Tankbuster 1747 Posted March 28, 2014 Hazey said: . The only issue we had was converting the cargo drop script, the helicopter seems to loiter after the airdrop now. Hmm, that's odd. It's actually a feature with the Herc that after the drop, I scripted it so that it comes around again over the drop point, as if the pilot and loadmaster are checking their drop accuracy. It should then fly to the map edge and despawn. Share this post Link to post Share on other sites
hazey 9 Posted March 29, 2014 Tankbuster said: Hmm, that's odd. It's actually a feature with the Herc that after the drop, I scripted it so that it comes around again over the drop point, as if the pilot and loadmaster are checking their drop accuracy. It should then fly to the map edge and despawn. Look's like it never gets the waypoint for flying off-map to despawn, I loaded up MCC to view it's waypoints and it looks like it stops after the check for drop accuracy. Ill do a bit more checking. Share this post Link to post Share on other sites
crow_x 1 Posted March 29, 2014 Looking good guys! Just went ahead and picked up the addon version. Only thing for me though, would like to add a couple more base defense units and despite efforts with the icommon and pre-init to have them generate at markers, they don't seem to show up. Heh, having a blast though just need to defend the base a bit better..or set the AI generated back to original numbers..lol....GOOD JOB non-the-less gents! Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 29, 2014 Hazey said: Look's like it never gets the waypoint for flying off-map to despawn, I loaded up MCC to view it's waypoints and it looks like it stops after the check for drop accuracy. Ill do a bit more checking. Fixed wing and rotor craft are behaving differently when given the same commands. The drop aircraft is given a doMove to get it to the drop position. After the drop, it's given a doMove to the same position to make it fly around again, after which it should resume it's next waypoint which is the exit point. Fixed wing does this fine, rotorcraft don't. I know doMove is a lazy way of interrupting units waypoints but am surprised it's behaving like this. I expect it's normal behaviour. The helicopter is doing exactly what it's told to - move to the drop pos. Are you familiar with opening the mission pbo, editing files and re-pbo'ing them? If so, try this.. at line 135 of x_server\x_f\fn_createdrop.sqf, the line says _unit doMove _drop_pos; Overwrite that entire line with if (_unit isKindOf "Plane") then {_unit doMove _drop_pos;}; ---------- Post added at 11:16 ---------- Previous post was at 11:04 ---------- If you aren't happy fiddling with the mission files like that, don't worry. The drop chopper will despawn after 10 minutes, which, to be honest, is not a great deal longer than it takes for it to fly to the exit point and despawn. :) Share this post Link to post Share on other sites
hazey 9 Posted March 29, 2014 Tankbuster said: Fixed wing and rotor craft are behaving differently when given the same commands. The drop aircraft is given a doMove to get it to the drop position. After the drop, it's given a doMove to the same position to make it fly around again, after which it should resume it's next waypoint which is the exit point. Fixed wing does this fine, rotorcraft don't. I know doMove is a lazy way of interrupting units waypoints but am surprised it's behaving like this. I expect it's normal behaviour. The helicopter is doing exactly what it's told to - move to the drop pos.Are you familiar with opening the mission pbo, editing files and re-pbo'ing them? If so, try this.. at line 135 of x_server\x_f\fn_createdrop.sqf, the line says _unit doMove _drop_pos; Overwrite that entire line with if (_unit isKindOf "Plane") then {_unit doMove _drop_pos;}; ---------- Post added at 11:16 ---------- Previous post was at 11:04 ---------- If you aren't happy fiddling with the mission files like that, don't worry. The drop chopper will despawn after 10 minutes, which, to be honest, is not a great deal longer than it takes for it to fly to the exit point and despawn. :) haha, I am very familiar with SQF and editing. I created the intel and cache system for the ALiVE insurgency map http://www.alivemod.com/missions and do a ton of custom missions for my unit. That being said I will give that a try and let you know how it goes. If you want I can PM you the version I have that I created that is Mod-Less if you want to save zach some time. Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 29, 2014 He told me hes doing it on Sunday, you might want to send it to him? Share this post Link to post Share on other sites
hazey 9 Posted March 29, 2014 Tankbuster said: He told me hes doing it on Sunday, you might want to send it to him? Sounds good. I made the changes in the script yet they are un-tested. Ill fire over this version to Zach tonight for validation. Share this post Link to post Share on other sites
crow_x 1 Posted March 30, 2014 (edited) Tankbuster said: Fixed wing and rotor craft are behaving differently when given the same commands. The drop aircraft is given a doMove to get it to the drop position. After the drop, it's given a doMove to the same position to make it fly around again, after which it should resume it's next waypoint which is the exit point. Fixed wing does this fine, rotorcraft don't. I know doMove is a lazy way of interrupting units waypoints but am surprised it's behaving like this. I expect it's normal behaviour. The helicopter is doing exactly what it's told to - move to the drop pos.Are you familiar with opening the mission pbo, editing files and re-pbo'ing them? If so, try this.. at line 135 of x_server\x_f\fn_createdrop.sqf, the line says _unit doMove _drop_pos; Overwrite that entire line with if (_unit isKindOf "Plane") then {_unit doMove _drop_pos;}; ---------- Post added at 11:16 ---------- Previous post was at 11:04 ---------- If you aren't happy fiddling with the mission files like that, don't worry. The drop chopper will despawn after 10 minutes, which, to be honest, is not a great deal longer than it takes for it to fly to the exit point and despawn. :) Made the changes here, works well enough. Just from time to time, get 2 supply crates on the ground whether dropped by C130 or helo....find it kind of interesting and amusing, especially when it can be used as cover lol. Meant to ask, but have you test either of the versions http://www.armaholic.com/page.php?id=25060 or http://www.armaholic.com/page.php?id=25090 if they possibly work in the place of C130? If perhaps not, think I may give them a shot this weekend and let ya know the result. Edited March 30, 2014 by Crow_X Ask additional Question Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 30, 2014 Crow_X said: Made the changes here, works well enough. Just from time to time, get 2 supply crates on the ground whether dropped by C130 or helo....find it kind of interesting and amusing, especially when it can be used as cover lol. You know, I tested this to hell and back, and after days of glitching ammo boxes lurching around the map, catching fire, bouncing up into the are and knocking the herc down, I finally nailed it. A single ammo box, on the ground, no glitching. After I got it fixed, I tested it 20 times and never got a second box. The very first time, I gave the mission out to my clan to test, I got a 2nd box! I think I know why it happens, although it really shouldnt. Have you noticed the ammo load of these boxes? They should be magazines only. ---------- Post added at 18:28 ---------- Previous post was at 18:25 ---------- Crow_X said: Meant to ask, but have you test either of the versions http://www.armaholic.com/page.php?id=25060 or http://www.armaholic.com/page.php?id=25090 if they possibly work in the place of C130? If perhaps not, think I may give them a shot this weekend and let ya know the result. I have looked at both of the C17s. I'm also painfully aware of what happens to users who say that other users content is anything less than "amazing" or "best ever" etc. So, let's just say, the C17s are 'unfinished'. :) TBH, I'm really hoping BI will give us a proper transport plane in it's place so I can lighten the addon load, but my spies tell me there's nothing in the pipeline. For now the herc does everything we need. It sounds a little tame and I will be making some more side missions that use it soon. Share this post Link to post Share on other sites
crow_x 1 Posted March 30, 2014 (edited) Tankbuster said: You know, I tested this to hell and back, and after days of glitching ammo boxes lurching around the map, catching fire, bouncing up into the are and knocking the herc down, I finally nailed it. A single ammo box, on the ground, no glitching. After I got it fixed, I tested it 20 times and never got a second box. The very first time, I gave the mission out to my clan to test, I got a 2nd box! I think I know why it happens, although it really shouldnt. Have you noticed the ammo load of these boxes? They should be magazines only.---------- Post added at 18:28 ---------- Previous post was at 18:25 ---------- I have looked at both of the C17s. I'm also painfully aware of what happens to users who say that other users content is anything less than "amazing" or "best ever" etc. So, let's just say, the C17s are 'unfinished'. :) TBH, I'm really hoping BI will give us a proper transport plane in it's place so I can lighten the addon load, but my spies tell me there's nothing in the pipeline. For now the herc does everything we need. It sounds a little tame and I will be making some more side missions that use it soon. The 2nd supply box that lands, just has the basic supply box load in it...couple MX rifles, some mags, few packs, NLAW AT launchers. Nothing too bad to worry about, but was wondering if it was something I was doing wrong honestly. Doesn't happen with the hunters thankfully, that would be just nuts...or useful if ya need to push in on an objective ;). Did test the Globemaster...after setting its faction and pilot to ARMA 3 current instead of USMC and Pilot from ARMA 2. Seems to work pretty well once those changes are done, just gonna send a message to creator and let him/her know of the changes I made and hopefully doesn't get offended by. Just as an amusing factor though, damn does that plane come across the drop zone fast and still manages to hit its mark :p. Had to edit again cause I can never remember when I'm here the first time.....How would I go about to adding another item to be dropped, like hunter and supply crate? Edited March 30, 2014 by Crow_X Added Question Share this post Link to post Share on other sites
hazey 9 Posted March 31, 2014 Hey Tank, So when using the Save Gear function. When you respawn you no longer spawn with any smokes. Same thing happens if you die and get revived. Seems like they get sucked into a black hole. Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 31, 2014 You mean the hand thrown smokes? This is on our bug tracker and I hope to fix it, but can't say when. ---------- Post added at 08:11 ---------- Previous post was at 08:08 ---------- Crow_X said: The 2nd supply box that lands, just has the basic supply box load in it...couple MX rifles, some mags, few packs, NLAW AT launchers. Nothing too bad to worry about, but was wondering if it was something I was doing wrong honestly. There's actually 2 boxes in this script. There's the one that you see under the parachute and the one you use that is created at the drop position after the parachute despawns. The first box is supposed to despawn as it's only there for visual effect, but clearly, that's not always happening. It's hard to track down why because it's an inconsistent bug. I'll have an another look at the code soon. Share this post Link to post Share on other sites
hazey 9 Posted March 31, 2014 Tankbuster said: You mean the hand thrown smokes? This is on our bug tracker and I hope to fix it, but can't say when.---------- Post added at 08:11 ---------- Previous post was at 08:08 ---------- There's actually 2 boxes in this script. There's the one that you see under the parachute and the one you use that is created at the drop position after the parachute despawns. The first box is supposed to despawn as it's only there for visual effect, but clearly, that's not always happening. It's hard to track down why because it's an inconsistent bug. I'll have an another look at the code soon. Cool, didn't know you had a tracker. The only other weird thing I saw was what I am guessing was reinforcements getting deployed via MoHawk. The MoHawk would come into town and simply just hover, I am not sure what they are supposed to be doing or if this is just on a random select and I fudged up somewhere when adding in the vanilla units. Share this post Link to post Share on other sites
zach72 1 Posted April 1, 2014 OK, sorry for delay, finally put a mod-free version up on our Public Server. Feel free to grab it if you want it. thanks for sending over yours Hazey, but I ended up doing my standard conversion off Tankbusters anyway. Had a quick peek at yours and saw a few problems (You removed the BI CRTG uniforms, but left some CRTG mod references in the scripts....) I've not had a chance to test it yet. Should all work as not that many changes from 1.07, but let me know and I'll fix anything I can. Share this post Link to post Share on other sites
thenach 10 Posted April 2, 2014 zach72 said: OK, sorry for delay, finally put a mod-free version up on our Public Server. Feel free to grab it if you want it.thanks for sending over yours Hazey, but I ended up doing my standard conversion off Tankbusters anyway. Had a quick peek at yours and saw a few problems (You removed the BI CRTG uniforms, but left some CRTG mod references in the scripts....) I've not had a chance to test it yet. Should all work as not that many changes from 1.07, but let me know and I'll fix anything I can. Zach, any chance to upload the mission into a repository to download it? Thanks! Share this post Link to post Share on other sites
Tankbuster 1747 Posted April 2, 2014 My plan is to support the non addon build from the project's SVN. The new command activatedAddons really makes this a lot easier. Basically, the SQM will be different between the two versions, but the rest of the scripts will be identical. Share this post Link to post Share on other sites
Tankbuster 1747 Posted April 6, 2014 (edited) Further to the above... the new activatedaddons command is now in use in our internal development build. It means that the addon version (CTRG + FA18 + C130j) is identical to the non addon version APART from the mission SQM. Most of the funky stuff lives in preinit and I've coded all that in. In the future, we'll be releasing the addon and non addon builds at the same time. I'm aware that most people use the non addon version of this mission just so they can put their own addons in. :) That's fine, and we hope this will make it easier. We've got one thing to do at the moment. The runway clearance side missions need looking at. The physx eventhandler that makes them work is so unreliable I'm going to make a different system for the Bobcat sensing when it's clearing a crater. Once that is done, I'll release a version of the non addon build, probably in the next day or two. In terms of development progress, this version will be somewhat ahead of the currently released addon build. For example we've also removed Domi's scripts that sync weather. The game does this on it's own now, there's no need for the mission to do it, so there's hopefully an FPS or two to be saved there. Finally, in the addon version, we've elected to remove the F/A 18 addon. The new A-164 (I refuse to use say the word Wipeout) does almost everything the 18 does and I'm keen to lighten the addon load, even in the addon version. Edited April 6, 2014 by Tankbuster Share this post Link to post Share on other sites
crow_x 1 Posted April 6, 2014 Tankbuster said: Further to the above... the new activatedaddons command is now in use in our internal development build.It means that the addon version (CTRG + FA18 + C130j) is identical to the non addon version APART from the mission SQM. Most of the funky stuff lives in preinit and I've coded all that in. In the future, we'll be releasing the addon and non addon builds at the same time. I'm aware that most people use the non addon version of this mission just so they can put their own addons in. :) That's fine, and we hope this will make it easier. We've got one thing to do at the moment. The runway clearance side missions need looking at. The physx eventhandler that makes them work is so unreliable I'm going to make a different system for the Bobcat sensing when it's clearing a crater. Once that is done, I'll release a version of the non addon build, probably in the next day or two. In terms of development progress, this version will be somewhat ahead of the currently released addon build. For example we've also removed Domi's scripts that sync weather. The game does this on it's own now, there's no need for the mission to do it, so there's hopefully an FPS or two to be saved there. Finally, in the addon version, we've elected to remove the F/A 18 addon. The new A-164 (I refuse to use say the word Wipeout) does almost everything the 18 does and I'm keen to lighten the addon load, even in the addon version. Sounds good TB, look forward to the next update. I do have one question though, as far as the mission file size, is there anyway that could possibly cut down on the mission size? Not having any problems running it on the server at all, but just curious as to a way to clean up all the old domi scripts that aren't in use? Share this post Link to post Share on other sites
Tankbuster 1747 Posted April 6, 2014 A clean up is most definitely on our to do list. Unfortunately, it's a big list and the clean up is somewhere near the middle of it. :) The mission file size has grown recently. Though mostly, it's because we have put in some new audio. I fear that mission file size is only going one way as we add more content. :) For example, the audio I mention is 120 KB and that's a sizeable file. We're going to have to work really hard to find 120KB of unused scripts that we could remove to make up for that new audio file. It's not just about file size though. A lot of the scripts and functions that are no longer being used are still compiled into memory. Some of the functions have been replaced; for example there's a function called getrandomouterair (or similar) that chooses a random point at the very edge of the map for aircraft to spawn (or despawn after their mission). That got broken by BI some time ago so I wrote another script that does the same thing in a smaller and lighter script but haven't yet removed the original one. Share this post Link to post Share on other sites
crow_x 1 Posted April 7, 2014 Tankbuster said: A clean up is most definitely on our to do list. Unfortunately, it's a big list and the clean up is somewhere near the middle of it. :)The mission file size has grown recently. Though mostly, it's because we have put in some new audio. I fear that mission file size is only going one way as we add more content. :) For example, the audio I mention is 120 KB and that's a sizeable file. We're going to have to work really hard to find 120KB of unused scripts that we could remove to make up for that new audio file. It's not just about file size though. A lot of the scripts and functions that are no longer being used are still compiled into memory. Some of the functions have been replaced; for example there's a function called getrandomouterair (or similar) that chooses a random point at the very edge of the map for aircraft to spawn (or despawn after their mission). That got broken by BI some time ago so I wrote another script that does the same thing in a smaller and lighter script but haven't yet removed the original one. All points completely understandable. Quite honestly I like the new audio that has been added thus far, only thing I can find that would be helpful a bit, also have text show up with the escort VIP mission when the plane is triggered and heading inland toward the base. LOL damn thing was talking and we couldn't hear it right off due to 2 enemy planes showing up and we were outside the 500m zone before we even got started and the fact that the Hornets are quite loud themselves (granted we could adjust all the game sounds, but me personally, like the feeling and sounds going with the combat situations). On another note, you are entirely 100% correct about further reply about the C-17. Does very well in delivery the ammo/hunter in very haste that is hard to ignore, but for some reason, if for any reason an AA hits it over an main objective, the server doesn't like that very much and ended the mission, so put the C130 back in lol. Share this post Link to post Share on other sites
thenach 10 Posted April 7, 2014 Tankbuster said: A clean up is most definitely on our to do list. Unfortunately, it's a big list and the clean up is somewhere near the middle of it. :)The mission file size has grown recently. Though mostly, it's because we have put in some new audio. I fear that mission file size is only going one way as we add more content. :) For example, the audio I mention is 120 KB and that's a sizeable file. We're going to have to work really hard to find 120KB of unused scripts that we could remove to make up for that new audio file. It's not just about file size though. A lot of the scripts and functions that are no longer being used are still compiled into memory. Some of the functions have been replaced; for example there's a function called getrandomouterair (or similar) that chooses a random point at the very edge of the map for aircraft to spawn (or despawn after their mission). That got broken by BI some time ago so I wrote another script that does the same thing in a smaller and lighter script but haven't yet removed the original one. Hey TB, you have any idea when you plan to release the nonMOD version ? Share this post Link to post Share on other sites
zach72 1 Posted April 7, 2014 The latest non mod version is obtainable by joining my public server hosting it. from the next version, TB will be releasing it jointly with the mod version, as I understand it. Share this post Link to post Share on other sites
Tankbuster 1747 Posted April 8, 2014 That's the plan, yes. I only get a couple of hours keyboard time per day. It's difficult knowing what to work on. Share this post Link to post Share on other sites
cuppa 0 Posted April 8, 2014 Hi TB, Enjoying playing domination again with some friends, few things I have noticed. 1. In order to rescue people , you have to move the medical truck or they wont walk to the map/flag. 2. Haven't noticed any random enemy patrols around the map apart from a few off roads with mounted mg at our base. 3. Cant defuse navel mines under water,cant do anything under water with mouse roller. Only way to do that mission is to drive a sub into the wires on the mines or drop helies on them :) 4. Cant put ammo that you have on you into ammo boxes, you have to drop your gear on the ground. 5. Not able to dress AI in scuba gear,and they wont use the clothing box. 6. have got the A10c,FA18 as bonus,, but still have not got the big cargo plane, when do we get that. Share this post Link to post Share on other sites
Tankbuster 1747 Posted April 8, 2014 cuppa said: Enjoying playing domination again with some friends, few things I have noticed. 1. In order to rescue people , you have to move the medical truck or they wont walk to the map/flag. Never seen that. In fact, they don't have to get so close that they need to go around the med truck in order to finish the side mission. I'll move the med truck a bit and see if that helps. cuppa said: 2. Haven't noticed any random enemy patrols around the map apart from a few off roads with mounted mg at our base. There should be 6 of these patrols you have seen at various times around the map, plus other foot mobile squads. You want more of these? One of the problems we found is that the AI drivers are so crap that they drive around the island without crashing into things. So there may be more than you've seen, but their all tied up doing endless stupid reversing manoeuvres somewhere. cuppa said: 3. Cant defuse navel mines under water,cant do anything under water with mouse roller. Only way to do that mission is to drive a sub into the wires on the mines or drop helies on them :) Are you equipped with a toolkit when you try these? We had no recent problems in testing. Good find on driving sub into the mooring wires! Never thought of that. What does it do? cuppa said: 4. Cant put ammo that you have on you into ammo boxes, you have to drop your gear on the ground. That's normal because the ammoboxes are already overfilled. If you're doing this at base, there's a cleanup script that will clear up your mess when you're not looking. :) cuppa said: 5. Not able to dress AI in scuba gear,and they wont use the clothing box. No they won't be able to. The clothing, headgear and eyewear boxes aren't real ammo boxes. They work by a custom script that the AI can't use. Sorry. :( cuppa said: 6. have got the A10c,FA18 as bonus,, but still have not got the big cargo plane, when do we get that. You don't at the moment. It's not a winnable asset. Why would you want a fat cargo plane as a prize? BTW, the F/A 18 has been removed from the next release - there's very little the A164 can't do that used to be done by the 18. Share this post Link to post Share on other sites