Senshi 10 Posted March 8, 2014 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). Share this post Link to post Share on other sites
legolasindar 3 Posted March 8, 2014 Great job on new version can't wait to playbut 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. Share this post Link to post Share on other sites
nuker22110 10 Posted March 8, 2014 will there be an ai recruitment system, and support system including artillery and UAV CAS support? Share this post Link to post Share on other sites
legolasindar 3 Posted March 8, 2014 In the 3.0 i can disable Fire Protection in Base, but with 3.1 i not find how disable this protection. Share this post Link to post Share on other sites
ei8ght 11 Posted March 8, 2014 (edited) wrong post Edited March 8, 2014 by Ei8ght Share this post Link to post Share on other sites
inetd 1 Posted March 8, 2014 (edited) +1I 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 March 11, 2014 by inetd Provide better info Share this post Link to post Share on other sites
Kilonum 10 Posted March 8, 2014 Little bug I've noticed: If you disable fatigue in the parameters and someone respawns, the fatigue system becomes re-enabled for that person. Share this post Link to post Share on other sites
brians200 51 Posted March 8, 2014 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. Share this post Link to post Share on other sites
Etzuu 10 Posted March 8, 2014 (edited) 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 March 8, 2014 by Etzuu Share this post Link to post Share on other sites
kgino1045 12 Posted March 8, 2014 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! Share this post Link to post Share on other sites
Flying-Coyotus 12 Posted March 8, 2014 (edited) 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 March 8, 2014 by flyingcoyotus Share this post Link to post Share on other sites
jeriktelorian 10 Posted March 9, 2014 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. Share this post Link to post Share on other sites
legolasindar 3 Posted March 9, 2014 Open fnc\core\fn_protector.sqfChange 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. Share this post Link to post Share on other sites
kgino1045 12 Posted March 9, 2014 (edited) Actually, you can do it with less. The only file you need to replace is [unpacked pbo root]\scripts\VAS\functions\fn_fetchCfg.sqfJust 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 March 9, 2014 by kgino1045 Share this post Link to post Share on other sites
Flying-Coyotus 12 Posted March 9, 2014 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... Share this post Link to post Share on other sites
jumbobreakfast 13 Posted March 9, 2014 [/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 Share this post Link to post Share on other sites
terox 316 Posted March 9, 2014 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 Share this post Link to post Share on other sites
Etzuu 10 Posted March 9, 2014 [/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? Share this post Link to post Share on other sites
jumbobreakfast 13 Posted March 9, 2014 (edited) 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 March 9, 2014 by jumbobreakfast Share this post Link to post Share on other sites
bruhmis 10 Posted March 9, 2014 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. Share this post Link to post Share on other sites
roy86 367 Posted March 9, 2014 (edited) 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 March 9, 2014 by roy86 Share this post Link to post Share on other sites
ice_age0815 37 Posted March 10, 2014 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 Share this post Link to post Share on other sites
edfathead 10 Posted March 10, 2014 (edited) 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 March 10, 2014 by edfathead Spelling Share this post Link to post Share on other sites
roy86 367 Posted March 10, 2014 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) Share this post Link to post Share on other sites