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roy86

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

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very excited to give PO4 a shot. 

 

Sounds like with the new framework we'll be able to do a lot more customisation. 

 

Keep it up Roy, life always come first and don't feel under pressure to release dead on your projected deadline.

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Cheers mates!

 

Wrapping up some fixes to a couple of bugs and then move to Beta very soon.

Mission Framework will be released as well while I complete the documentation.

 

http://arma.roy86.com.au/index.php/A3_Mission_Framework to check out the new framework configuration.

 

Cheers!

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Just a small issue about PO3, I use the AAF version, and the blufor seem never would fire at the AAF side, I mean, they would point their gun to AAF, but no firing, seem they know the AAF are enemies but some how the AI couldnt fire the weapon, any idea what may cause this? or maybe this is a known issue?

 

Thanks

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I'm already working on a set of custom tasks. Everything I am doing is coming out of ATP 3-21.8 (FM7-8). 

 

Is the A3 Task Framework Documentation complete? I am checking daily. 

 

 

 

//O=Offense D=Defense P=Patrol T=Tactical 
class CfgMissionTasks
{
	class AWG_O_MoveToContact {
		scope = 1; // 0,1,2
		typeID = 0; //0,1,2
		positionSearchTypes[] = {"Town","Village"};
		positionSearchRadius = 1000;
		positionNearRoad = 1;

		class TaskDetails {};
				parent = ""
				title = "Offensive Operation: Movement to Contact";
				class TaskDetails {
				description[] = {
					"<font>Ref: %1</font> | <font>Date: %2<br/>AO: %3 %4 near %5</font>"
					,"<font size='16' color='#FFC600'>Brief:</font> <font> A movement to contact may result in a meeting engagement, which is a combat action occurring when a moving force engages an enemy at an unexpected time and place. Once making contact with an enemy force, the leader has five options: attack, defend, bypass, delay, or withdraw. Two movement to contact techniques are search and attack, and cordon and search.</font>"
					,"<font size='16' color='#FFC600'>Action:</font> <font> Text Here</font>"
					,"<font size='16' color='#FFC600'>Enemy:</font> <font> Text </font>"
					,"<font size='16' color='#FFC600'>Note:</font> <font> Text Here</font>"
					};
				iconType = "C";
				iconPosition = "positionOffset";
				textArguments[] = {"randomCode","datetime","worldRegion","worldName","nearestTown","factionBLUshort","factionOPFshort"};
	};

		class Environment {
			time = "Dawn";
			fog = 1;
			force = 1;
		};

		class Markers {};

		class ChildTasks {
			class Option1_Attack {};
			class Option2_Defend{};
			class Option3_Bypass {};
			class Option4_Delay {};
			class Option5_Withdraw {};
		};

		class Objective {
			class Succeeded {
				condition = "_childTasksComplete";
			};
		};
	};

    class AWG_O_Attack {
    	scope = 1; // 0,1,2
		typeID = 0; //0,1,2
		positionSearchTypes[] = {"Town","Village"};
		positionSearchRadius = 1000;
		positionNearRoad = 1;

		class TaskDetails {};
				parent = ""
				title = "Offensive Operation: Attack";
				class TaskDetails {
				description[] = {
					"<font>Ref: %1</font> | <font>Date: %2<br/>AO: %3 %4 near %5</font>"
					,"<font size='16' color='#FFC600'>Brief:</font> <font>An attack destroys or defeats enemy forces, seizes and secures terrain, or both. Attacks incorporate coordinated movement supported by direct and indirect fires. They may be decisive or shaping operations and hasty or deliberate, depending upon the time available for assessing the situation, planning, and preparing. </font>"
					,"<font size='16' color='#FFC600'>Action:</font> <font> Text Here</font>"
					,"<font size='16' color='#FFC600'>Enemy:</font> <font> Text </font>"
					,"<font size='16' color='#FFC600'>Note:</font> <font> Text Here</font>"
					};
				iconType = "C";
				iconPosition = "positionOffset";
				textArguments[] = {"randomCode","datetime","worldRegion","worldName","nearestTown","factionBLUshort","factionOPFshort"};
	};

		class Environment {
			time = "Dawn";
			fog = 1;
			force = 1;
		};

		class Markers {};

		class ChildTasks {};

		class Objective {
			class Succeeded {
				condition = "_ParentTaskComplete";
			};
		};
    };
    class AWG_O_Exploit {};
    class AWG_O_Pursuit {};
    class AWG_D_AreaDef {};
    class AWG_D_Mobile {};
    class AWG_D_Retro {};
    class AWG_P_Raid {};
    class AWG_P_Ambush_Point {};
    class AWG_P_Ambush_Area {};
    class AWG_P_Security {};
    class AWG_P_Recon_Area {};
    class AWG_P_Recon_Route {};
    class AWG_P_Recon_Zone {};
    class AWG_T_Breach {};
    class AWG_T_Defeat {};
    class AWG_T_Destroy {};
    class AWG_T_Seize {};
    class AWG_T_Supress {};
};

 

 

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41 minutes ago, Reptilienski said:

Just a small issue about PO3, I use the AAF version, and the blufor seem never would fire at the AAF side, I mean, they would point their gun to AAF, but no firing, seem they know the AAF are enemies but some how the AI couldnt fire the weapon, any idea what may cause this? or maybe this is a known issue?

 

Thanks

Did you set the allegiance? 

 

MP Editor ----> Attributes ----> General ----> Misc. ----> Independents Allegiance. 

Click on the icon BLUFOR or OPFOR. 

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Hello,

 

I use your mission with my guys
To complete it, I have rapidly add Zeus (for loggedadmin)
Do you think you will add Zeus in your next version ?

 

For now, I have some bugs for example when my character dies, zeus becomes inaccessible.

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1 hour ago, Blackheart_Six said:

I'm already working on a set of custom tasks. Everything I am doing is coming out of ATP 3-21.8 (FM7-8). 

 

Is the A3 Task Framework Documentation complete? I am checking daily. 

 

 

 

<code></code>

 

The framework documentation is still WIP and incomplete, and check weekly, I don't have time daily to edit :p.

The bulk is there though and you're in the right direction.

 

If you #include your task file in the description.ext you will be able to preview your mission config in 3DEN to check if it is ok. You have one glitch at TaskDetails where the class is closed before the rest of your code ie. 

class TaskDetails {};

should be

class TaskDetails {
// Task Description
};

 

25 minutes ago, gonza said:

Hello,

 

I use your mission with my guys
To complete it, I have rapidly add Zeus (for loggedadmin)
Do you think you will add Zeus in your next version ?

 

For now, I have some bugs for example when my character dies, zeus becomes inaccessible.

Yes, Zeus is in PO4 with limitations. No one should play god...

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Ok thanks

 

Great job with this mission !

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13 hours ago, Blackheart_Six said:

Did you set the allegiance? 

 

MP Editor ----> Attributes ----> General ----> Misc. ----> Independents Allegiance. 

Click on the icon BLUFOR or OPFOR. 

Oh shit, i thought at default the AAF and NATO is enemy, thanks for the tip, I will go check it!

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15 hours ago, roy86 said:

The framework documentation is still WIP and incomplete, and check weekly, I don't have time daily to edit :p.

The bulk is there though and you're in the right direction.

 

If you #include your task file in the description.ext you will be able to preview your mission config in 3DEN to check if it is ok. You have one glitch at TaskDetails where the class is closed before the rest of your code ie. 


class TaskDetails {};

should be

class TaskDetails {
// Task Description
};

 

Fantastic! I will be able to keep moving forward with it's creation if I can check it prior to release.

 

Thanks for the debug.....I would have spent days trying to figure that one out! LOL

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1 minute ago, Blackheart_Six said:

Thanks for the debug.....I would have spent days trying to figure that one out! LOL

Trust me I know. Been there, done that x2^512.

I am grateful to BIS for 3DEN. Before, an error like that would crash the game.

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Hey, Roy!
While I'm waiting, is there anything I can help you with?
I don't have much skills but I'm bilingual so I can do some translation work if you are thinking to put PO4 out for multiple language.

Let me know :)

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On 2017-5-16 at 6:14 PM, Axion said:

Hey, Roy!
While I'm waiting, is there anything I can help you with?
I don't have much skills but I'm bilingual so I can do some translation work if you are thinking to put PO4 out for multiple language.

Let me know :)

Thanks mate, much appreciated. I'll keep that in mind once I've got the XMLs made up.

but... how good are you at 3DEN compositions?

 

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Compositions?... unless I am misunderstanding your point, those are easy and just require some creativity, time and effort on the part of anyone willing to place objects.

 

I am sure that if you made a list of your general requirements that the community would deluge you with them.  Throw some requirements out and let us see how we can help you.

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On 5/12/2017 at 4:12 PM, roy86 said:

Yes, Zeus is in PO4 with limitations. No one should play god...

 

Please don't gut Zeus. I understand a mission makers desire to control the outcome based on their intent... but there is also the inevitable problem that only a digitally divine intervention can resolve.  ArmA has its foibles and Zeus makes for the perfect solution at those times when the code comes crashing down.

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1 hour ago, lawndartleo said:

 

Please don't gut Zeus. I understand a mission makers desire to control the outcome based on their intent... but there is also the inevitable problem that only a digitally divine intervention can resolve.  ArmA has its foibles and Zeus makes for the perfect solution at those times when the code comes crashing down.

mission parameter of adminlogged options work well. with the new bis_fnc_admin you ccould limit full zeus to only the password logged admin not the voted one...just a thought

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4 hours ago, lawndartleo said:

Compositions?... unless I am misunderstanding your point, those are easy and just require some creativity, time and effort on the part of anyone willing to place objects.

I am sure that if you made a list of your general requirements that the community would deluge you with them.  Throw some requirements out and let us see how we can help you.

 

Yep, Time. I don't have. I'm thinking of enlisting help to create compositions to spawn as part of tasks and mission bases.

 

4 hours ago, lawndartleo said:

 

Please don't gut Zeus. I understand a mission makers desire to control the outcome based on their intent... but there is also the inevitable problem that only a digitally divine intervention can resolve.  ArmA has its foibles and Zeus makes for the perfect solution at those times when the code comes crashing down.

Don't worry, it's a mission param and can be turned off/on by the admin during the mission as well. ;)

 

Cheers,

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duplicated post

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3 hours ago, KevsNoTrev said:

mission parameter of adminlogged options work well. with the new bis_fnc_admin you ccould limit full zeus to only the password logged admin not the voted one...just a thought

That function is a little limited. I've already created a different version which checks other options as well.

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On 2017-05-11 at 3:01 PM, Blackheart_Six said:

ETA is June 2017.

 

Is this a serious post?!!

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On 5/18/2017 at 5:39 AM, roy86 said:

 

Yep, Time. I don't have. I'm thinking of enlisting help to create compositions to spawn as part of tasks and mission bases.

 

Cheers,

Well, if you ever need some compositions made up I can always lend a hand!!

 

I can show you some custom ones I've made too haha

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On 5/18/2017 at 1:39 PM, roy86 said:

 

Yep, Time. I don't have. I'm thinking of enlisting help to create compositions to spawn as part of tasks and mission bases.

 

 

I could possibly help with compositions as well!

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hey Roy,

someone created aircraft loadout scripts to swipe the aircraft loadout ingame.

Will PO4 have similar feature as well? or does end user need to edit the mission to utilize this feature?

here's link: http://www.armaholic.com/page.php?id=32755

 

many thanks!

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