It has given our community many many hours of enjoyable, organised play in a public environment and for that we are very thankful.

All the best with PO4

would you mind sharing the mission file? I've run into some problems coding the mission myself. Yours might get me back on track!

 

Thanks in advance

 

Cheers

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@Nightstalk3r

 

This is our latest iteration, also has 2 x ZGM implemented

 

NB>> This is a modified version of Roy's brilliant Patrol Ops 3.1, kudos for him for creating the foundation and allowing us to modify his work to our own ends

 

www.zeus-community.net/important/hosted/co_53_Patrol_Ops_zgm5k.Altis.zip

 

(There is an additional serverside addon that you will require if you want to restrict access to the Zeus GM slot.

It is done by whitelisting players UID's in a userconfig file serverside and then an addon checks this against the player who slotted into the ZGM slot

PM me for that

 

 

Changelog

---------------------------------------------------
VERSION: ZGM5k   27th March 2016
---------------------------------------------------
 
1) Added Toolkit to EOD units
2) Fixed issue with A.A> unit, no vas crate option
3) Added Echo to map orbat listing
4) Removed Titan Ammo options for L.A.T (PCML) Unit
5) Added additional unit to support to help transport additional squad
6) Added an extra Huron to cater for larger troop requirements
 
 
---------------------------------------------------
VERSION: ZGM5j   25th March 2016
---------------------------------------------------
 
1) Added an updating units count to the Orbat list in map view
2) Added Equipped NVG to the Eagle pilot
3) Replaced parachute with backpack for Hawk, now also has an smg and toolkit
4) Added bipods to MMG and LMG units
5) Replaced all titan launchers with pcml for A,B,C
6) Replaced all MMG to LMG in A,B,C
7) Changed D to a Heavy Weapons Squad, MMG & AA & AT Titans
8) Created Echo, additional Heavy Weapons Squad
9) Reduced Slammer count to 2
10) Created Echo, additional Heavy Weapons Squad
11) Added 4 Panthers
 
 
---------------------------------------------------
VERSION: ZGM5i   29th December 2015
---------------------------------------------------
 
1) added more objects for ZGM
2) added chemlight modules to ZGM
 
 
---------------------------------------------------
VERSION: ZGM5h   13th December 2015
---------------------------------------------------
 
1) Changed some default param settings
2) Changed Cas Pilot Backpack to parachute
3) Reduced MMG magazine loadout from 7 to 5
4) Added Additional Service point for Helo pilots (Landing pad)
5) ZGM Players now in individual groups so they can both receive command net comms
 
 
---------------------------------------------------
VERSION: ZGM5f   3rd December 2015
---------------------------------------------------
 
1) Removed last of code for weapon holstering system (Code found in init field of units)
 
 
---------------------------------------------------
VERSION: ZGM5e   2nd December 2015
---------------------------------------------------
 
1) Fully Removed action system for holstering weapon (A bit buggy at the moment)
   Missed some holster weapon code in respawn system
2) Added additional Zeus slot
Synced both Zeus slots so they can edit each others units and all PO3 created units
 
 
---------------------------------------------------
VERSION: ZGM5d   1st November 2015
---------------------------------------------------
 
1) Removed action system for holstering weapon (A bit buggy at the moment)
 
 
---------------------------------------------------
VERSION: ZGM5c   19th October 2015
---------------------------------------------------
 
1) Moved Eagle's resupply vehicle to N.E end of runway
2) Added 3 disembarkation points 'H1,H2,H2' to enable easierm organisation for helo transport
3) Eagle Hawk & Support Pilots now start next to their aircraft
 
 
---------------------------------------------------
VERSION: ZGM5b   18th October 2015
---------------------------------------------------
 
1) Fixed: Respawning units can now holster, unholster weapons
2) Changed: Authorised units cannot change their own role, they need to ask another authorised unit
3) VAS saved loadouts on respawn now disabled
 
 
---------------------------------------------------
VERSION: ZGM5a   17th October 2015
---------------------------------------------------
 
YOU DO NOT NEED TO GO TO THE VAS CRATES ANYMORE
 
 
 
1) Updated VAS to version 2.91
2) Alterations to Orbat
   a) X.O Slot added (Usage: as assistant commander)
    B) MMG N0.1 added (Usage: spots for and TL of MMG Gunner)
   c) MMG Slot added (Usage: DLC Marksman pack Medium Machine gunner (1 per squad)
   d) Reserved Admin slot added (Usage: Zeus GameMaster)
   e) Squad now split into
      ... 2 man Command team (SL & Medic)
      ... 2 man MG team    (Blue team) - Overwatch
      ... 4 man Rifle team (Red team)  - Assault
      ... Fireteams predefined for Shac Tac Hud
3) Only C.O, X.O. & Admin can assign roles. (This is used to minimise multi-roling)
4) Additional Squad Mod Roles Added, now includes every role in all orbats
5) All players start with a predefined role and custom loadout to match (Re-equips on respawn)
6) VAS Crates
   ... Decluttered content
   ... VAS crate content now reflects your selected role.
   ... The only additional weapons in the VAS crate are AA Launchers
   ... Most assigned roles allow the collection of additional ammo types to support AT and MG units
   ... So, in most cases you don't need to go to the VAS boxes
7) Vehicles now come with customised cargo loadout (Ammo and supplies)
   ... This should allow easier resupply in the field
----------------------------------------
8) UPDATE TO S.O.P's
   a) Useage of Smoke
   ... RED:    Marks enemy Position
   ... BLUE:   Marks friendly Position
   ... YELLOW: Marks Medic required or In distress
   ... WHITE:  Enemy has these, you do not.
   ... Generally only Squad leaders have red smoke
   a) Useage of Chemlights
   ... RED:    Mines
   ... BLUE:   Friendly position
   ... Generally only Squad leaders have blue chemlights
   ... Generally only EOD have red chemlights

 

Future intended versions

1) Limit HALO via the flagpole for only RECON units
2) Allow the flagpole to be used by respawners and JIP players to teleport to a location close to their group leader (IF there are no Support pilots available to transport them), The options i am thinking about implementing for this are
Flagpole can teleport player to Group leader location (Most unlikely option)
Flagpole can teleport player to an RV location which the group leader sets by running an addaction. This addaction 
a) sets the RV position at the location the group leader was in, when the addaction was run
B) Has a 15 minute (or maybe different time interval) cooldown period before the addaction can be run again
 
3) Change respawn to a revive system where the only way a downed player can get back into play is to be revived by a medic (No respawn option, or maybe respawn available after 20 mins of downtime). This also means adding an additional fireteam of medics to act as a CSAR unit to go out and get downed CAS pilots.
The reason for this latter system is to prevent CAS pilots doing suicide runs over the A.O.without penalty, which they often do
and to promote players in squads sticking together because theyn need a medic to revive them.
We use this system in our Non patrol Ops coop nights and it works well for us

 

Advised gameplay

---------------------------------------------------

RECON Phase
---------------------------------------------------
 
1) Have Recon Halo into A.O
..... a) Have them locate a safe LZ
..... B) Mark Map with enemy type, size and locations
.......... Use red Dot for enemy locations
.......... Add text
............ i for Infantry
............ T for Tank etc
.......... If infantry, add a number to denote size
..........Red Dot, i4 would denote infantry fireteam (4 men)
 
 
---------------------------------------------------
MOVEMENT Phase
---------------------------------------------------
 
1) Use Fast Air to Recon the Logistics pilots infil route to the LZ with a high pass
2) Once happy then have the Light Helo CAS do a low level pass to search for hostiles on the infil route
2) Then Light CAS escort transport helo's in
3) Have fast Air CAS  on standby
Once troops are deployed on the ground, move them to form up points
and then stage the assault
 
 
---------------------------------------------------
ASSAULT Phase
---------------------------------------------------
 
1) Do Not commit all squads to the assault
2) Make sure approach routes do not cross friendly lines of fire
3) Clear through and past the objective, DO NOT STOP IN IT
 
 
---------------------------------------------------
RE-ORG + EXFIL Phase
---------------------------------------------------
 
1) Secure the LZ first
2) Call in the extraction helo's
3) Have CAS patrol the Exfil LZ
4) RTB & Resupply
 
 
---------------------------------------------------
ARTILLERY Support
---------------------------------------------------
 
Use the XO as artillery commander and recon as F.O
Use Recon to lase targets, Artillery has Laserguided rounds as does fast air
 
---------------------------------------------------
ZGM
---------------------------------------------------
Make it a bit more diverse and interesting for the infantry
Give CAS something to do, to keep them away from the infantry A.O and spoil the ground forces fun
 
---------------------------------------------------
USEAGE OF SMOKE
---------------------------------------------------
 GOLDEN RULE:
  •  RED  = ENEMY
  •  BLUE = FRIENDLY
  •  YELLOW = Medic required or In Distress
 
In General, you all have
2 x Blue Smokes
1 x Yellow Smoke
USEAGE:
Throw blue smokes as a smokescreen. It also marks your position as a friendly position
ONLY use your yellow smoke to indicate either
   a) Casualty position
    B) Unit in distress
Squad leaders also have Red UGL smokes, these should only be used to to mark enemy locations
Squad leaders also have Blue chemlights, these should be used to mark friendly positions

 
 
 
 
 
 
 
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@Nightstalk3r

 

This is our latest iteration, also has 2 x ZGM implemented

 

NB>> This is a modified version of Roy's brilliant Patrol Ops 3.1, kudos for him for creating the foundation and allowing us to modify his work to our own ends

 

www.zeus-community.net/important/hosted/co_53_Patrol_Ops_zgm5k.Altis.zip

 

(There is an additional serverside addon that you will require if you want to restrict access to the Zeus GM slot.

It is done by whitelisting players UID's in a userconfig file serverside and then an addon checks this against the player who slotted into the ZGM slot

PM me for that

 

 

Changelog

---------------------------------------------------
VERSION: ZGM5k   27th March 2016
---------------------------------------------------
 
1) Added Toolkit to EOD units
2) Fixed issue with A.A> unit, no vas crate option
3) Added Echo to map orbat listing
4) Removed Titan Ammo options for L.A.T (PCML) Unit
5) Added additional unit to support to help transport additional squad
6) Added an extra Huron to cater for larger troop requirements
 
 
---------------------------------------------------
VERSION: ZGM5j   25th March 2016
---------------------------------------------------
 
1) Added an updating units count to the Orbat list in map view
2) Added Equipped NVG to the Eagle pilot
3) Replaced parachute with backpack for Hawk, now also has an smg and toolkit
4) Added bipods to MMG and LMG units
5) Replaced all titan launchers with pcml for A,B,C
6) Replaced all MMG to LMG in A,B,C
7) Changed D to a Heavy Weapons Squad, MMG & AA & AT Titans
8) Created Echo, additional Heavy Weapons Squad
9) Reduced Slammer count to 2
10) Created Echo, additional Heavy Weapons Squad
11) Added 4 Panthers
 
 
---------------------------------------------------
VERSION: ZGM5i   29th December 2015
---------------------------------------------------
 
1) added more objects for ZGM
2) added chemlight modules to ZGM
 
 
---------------------------------------------------
VERSION: ZGM5h   13th December 2015
---------------------------------------------------
 
1) Changed some default param settings
2) Changed Cas Pilot Backpack to parachute
3) Reduced MMG magazine loadout from 7 to 5
4) Added Additional Service point for Helo pilots (Landing pad)
5) ZGM Players now in individual groups so they can both receive command net comms
 
 
---------------------------------------------------
VERSION: ZGM5f   3rd December 2015
---------------------------------------------------
 
1) Removed last of code for weapon holstering system (Code found in init field of units)
 
 
---------------------------------------------------
VERSION: ZGM5e   2nd December 2015
---------------------------------------------------
 
1) Fully Removed action system for holstering weapon (A bit buggy at the moment)
   Missed some holster weapon code in respawn system
2) Added additional Zeus slot
Synced both Zeus slots so they can edit each others units and all PO3 created units
 
 
---------------------------------------------------
VERSION: ZGM5d   1st November 2015
---------------------------------------------------
 
1) Removed action system for holstering weapon (A bit buggy at the moment)
 
 
---------------------------------------------------
VERSION: ZGM5c   19th October 2015
---------------------------------------------------
 
1) Moved Eagle's resupply vehicle to N.E end of runway
2) Added 3 disembarkation points 'H1,H2,H2' to enable easierm organisation for helo transport
3) Eagle Hawk & Support Pilots now start next to their aircraft
 
 
---------------------------------------------------
VERSION: ZGM5b   18th October 2015
---------------------------------------------------
 
1) Fixed: Respawning units can now holster, unholster weapons
2) Changed: Authorised units cannot change their own role, they need to ask another authorised unit
3) VAS saved loadouts on respawn now disabled
 
 
---------------------------------------------------
VERSION: ZGM5a   17th October 2015
---------------------------------------------------
 
YOU DO NOT NEED TO GO TO THE VAS CRATES ANYMORE
 
 
 
1) Updated VAS to version 2.91
2) Alterations to Orbat
   a) X.O Slot added (Usage: as assistant commander)
    B) MMG N0.1 added (Usage: spots for and TL of MMG Gunner)
   c) MMG Slot added (Usage: DLC Marksman pack Medium Machine gunner (1 per squad)
   d) Reserved Admin slot added (Usage: Zeus GameMaster)
   e) Squad now split into
      ... 2 man Command team (SL & Medic)
      ... 2 man MG team    (Blue team) - Overwatch
      ... 4 man Rifle team (Red team)  - Assault
      ... Fireteams predefined for Shac Tac Hud
3) Only C.O, X.O. & Admin can assign roles. (This is used to minimise multi-roling)
4) Additional Squad Mod Roles Added, now includes every role in all orbats
5) All players start with a predefined role and custom loadout to match (Re-equips on respawn)
6) VAS Crates
   ... Decluttered content
   ... VAS crate content now reflects your selected role.
   ... The only additional weapons in the VAS crate are AA Launchers
   ... Most assigned roles allow the collection of additional ammo types to support AT and MG units
   ... So, in most cases you don't need to go to the VAS boxes
7) Vehicles now come with customised cargo loadout (Ammo and supplies)
   ... This should allow easier resupply in the field
----------------------------------------
8) UPDATE TO S.O.P's
   a) Useage of Smoke
   ... RED:    Marks enemy Position
   ... BLUE:   Marks friendly Position
   ... YELLOW: Marks Medic required or In distress
   ... WHITE:  Enemy has these, you do not.
   ... Generally only Squad leaders have red smoke
   a) Useage of Chemlights
   ... RED:    Mines
   ... BLUE:   Friendly position
   ... Generally only Squad leaders have blue chemlights
   ... Generally only EOD have red chemlights

 

Future intended versions

1) Limit HALO via the flagpole for only RECON units
2) Allow the flagpole to be used by respawners and JIP players to teleport to a location close to their group leader (IF there are no Support pilots available to transport them), The options i am thinking about implementing for this are
Flagpole can teleport player to Group leader location (Most unlikely option)
Flagpole can teleport player to an RV location which the group leader sets by running an addaction. This addaction 
a) sets the RV position at the location the group leader was in, when the addaction was run
B) Has a 15 minute (or maybe different time interval) cooldown period before the addaction can be run again
 
3) Change respawn to a revive system where the only way a downed player can get back into play is to be revived by a medic (No respawn option, or maybe respawn available after 20 mins of downtime). This also means adding an additional fireteam of medics to act as a CSAR unit to go out and get downed CAS pilots.
The reason for this latter system is to prevent CAS pilots doing suicide runs over the A.O.without penalty, which they often do
and to promote players in squads sticking together because theyn need a medic to revive them.
We use this system in our Non patrol Ops coop nights and it works well for us

 

Advised gameplay

---------------------------------------------------

RECON Phase
---------------------------------------------------
 
1) Have Recon Halo into A.O
..... a) Have them locate a safe LZ
..... B) Mark Map with enemy type, size and locations
.......... Use red Dot for enemy locations
.......... Add text
............ i for Infantry
............ T for Tank etc
.......... If infantry, add a number to denote size
..........Red Dot, i4 would denote infantry fireteam (4 men)
 
 
---------------------------------------------------
MOVEMENT Phase
---------------------------------------------------
 
1) Use Fast Air to Recon the Logistics pilots infil route to the LZ with a high pass
2) Once happy then have the Light Helo CAS do a low level pass to search for hostiles on the infil route
2) Then Light CAS escort transport helo's in
3) Have fast Air CAS  on standby
Once troops are deployed on the ground, move them to form up points
and then stage the assault
 
 
---------------------------------------------------
ASSAULT Phase
---------------------------------------------------
 
1) Do Not commit all squads to the assault
2) Make sure approach routes do not cross friendly lines of fire
3) Clear through and past the objective, DO NOT STOP IN IT
 
 
---------------------------------------------------
RE-ORG + EXFIL Phase
---------------------------------------------------
 
1) Secure the LZ first
2) Call in the extraction helo's
3) Have CAS patrol the Exfil LZ
4) RTB & Resupply
 
 
---------------------------------------------------
ARTILLERY Support
---------------------------------------------------
 
Use the XO as artillery commander and recon as F.O
Use Recon to lase targets, Artillery has Laserguided rounds as does fast air
 
---------------------------------------------------
ZGM
---------------------------------------------------
Make it a bit more diverse and interesting for the infantry
Give CAS something to do, to keep them away from the infantry A.O and spoil the ground forces fun
 
---------------------------------------------------
USEAGE OF SMOKE
---------------------------------------------------
 GOLDEN RULE:
  •  RED  = ENEMY
  •  BLUE = FRIENDLY
  •  YELLOW = Medic required or In Distress
 
In General, you all have
2 x Blue Smokes
1 x Yellow Smoke
USEAGE:
Throw blue smokes as a smokescreen. It also marks your position as a friendly position
ONLY use your yellow smoke to indicate either
   a) Casualty position
    B) Unit in distress
Squad leaders also have Red UGL smokes, these should only be used to to mark enemy locations
Squad leaders also have Blue chemlights, these should be used to mark friendly positions

 
 
 
 
 
 
 

 

Thanks a lot! I was looking for a way to block people from abusing the teamleader slot to give themselves permission to drive tank even when told not to do so by the mission HQ

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Hey Black,

 

No eta as of yet. Balancing between Family and two jobs. I am still working slowly though, trying to get it to run smoothly and stable enough to run a beta. As always, slow progress. I'll have an update towards the end of April for the beta testers.

 

Cheers,

 

 

roy throw me a PM :P

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How to remove the old marker and task name so it doesn't appear on the map when the task is generated with new task enhancement marker

 

1. Open and edit "PO3_taskmaster.sqf". REM out all the missions except m01, and any 2 of others you want to fix.   

2. Open the "po3_task_mXX" file for the missions selected in task master file. 

3. Find the section "Create Tasks".

4. Delete the text between the quotes for the marker. IE "mil_ojective". This removes the marker. Leave the quotes. 

5. In the same line as the marker, find the title of the task. IE "STR_PO3_M11_TITLE". Remove the text between the quotes. Leave the quotes. "".

6. This will leave you with just the new style task icons for 1.58. 

7. For missions with return points, be careful about editing. You don't want to delete the return point marker. 

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Hey Mates, I'm using Patrol Ops 3 on my server.

 

Is there a way to deactivate the possibility to use 3D and 2D markers in settings menu, or deactivate settings menu entirely.

 

Thanks.

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Hey Mates, I'm using Patrol Ops 3 on my server.

 

Is there a way to deactivate the possibility to use 3D and 2D markers in settings menu, or deactivate settings menu entirely.

 

Thanks.

 

To remove the "Settings" from the action menu - 

 

1. Find the file "fn_interaction_self.fsm"

2. Go around line 160. or Search in files for the word Settings.  

3. Put /* before the text  "_action = _vehicle addAction [""<t color='#ffc600'>......"

4. Put */ after .....[count _self_actions, _action];" \n

 

To remove the 2D/3D Settings from the PDA - 

1. Find the file "dialogs.hpp"

2. Go to line 1342 or search in files for class PO3_player_HUDsettings

3. Review the settings of each class and find the one that corresponds to 2D/3D. 

4. Remove or REM out the "onButtonClick" text that is between the quotes. I.E. onButtonClick = "closeDialog 0";

5. This will disable that button. 

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PO4 Update:

 

Wrapping up (finally) on the feature development/refinement and finishing off the first batch of task updates.

Beta testers, I'll be in contact soon for those still up for it.

 

In the mean time, I've recored a couple of teasers of some of the features and will be uploading them before launch.


 
A snapshot from a test of the new task system with operation names and dependant/concurrent task assignment.
Scenario: A task tracking IED manufacturing and ordnance disposal. This is phase two of the task leading to a possible third if the Intel is recovered ( allowdamage = false ;) ).

 

More teasers on my twitter ;)

 

Cheers,

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Glad you had allowdamage turned off...... You shoot terribly. :lol:  :lol:  :lol: . 

 

It looks great, can't wait. We really have ran patrol ops 3 to its end. 36 Common tasks plus stages! That's awesome.

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Glad you had allowdamage turned off...... You shoot terribly. :lol:  :lol:  :lol: . 

 

It looks great, can't wait. We really have ran patrol ops 3 to its end. 36 Common tasks plus stages! That's awesome.

Lol I wasn't so tactical in that one was I... :p

 

36 so far.... ;) There is also another teaser in that shot if you can guess it.

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Lol I wasn't so tactical in that one was I... :P

 

36 so far.... ;) There is also another teaser in that shot if you can guess it.

Hmmmm Interesting.

 

I heard a story that started...

"Once upon a time ......"

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a little script for everyone still using PO3, we found it a bitch to only allow people logged in as admin to access the features like skipping missions and what not so heres a some edits to make it so you can add UID's to a list and allow trusted members to access these admin features!

 

 

fn_isAdministrator.sqf

private["_return"];

// old scripts checking if player was logged in as admin
//_return = if(serverCommandAvailable "#kick" || !isMultiplayer) then { true }else{ false };

//new script checking if uid is on AdminUIDList
_return = if ( ((getPlayerUID player) in AdminUIDList) ) then { true } else { false };

_return;

first lines of init.sqf

//other random BS
["INIT",format["Executing %1 init.sqf",missionName],true] call PO3_fnc_log;

AdminUIDList = 
            [
            "_SP_PLAYER_"/* Editor Debugging  */,
            "1111111111111111111"/* [TAG] Example 1*/,
            "2222222222222222"/* [TAG] Example 2 */
            ];
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Nice to see this is still being worked on!

what sound mod are you using there?  Vanilla?  Sounds awful, lol

Yep, always develop mod free and then add support/testing compatibility with the main ones (CBA,ACE,ACRE,TFAR)

I don't use sound mods. Used to have JSRS but download limits are a big issue for me these days.

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