phronk 898 Posted June 5, 2014 That is the correct code. Saving is disabled because it doesn't load properly with the add-ons and scripts used -- especially since it's multiplayer. I can't think of what specifically happens, though. Probably bad caching of spawned/despawned units as one example. Share this post Link to post Share on other sites
sorophx 25 Posted June 5, 2014 In which case, I've replaced the technicals and hand-placed civilians with default ArmA III stuff and have removed the CAF Aggressors requirement from this version of the mission. It does not include logistics right now, because there is no purpose for it yet. Hope it runs well enough! thanks! I'll give it a try today Share this post Link to post Share on other sites
ranger51 11 Posted June 6, 2014 My thoughts on more realism would be adding some base guards, patrols around the base something to make it seem like the base isnt a ghost town..... Share this post Link to post Share on other sites
phronk 898 Posted June 6, 2014 I do have plans to create an experimental version in the future -- when Takistan Insurgency is more complete -- that will attempt to greatly improve the base atmosphere and overall AI defenses setup around and throughout the area. Some examples, aside from guards manning their posts, would be more atmospheric decorative details like guys performing maintenance on vehicles, hanging out by a radio, and other simple stuff like that. No real purpose really, but just for cool points to see how it comes out. The reason why I haven't done this already is because ALiVE has a set limit of active profiles (Limit on maximum amount of groups spawned around all players combined, which is a value I've been messing with between 45 and 55) to ensure the mission doesn't spawn too many groups that could potentially lag clients or even the server itself. To elaborate, adding all these guards and ambient soldiers walking around and doing things will be factored into this profile limit, which could have been used on spawning more enemies or civilians (Don't quote me, I'm actually pretty sure civilians have their own separate limiter). TL;DR: Adding soldiers defending the base and performing tasks for atmospheric purposes may reduce the amount of enemies that can be spawned in at a time or cause lag issues. I plan to create an experimental version of Takistan Insurgency with these suggestions when the mission is more complete and perhaps after a couple more ALiVE and ArmA III updates, primarily for more functionality and purpose, as well as hopes for further optimization with the game or ALiVE add-on. Share this post Link to post Share on other sites
ranger51 11 Posted June 7, 2014 Oh I got ya. Hopefully when things become more optimized things can work like that, just ideas. Lots of fun. Hopefully something could be developed you could go to a someone on base col. general and get a mission from them supplies, patrol random in nature. But I'm sure thats out of your development controls at this point but I'm thinking this would be most preferred. I redirect a lot of these questions over to the alive development team, but you have good work is why I keep letting you know! Does CAS re arm re fit etc? when rtb? and the AGM kinda have health problems when I RTB to use medic truck doesnt always clear screen. but that could be AGM. ANyway good stuff, thanks for the message ill try that shortly. CHEERS!!! :coop::292: Share this post Link to post Share on other sites
phronk 898 Posted June 7, 2014 I have a document of somewhere between 17 and 20 different ideas for random mission objectives to come up, if I ever get the help with it or someone else works on it. Convoy escorts, search and rescue, seek and destroy, reinforce a pinned down AI squad, eliminate an HVT, and several other ideas are written down. It is extremely unlikely I will ever add them, since I am barely capable of scripting, but I may try to dissect the random objectives script template on ArmAholic and see if I can transform that into a slightly more useful and sophisticated random objective generator. No promises though. :( I'm not positive if CAS elements repair, rearm, and refuel. I'd assume they do. I've noticed that HOG 1-1 and HOG 1-2 drop tons of bombs if you lase stuff for them, so it makes me wonder if they're expending any ammunition at all! AGM has a very interesting medical system and I like it, but the damage system is broken and causes a single shot to often cause multiple parts of your body to start bleeding, which can take time to bandage each part and quite frankly wastes a lot of time if you get shot a lot. I'd recommend moving the two medical PBO files in the @AGM folder into a "Disabled" folder in the @AGM folder (You'll have to create the Disabled folder) to bypass the medical system. You'll still be able to play with people who use the medical PBOs, but will not be able to revive or heal them. Share this post Link to post Share on other sites
phronk 898 Posted June 10, 2014 (edited) Yet another double post! I've been experimenting a lot with various insurgency missions I've been working on and I've come to the conclusion that it would not be a terrible idea to make an ALiVE-free version of the mission and perhaps Aggressors-free as well, meaning, you'd only be required to run A3MP (CBA would be required to run other add-ons the server may be running though, such as ACRE or TFAR). So here are the pros and cons of a version that does not require ALiVE or Aggressors (I'd of course make a version that would uses Aggressors): PROS Performance: Although performance isn't a major issue with the current ALiVE version, I have noticed that the initialization and stuttering issues are much more subtle with a scripted insurgency, instead. Accessibility: Less required add-ons means a wider range of people are more likely to be able to connect to the server/mission, making it better to be set as a standard for a public server mission. Less Hassle: To run the mission without any further edits, the server would just need to run A3MP. This also makes it much less of a hassle so that people do not have to download over a gigabyte's worth of mods to play or host the mission. CONS Less Features: Giving up ALiVE would mean giving up a lot of great features it adds to Takistan Insurgency. I could go over the list in detail, but I may do that in a video to better illustrate my point. Additionally, the ALiVE version will have even more features as ALiVE itself progresses in its development. Less Lively Civilians: This falls upon the 'less features' point, but I think it should be outlined since it's pretty broad. Civilians will no longer gather and interact with eachother, get into vehicles that belong to them, listen to radios, turn lights on in their homes at night or setup campfires outdoors, and will not have that random low chance to conspire against you and your teammates. These just name a few things we'd lose with civilians. More Scripts: The scripted version will likely require more scripts to compensate for the lack of ALiVE. This can result in performance issues or other odd script/network conflicts sometimes, including desync. Larger Mission Filesize: Because of the additional scripts being used in the mission, it could potentially increase the mission's filesize up to 2 megabytes, up from only 875 kilabytes. This isn't too big of an issue, since the filesize will still be quite small. I'd like to get you guys' input on this. Is this something you'd benefit from? I'll post a video when the script version of the mission is presentable/functional enough. [EDIT] - Yet another lengthy rambling video about the scripted version of the mission that does not require any other addons, aside from 'A3MP' Edited June 11, 2014 by Phronk Added a video. Share this post Link to post Share on other sites
ranger51 11 Posted June 11, 2014 very interesting developments I must say, give me a link and ill test, I must say Ive really been liking were everything has been heading, But i think this maybe a bit of a change. for the better we will see...... Everything else is great. Cheers. ---------- Post added at 22:03 ---------- Previous post was at 21:58 ---------- the re-arm repair, refit etc should be only allowed at base or when you bring a supply truck within radius. More scripts the more things could get fucked up is what I've been told. I think you should change the vehicles to http://www.armaholic.com/index.php?c=news_arma3 get rid of those hunters, then might want to dial down ied so not so many waste the vehicle compared to the hunter which i think may take more. but Immersion realism i think could boost from things easy things. ---------- Post added at 22:04 ---------- Previous post was at 22:03 ---------- I think bringing a supply truck middle of a down chopper to repair, would be amazing. Maybe a good way to add a mission in or something. Share this post Link to post Share on other sites
phronk 898 Posted June 11, 2014 I did some solo testing on a dedicated server last night and had over 70 frames, client side, on Very High video settings. Performance seems considerably better. Stuttering is also better, but still an issue, especially with civilians (still working on a good balance of the number of civilians and vehicles that spawn). The lowest my frames got in a 30 minute test was, I think, around 45 during a heated battle. It might've been higher than that, but it definitely was no less than 45 frames. I'm currently testing/implementing: Fixing Intel Grid Squares - I'm trying to make the intel markers appear invisible by: 'setMarkerColor "ColorBlack"' and 'setMarkerTypeLocal "BORDER"'; works fine in client-side, appears as a solid black marker grid square in dedicated :mad: Garbage Collection - A couple different garbage collection scripts to ensure the mission doesn't get overloaded with unused stuff like dead bodies or scattered items all over the ground Civilian population adjustments - there's currently either too many civilians and vehicles or not enough Enemy Spawn Ranges - Playing around with the distance players need to be within a red grid square for hostiles to spawn in them; currently am bouncing between 350 and 450 (350 is better for performance but seems a tad short and can sometimes make the pop-up spawning very noticeable/apparent) Script Searching - I'm still looking for other essential scripts that will complement Takistan Insurgency! Depending how the open testing goes and continues to go, I may release an early-but-stable version of the scripted version this weekend! Share this post Link to post Share on other sites
phronk 898 Posted June 13, 2014 (edited) Pre-Alpha 1.0b (Script Version) Size: 1.27 MB Download Link [ADD-ON DEPENDENCIES: A3MP] ADDITIONS BangaBob's 'Enemy Occupation System' and 'Civilian Occupation System' to the mission Conroy's 'PVPFW Object Clean-Up Script' to the mission =ATM=Pokertour's '=ATM= Airdrop Script' to the mission ADJUSTMENTS Adjustment: Re-placed all random IED markers Adjustment: Players start in military tents now Adjustment: 'Equipment Menu' (Virtual Ammobox) has been moved to the center of the military tents area Adjustment: Insurgency information in the mission's map menu has been revised REMOVED Removed: 'ALiVE' modules and add-on dependency from the mission Removed: Ohally's 'CAF Aggressors' add-on dependency from the mission - will be reintroduced soon Removed: Technical patrols on several roads Removed: All hand-placed animated/atmospheric civilians Removed: Igi_PL's 'IgiLoad Logistical Support Script' from the mission Removed: All weapon and supply crates from the mission Removed: Debug Console disabled for security purpose testing Removed: allowFunctionsRecompile set to false for security purpose testing Removed: Vehicle repair, refuel, and rearm stations - they will be reintroduced soon NOTE: Keep in mind that this is a very early work-in-progress version of the script version of Takistan Insurgency. I need feedback about the garbage collection script (does it work?) and if the performance is good or if it needs improvement. Are there too many civilians? You guys have helped a lot in the past with reporting issues and suggestions, so I'd appreciate your continued support and feedback! Thank you! Edited June 14, 2014 by Phronk Change-log is not 100% complete, but it's most of the major things. Share this post Link to post Share on other sites
phronk 898 Posted June 20, 2014 Pre-Alpha 1.0c (Script Version) Size: 1.27 MB Download Link NOTE: This is an alternate version: Requires Ohally's 'CAF Aggressors' ADJUSTMENTS Changed: Enemies spawned are now Middle Eastern Tribal enemies Changed: Civilians spawned are now Middle Eastern locals Adjusted: Civilians now spawn when a player is within 350 meters of a town or village, down from 500 meters REMOVED Removed: Enemy spawned armored vehicles (will likely reintroduce them to the Aggressors version soon) Share this post Link to post Share on other sites
SD_BOB 10 Posted June 20, 2014 Hello Phronk, first of all let me say a big thankyou for this. A couple of questions... Removed: Igi_PL's 'IgiLoad Logistical Support Script' from the mission I am using the ALiVE version, but i just wondered if there was a reason you have removed this from the scripted version? As i have implemented it into the ALiVE version, just want to check there isnt a problem you have found. Also have you looked into the FFE script system? http://forums.bistudio.com/showthread.php?168779-Fire-For-Effect-The-God-of-War-smart-amp-simple-AI-artillery I'm not sure how much of this is implemented in ALiVE i know the devs, we're looking into possibly using some parts of it. But anyway... Basically i was looking for a way to give the insurgents, a little more potency. Using FFE and some insurgent mortars placed around, you can get a nice surprise if you sit up on high ground or stay static for too long in a compound. I'm still playing around with placement and tweaking to get the best results, but it looks promising so far. Share this post Link to post Share on other sites
kremator 1065 Posted June 20, 2014 Just tried the new script version and there are problems with it. http://steamcommunity.com/profiles/76561198028634738/screenshots/ First two pictures are screenies of the errors. This was on a listen server. Dedi didn't want to run at all. Keep up the good work mate! Share this post Link to post Share on other sites
phronk 898 Posted June 20, 2014 @Shadow.D. ^BOB^: I removed the IgiLoad Logistical Support script from the mission because it served no purpose; everyone plays on the version of the mission that uses the Virtual Ammobox system, therefore I've been trying to figure out a good way to reintroduce logistical support with that in mind, instead of adding seemingly useless or tedious-to-use supply crates. I may consider stuff like FFE in the future to enhance the enemy's capabilities, but I don't think the mission is ready for that yet. @Kremator: Thank you for the report! I believe I fixed the cleanup script, but have no idea how or why the ammobox error is occurring. Still checking it out. Share this post Link to post Share on other sites
phronk 898 Posted June 24, 2014 SHAMELESS RANDOM ADVERT Me and a couple other guys started a new ArmA III Tactical Realism group and bought a pretty powerful game server, which I'll be using to test in-house versions of Takistan Insurgency and other missions I make/am working on. As a new group, we're looking for people to join us who are committed to the game. You can find the server by filtering "ATCAG" (ArmA Tactical Combat Applications Group). Visit our TeamSpeak if you'd like to check out the group or just play on the server: ATCAG.TS.NFOSERVERS.COM DEVELOPMENT NEWS I've been experimenting a lot with the script version of Takistan Insurgency and have begun working on insurgency missions for other maps as well, such as Afghan Village, F.A.T.A., Reshmaan, and others. I'm also planning on introducing/reintroducing additional features to the mission. Logistics will be returning soon, most likely. For the time being, I'm trying to stick with vanilla enemies and vehicles. It's easier for me to work with and it's easier for random people to connect to the mission. If you Aggressors enemies/civilians or other custom vanity add-ons, such as Up Armored HMMWVs, you'll have to either wait or simply implement them yourself. If needed, I can create a "quick" video that demonstrates how to get classnames of custom units and apply them to the script version of the mission. Share this post Link to post Share on other sites
sorophx 25 Posted June 28, 2014 too bad for me you guys are half way around the world away :( Share this post Link to post Share on other sites
kremator 1065 Posted June 29, 2014 Good to see a new server up. Will see if I can stop by and pull the latest version :) Share this post Link to post Share on other sites
mackenzieexd 32 Posted June 29, 2014 looking forward to this! Share this post Link to post Share on other sites
sorophx 25 Posted June 30, 2014 I may have joined your server yesterday to play Insurgency, but I forgot that I had my chat disabled, and my speakers were off. I didn't want to restart the game just to enable the chat, so if you saw a guy who wasn't replying that was me Share this post Link to post Share on other sites
phronk 898 Posted June 30, 2014 Currently hosting an Altis Insurgency for the time being. I'm still working on Takistan Insurgency though! I've been playing with a lot of different scripts and have even been working on porting the Arrest & Detain script from A2:OA. Found a really cool JTAC / CAS script, but the addAction and functionality of it seems to disappear if the JTAC (Player who is able to call in CAS missions) dies/respawns. Although the amount of CAS missions the JTAC can call in is limited, I'd like the amount to replenish after a certain amount of time has passed (20 to 30 minutes). Something I'll have to work on fixing some time, if the original script author doesn't do it. The mission runs extremely smoothly for the most part. I've had over 100 frames at some points. However, new issues have come up: some red grid squares do not spawn enemies or light up red when players are within spawning range of the grid. Civilian drivers are also the equivalent of Mr. Magoo. Aside from that, there hasn't been any outstanding game breaking bugs, aside from the invisible and invincible cache that sometimes spawns in the bottom left corner of the map. I haven't released an update yet because I'd like to make sure all the scripts in there make sense and contribute to the enjoyment of the mission. I'm also making sure the release is stable enough. It won't have any additional mod requirements, aside from A3MP. Share this post Link to post Share on other sites
Gudsawn 93 Posted July 8, 2014 What's the situation with the static weapons? Are they going to be randomly placed in grids like in Arma 2? It was always intense to approach a town and see a Dhskm on one of the compound rooftops, made life hell for pilots as well. This is something I've always missed from Arma 2 - Altis just doesn't have the right buildings to have static weapons, and vanilla Arma has very static weapons available. I've recently released a script that randomly places static weapons (such as Dhskms, KORDs, or IGLAs) on building rooftops (just as in Arma 2 Insurgency). I can imagine it would fit perfectly with this mission if you're able to implement it. Rooftop Static Weapons Script Looking forward to seeing how this mission progresses, I've missed (proper) Insurgency like hell! Share this post Link to post Share on other sites
phronk 898 Posted July 9, 2014 Awesome script! The current situation with static weapons in the non-aggressors version has a random chance for enemies to have static weapon emplacements in most grid squares. HMGs, mortars, AT, and AA. I'm also considering adding invisible markers that spawn enemies that will act as patrols. If your script spawns/despawns the weapons and/or the enemies that use them, it'd be a perfect fit. Currently the static weapons seem to be placed near roads or in open areas, depending on the weapon. That said, your script would help make the mission more dynamic and threatening. ;) Share this post Link to post Share on other sites
Gudsawn 93 Posted July 9, 2014 Awesome script! The current situation with static weapons in the non-aggressors version has a random chance for enemies to have static weapon emplacements in most grid squares. HMGs, mortars, AT, and AA. I'm also considering adding invisible markers that spawn enemies that will act as patrols.If your script spawns/despawns the weapons and/or the enemies that use them, it'd be a perfect fit. Currently the static weapons seem to be placed near roads or in open areas, depending on the weapon. That said, your script would help make the mission more dynamic and threatening. ;) Thanks! I could add a spawn/despawn function. What about if it tied in with ALiVE's profiler? Share this post Link to post Share on other sites