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roy86

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

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Arghhhhh.............

Still getting the HC Issue

PatrolOpsHC.png

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Hey mate,

can you redownload, test and send me the logs?

Cheers

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Terox, what sort of HC issues are you seeing? On our server running BECTI, HC actually brings down server FPS by 5-10 fps. As soon as we turn it off server FPS increases by 5-10fps.

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Terox, what sort of HC issues are you seeing? On our server running BECTI, HC actually brings down server FPS by 5-10 fps. As soon as we turn it off server FPS increases by 5-10fps.

Freds A3 monitor screesnhot tells you everything

HC AIL = 0

Server AIL = 104

It should be the other way around, then the server would get a higher fps than 7

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Hope this helps you solve it Roy.

Version we play is slightly modified, (only orbat and something to allow us to fire Arty from the base)

Nothing that effects AI serverside or HC coding

Zeus PatrolOps Logs

Ran latest version downloaded today from PM Link

Steam client run as admin

HC run as admin via arma3.exe shortcut.

Params used are

following variations

D:\Games\A3\A3HC_No1\arma3.exe -client -connect=127.0.0.1 -port=2302 -name=HC -nopause "-profiles=d:\Games\A3\A3HC_No1"

D:\Games\A3\A3HC_No1\arma3.exe -client -connect=127.0.0.1 -port=2302 -name=HC -nopause -profiles=d:\Games\A3\A3HC_No1

D:\Games\A3\A3HC_No1\arma3.exe -client -connect=127.0.0.1 -port=2302 -name=HC -profiles=d:\Games\A3\A3HC_No1

HC connects fine to the server and asm reports it running, just no local AI

and the Civilian animal slot code has been changed from 'HeadlessClient' to 'HC'

I get exactly the same issue when I run a non modified version of the download and running it from Firedeamon makes no difference.

Edited by Terox

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Hello,

I dont understand the behavior of healing system: how to heal unit ?

Another stange behavior: after a helicopter crash, i'm still enable to walk and open fire during few minutes (time to screen to be totally black).

I tried to disabled the agony system, but it still active:

in cfgMPSF.hpp:

/* Injury System */

// #define PLAYER_INJURY_USE_ACEWOUNDS // Enables A2 ACE Wounds (requires in-editor module)

#define PLAYER_INJURY_DISABLE_UNCONSCIOUS // Forces disable of AIS Unconscious System

Is there a way to totally disable the injury system, i would like to try to replace it by BTC Revive for the moment ;)

Thanks :)

Edited by flyingcoyotus

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Hope this helps you solve it Roy.

Version we play is slightly modified, (only orbat and something to allow us to fire Arty from the base)

Nothing that effects AI serverside or HC coding

Zeus PatrolOps Logs

Ran latest version downloaded today from PM Link

Steam client run as admin

HC run as admin via arma3.exe shortcut.

Params used are

following variations

D:\Games\A3\A3HC_No1\arma3.exe -client -connect=127.0.0.1 -port=2302 -name=HC -nopause "-profiles=d:\Games\A3\A3HC_No1"

D:\Games\A3\A3HC_No1\arma3.exe -client -connect=127.0.0.1 -port=2302 -name=HC -nopause -profiles=d:\Games\A3\A3HC_No1

D:\Games\A3\A3HC_No1\arma3.exe -client -connect=127.0.0.1 -port=2302 -name=HC -profiles=d:\Games\A3\A3HC_No1

HC connects fine to the server and asm reports it running, just no local AI

and the Civilian animal slot code has been changed from 'HeadlessClient' to 'HC'

I get exactly the same issue when I run a non modified version of the download and running it from Firedeamon makes no difference.

It appears the Headless Client is not executing the "PO3_fnc_hlc_sendKeepAlive" properly as I can't see the server attempting to even assign the units.

can you update fn_hlc_sendKeepAlive.sqf replacing it with the below code and resend the logs? This will tell what the HLC is doing.

if(isServer || hasInterface) exitWith {
["HLC",format["Exit fnc_sendKeepalive %1 || %2",isServer,hasInterface]] spawn PO3_fnc_log;
};
["HLC","Beginning send KeepAlive"] spawn PO3_fnc_log;
waitUntil {
["HLC","Waiting for NOT isNull"] spawn PO3_fnc_log;
waitUntil {
	!(isNull player)
};
["HLC","Waiting for Alive Player"] spawn PO3_fnc_log;
waitUntil {
	alive player
};
["HLC",format["%1 Ready to send keepAlive",player]] spawn PO3_fnc_log;
PO3_sVAR_HLCKeepAlive = [player,diag_fps,time];
publicVariableServer "PO3_sVAR_HLCKeepAlive";
["HLC",format["%1 sent %2 keepAlive to Server",player,PO3_sVAR_HLCKeepAlive]] spawn PO3_fnc_log;
sleep 15;
false;
};

---------- Post added at 09:42 AM ---------- Previous post was at 09:41 AM ----------

Hello,

I dont understand the behavior of healing system: how to heal unit ?

Another stange behavior: after a helicopter crash, i'm still enable to walk and open fire during few minutes (time to screen to be totally black).

I tried to disabled the agony system, but it still active:

in cfgMPSF.hpp:

/* Injury System */

// #define PLAYER_INJURY_USE_ACEWOUNDS // Enables A2 ACE Wounds (requires in-editor module)

#define PLAYER_INJURY_DISABLE_UNCONSCIOUS // Forces disable of AIS Unconscious System

Is there a way to totally disable the injury system, i would like to try to replace it by BTC Revive for the moment ;)

Thanks :)

Not easily at this time. BTC Revive will break the respawn system as it handles the injured state after death, not before which is required.

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An awesome video by Lyndiman of his experience in PO3.1. Good demonstration of the new ambient patrols.

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Just need to work out this headless client. If not complete by Friday, I'll release without supporting HC and defer that to the next update.

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Not easily at this time. BTC Revive will break the respawn system as it handles the injured state after death, not before which is required.

Hello,

Thanks a lot for the explanation.

So is there a way to make the unit die when it should, and disable the ability to shoot and move when the unit is dying ?

Maybe there is a way to "accelerate" red and black screen ?

Regards,

Flying-Coyotus

And congrats for the work :) The mission are really cool :)

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An awesome video by Lyndiman of his experience in PO3.1. Good demonstration of the new ambient patrols.

seems like you people fix invincible down status, which is related with revive script :)

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Just downloaded this for some small scale gameplay. Just a wonder though is there any way to disable the faction defined virtual ammobox system as to let me choose any weapons, uniforms or vests regardless of faction? As I can only use a few of the rifles available to NATO.

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Logs available from link, including ASM output, showing no local AI to HC

Zeus PatrolOps Logs

I tried both a vanilla (unedited version) as well as our edited version just to make sure it wasn't something I had done...

I tried HC connected from start and tried with HC jipping.

In both cases the log data looped with the following output

"#PO3 [50319,748.342,285.662] - HLC: Waiting for NOT isNull"

"#PO3 [50319,748.342,285.662] - HLC: Waiting for Alive Player"

"#PO3 [50319,748.342,285.662] - HLC: Agent 0x3ece8080 Ready to send keepAlive"

"#PO3 [50319,748.343,285.662] - HLC: Agent 0x3ece8080 sent [Agent 0x3ece8080,48.048,285.641] keepAlive to Server"

But no transfer of AI to HC

Maybe we need more log output serverside ?

Sorry to unearth such a horrible bug m8. Hope to god it's not something I am causing somehow.

The server was running on performance 5 binary.

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Just downloaded this for some small scale gameplay. Just a wonder though is there any way to disable the faction defined virtual ammobox system as to let me choose any weapons, uniforms or vests regardless of faction? As I can only use a few of the rifles available to NATO.

Just overwrite with a fresh copy of VAS.

..but it is that way for a reason :p

Hey Terox,

are you able to update fn_hlc_assignowner.sqf by replacing it with the following code and post the results? Need to check how the server is responding to the HLC Polling

if !(isServer) exitWith {};

["HLC",format["Server recieved %1",_this]] spawn PO3_fnc_log;

_hcID	= owner (_this select 0);
_state	= [_this,1,0,[0]] call BIS_fnc_param;

if !(_hcID > 0) exitWith { ["HLC",format["Failed: HLCID %1 is Zero - %2",_hcID,_state,(_this select 0)]] spawn PO3_fnc_log; };
if(_state < 15) exitWith { ["HLC",format["Failed: HLCID %1 Low FPS %2. Too low to assign any further units",_hcID,_state]] spawn PO3_fnc_log; };

_playerIDs = [];
{ _playerIDs set [count _playerIDs, owner _x]; }forEach (playableUnits);
_playerIDs = _playerIDs - [0];
["HLC",format["Existing PlayerIDS: %1",_playerIDs]] spawn PO3_fnc_log;

{
if(owner _x IN [0] && !((owner _x) IN _playerIDs) ) then {
	if !(isNull _x) then {
		if( _x setOwner _hcID ) then { ["HLC",format["Succeeded: HLCID %1, Object: %2 Command: %3 setOwner %1",_hcID,typeOf _x,_x]] spawn PO3_fnc_log;}
		else{ ["HLC",format["Failed: HLCID %1, Owner %4, Object: %2 Command: %3 setOwner %1",_hcID,typeOf _x,_x,owner _x]] spawn PO3_fnc_log; };
	}else{ ["HLC",format["Failed: HLCID %1, Owner %4, Object: %2 Command: isNull %3",_hcID,typeOf _x,_x,owner _x]] spawn PO3_fnc_log; 	};
}else{ ["HLC",format["Failed: owner %1(%2) IN [0] && !((owner %1(%2)) IN %3)",_x,owner _x,_playerIDs]] spawn PO3_fnc_log; };
}forEach allUnits;

really nice mission would be cool with the IGI load support

Already implemented.

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cool you guys are good and one more cool thing is the lifer addon

by the way where can you down load new version ?

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Where can you down load new version ?

Release will be soon and be available at the dev-heaven and armaholic links.

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More logs with server-side logging data as requested

Zeus PatrolOps Logs

Server log I think you were looking for is

"#PO3 [32561,374.826,0] - HLC: Server recieved [Agent 0x14500080,21.8579,0]"

Apart from that, only other HC entries are for actual player units

Example

"#PO3 [36764,471.028,60.136] - HLC: Failed: owner O Alpha 1-1:1(1) IN [0] && !((owner O Alpha 1-1:1(1)) IN [12,9,5,7,13,11,3,14,6,10,8])"

Initial run, HC connected before mission start

Then having failed to take server ai, i jipped the HC back in a few times.

Hence the multiple HC rpt's

I've tried various things serverside, I cant see anything I'm doing wrong with the HC.

I just hope it isn't me and have caused you a lot of unescessary work m8.

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ok, it appears the owner(Server) is 1 and not 0 which i thought it was, based on "owner AA_4c(1)"

can you change the fn_hlc_assignowner.sqf line

if(owner _x IN [0] && !((owner _x) IN _playerIDs) ) then {

and add in 1 to become

if(owner _x IN [0,1] && !((owner _x) IN _playerIDs) ) then {

this should progress the ownership change to the next test.

I've tried various things serverside, I cant see anything I'm doing wrong with the HC.

I just hope it isn't me and have caused you a lot of unescessary work m8.

All good Terox, we're making progress ;)

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:D awesome!! Thanks for the great work. Glad to see it all coming together :D

Release packs will be updated. On target for Friday.

Edited by roy86

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:D awesome!! Thanks for the great work. Glad to see it all coming together :D

Release packs will be updated. On target for Friday.

:yay: Happy to hear, test and edit it :yay:

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My group has been having a great time with PO3; it's a really nicely designed system.

I do have a question, though: how do you repair vehicles? We can't find any qualification capable of doing it, and regularly have to abandon vehicles. Is it not possible to repair?

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