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

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On 2017-10-12 at 7:38 AM, Blackheart_Six said:

Something Wicked, this way comes.....

 

That wickedness has be lurking in the shadows for years. I wish it would show itself already ;)

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I have asked Roy to allow me to create a "Preview" mission. One mission only, to allow folks to check out the modules. I have an attack mission ready to go. 

 

I have not heard back on that request.

 

My best guess is, he is trying to squash as many bugs as possible, tighten up the missions, and prep for open beta by the end of October. 

 

 

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Good News..... I've heard back from Roy on Discord. I have permission to open my server with a modified version of PO4/MPSF. This will be a single encounter with intelligence collection, and an attack mission I created. 

 

I want to check a couple things out, and ensure functionality before posting. Please understand this is a modified BETA version. There will be issues. 

 

I expect to post to my server tonight, and I let everyone know. Currently there is a demo of Add On Free Radio up and running, if you want to test it. 

 

 

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My server is up and running with a modified version of PO4. It is open to public at this time. 

 

IP: 181.214.149.37 Port: 2302

 

 

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Just to update .... the above post. 

 

First I want to restate, this is NOT Patrol Ops 4.0. This is a one mission preview so you can check out the basic features. Patrol Ops 4.0 Open Beta is still coming.

 

This mission will  form the basis for my server, and Asymmetric Warfare missions. It is using the same framework(A3 MPSF), conversation system, and encounters. I am creating my own missions based on ATP 3-21.8 and FM 3-90.1. 

 

Features of the preview ......

1. Virtual Armory module

2. Virtual Depot module (with MHQ available). Loadable hard points for missiles/weapons systems for Jets and Helicopters. 

3.  RespawnMP module (No helo drop). 

4. Conversations and Intel. 

 

With the exception of the attack mission(using A3 MPSF) all this is the work of Roy86. 

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I'm 10 mins into testing and this is SO slick and well presented. Amazing stuff.

Can't wait for the documentation for porting, restricting arsenal etc.
 

Great work!!

*Edit* Wow after about an hour a playing around with this I have SO many questions, I'll try not to inundate you with them haha but here's the first 5 I thought of

 

I suppose the main ones are:

 

1) How do we set/define roles/restrict the arsenal/vehicles

2) How do we change factions (eg add RHS and only have RHS vehicles available)
3) Do you think AI mods like VCOM will break anything here?
4) Would it be possible to limit who can speak to the civilians? BTC Hearts and Minds has a really cool interpreter mechanic where only someone with that role can speak to the civs. I think that would be great here.
5) I don't see any civilian traffic, is that to come?

SO many more questions and I'm sorry for that but you have created a potential masterpiece here. I can see our group playing the hell out of this across many many maps

Thanks again for all the work you've put into this, it really shows.

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@roy86 I launched it on my dedicated box. Spawned in and getting 2-3 FPS at the base on Altis. If I hit ESC and the Main Menu pops up, my FPS shoots way up to a normal range. Any idea on a log I can run to see what might be causing the issue?

 

Disregard, it was an issue on my side.

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Tested it for a couple of hours with a light amount of mods (ASR, EM, CBA, MCC, ARES) and not a lot happened. Ton's of civvies spawned but very few enemies appeared and when they did, they didn't drop intel. 

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17 hours ago, JD Wang said:

I'm 10 mins into testing and this is SO slick and well presented. Amazing stuff.

Can't wait for the documentation for porting, restricting arsenal etc.
 

Great work!!

*Edit* Wow after about an hour a playing around with this I have SO many questions, I'll try not to inundate you with them haha but here's the first 5 I thought of

 

I suppose the main ones are:

 

1) How do we set/define roles/restrict the arsenal/vehicles

2) How do we change factions (eg add RHS and only have RHS vehicles available)
3) Do you think AI mods like VCOM will break anything here?
4) Would it be possible to limit who can speak to the civilians? BTC Hearts and Minds has a really cool interpreter mechanic where only someone with that role can speak to the civs. I think that would be great here.
5) I don't see any civilian traffic, is that to come?

SO many more questions and I'm sorry for that but you have created a potential masterpiece here. I can see our group playing the hell out of this across many many maps

Thanks again for all the work you've put into this, it really shows.

 Hi JD, 

 

I can answer some of your questions....

 

I believe the roles will be part of Squad Module, which is not released yet. 

To use RHS faction and vehicles, try and edit the file cfgFactions.hpp in \MPSF\configuration. 

I used VCOM as part of the closed beta test. It did not seem to break anything. I created opfor mortar teams, and the would setup and engage with mortars. Fun!

I use Engimas Traffic Script with an insurgency mission. Try it. Shouldn't hurt anything. 

 

 

 

 

 

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6 minutes ago, echoj7 said:

Tested it for a couple of hours with a light amount of mods (ASR, EM, CBA, MCC, ARES) and not a lot happened. Ton's of civvies spawned but very few enemies appeared and when they did, they didn't drop intel. 

I believe the script is set for 80% chance of them dropping intel. Look at the encounter scripts in tasks. Set dropIntel = 1.0; and test. 

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To add Role selection to the Virtual Armory..... add #include "configuration\cfgRoles.hpp" to the configuration.hpp in the MPSF directory. it will give an error but still functions to happen, like engineer and explosive specilist. I don't think it ready until squad mod.(edited)

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Tried for a couple of hours today

- died when paradropping (chute did not open in time).  Resulted in repeatedly respawning mid-paradrop falling with no chute or equipment which would result in splatting again.  Would not respawn at base.  

- after a couple of hours of playing noticed no more search or body bag function in scroll menu for downed EI

- sometimes difficult to keep civ on screen when speaking, resulting in conversation dialog off screen / not visible  

 

 

Questions

- could not figure out how to repair vehicles.  Damaged vehicles don't appear to respawn on their own.   With toolkit can't repair.   maybe need roles module to have an 'engineer'

- is there a revive mechanic?  could not revive downed player with medkit.  maybe need roles module to have a 'medic'

 

Nice polish and good balance with 3-4 players so far....  keep up the good work.  

 

 

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4 hours ago, Blackheart_Six said:

 Hi JD, 

 

I can answer some of your questions....

 

I believe the roles will be part of Squad Module, which is not released yet. 

To use RHS faction and vehicles, try and edit the file cfgFactions.hpp in \MPSF\configuration. 

I used VCOM as part of the closed beta test. It did not seem to break anything. I created opfor mortar teams, and the would setup and engage with mortars. Fun!

I use Engimas Traffic Script with an insurgency mission. Try it. Shouldn't hurt anything. 

 

 

 

 

 

Awesome thank you for your help.

We plan on testing today so I'll add VCOM in, and Engima's traffic script was what I had in mind, although we may just end up with a ton of dead civilian pedestrians knowing ARMA's incredible AI driving skills :rotfl:

How about Arsenal restrictions? Can I blacklist (or better yet whitelist) what I want in the arsenal (and indeed the vehicle spawns) 

Thanks for your help

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1 hour ago, CANADAVE said:

Tried for a couple of hours today

- died when paradropping (chute did not open in time).  Resulted in repeatedly respawning mid-paradrop falling with no chute or equipment which would result in splatting again.  Would not respawn at base.  

- after a couple of hours of playing noticed no more search or body bag function in scroll menu for downed EI

- sometimes difficult to keep civ on screen when speaking, resulting in conversation dialog off screen / not visible  

 

 

Questions

- could not figure out how to repair vehicles.  Damaged vehicles don't appear to respawn on their own.   With toolkit can't repair.   maybe need roles module to have an 'engineer'

- is there a revive mechanic?  could not revive downed player with medkit.  maybe need roles module to have a 'medic'

 

Nice polish and good balance with 3-4 players so far....  keep up the good work.  

 

 

Hi Dave, 

Please provide feedback here. That is the best way to help Roy fix issues. 

http://feedback.roy86.com.au/my_view_page.php

 

You have to have the correct trait to repair vehicles, and a tool kit. See my post above to add roles, or edit the roster and put a repair specialist on the map. You can tow vehicle back to the vehicle depot and repair them. 

 

I think there is an issue with revive system, roy will have to fix. 

 

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49 minutes ago, JD Wang said:

Awesome thank you for your help.

We plan on testing today so I'll add VCOM in, and Engima's traffic script was what I had in mind, although we may just end up with a ton of dead civilian pedestrians knowing ARMA's incredible AI driving skills :rotfl:

How about Arsenal restrictions? Can I blacklist (or better yet whitelist) what I want in the arsenal (and indeed the vehicle spawns) 

Thanks for your help

Yes you can restrict arsenal. I didn't use Roy's solution. I used BI VA and some scripts from LARROW. 

 

Vehicles can be restricted as well. What I did was, I got the base class name from the config viewer in the editor, then edited the command in the game logic on the map. It's pretty straight forward. 

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On 02/12/2017 at 8:50 AM, JD Wang said:

1) How do we set/define roles/restrict the arsenal/vehicles BETA update will add this in once the role selection screen is tested and SquadMod is rolled out for team leaders

2) How do we change factions (eg add RHS and only have RHS vehicles available) Create a new faction in MPSF\configuration\cfgFactions.hpp and add it in the root mission configuration
3) Do you think AI mods like VCOM will break anything here? Please test and let me know. I don't use it.
4) Would it be possible to limit who can speak to the civilians? BTC Hearts and Minds has a really cool interpreter mechanic where only someone with that role can speak to the civs. I think that would be great here. Interesting Idea, please add to feedback tracker and I'll look into it.
5) I don't see any civilian traffic, is that to come? Vehicles and such will be added as part of the SimulCiv functions in a future update.

 

Answers in Red

This is the first Beta and is primarily around the fundamentals of the mission. About two major updates will add the rest of the features and also few minor updates to flesh out the gameplay before going "released".

 

Cheers for the support!

 

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Thanks Roy, have added that feature request to the tracker.

So far so good with VCOM, no issues to report.

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48 minutes ago, Blackheart_Six said:

cfgSides.hpp = cfgFactions.hpp

Lol facepalm, you are correct!

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LOL, I noticed the directory structure and file changes....for the better. Less confusing to me. 

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