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@r4mp4g3_re4p3rTo be honest, I'm releasing a pre-Christmas Eve update to the mission tomorrow, which will include the radio script (It can be disabled by host) and many fixes, optimizations, etc.  I kinda forgot what needs to be deleted from the old radio, but I know they're located in the Description.ext and initPlayerLocal.sqf.  Should have "VON_PLUS" in the name of the scripts or whatever.  You're honestly better off just waiting for tomorrow's version, it'll be better in nearly every way.

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@phronk Alright, I worked on it a little awaiting your reply and I got it figured out, wasn't much of a hassle tbh. Well, if you are looking for a testers look no further, my community loves the mission and that is nearly all we play! Some of the comments from last night was that the AI took too long to spawn. We would drive into the AO and they would pop up in our faces way too close for our comfort. Hope it might be fixed in tommorow's update! Cheers!

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@r4mp4g3_re4p3rThe AI spawning takes a while intentionally; it reduces impact on the server/clients, meaning less stutter and desync.  It doesn't GET RID of stuttering or desync when the AI spawns, but it definitely helps.  I explain how it works in this video and in this video.  Hopefully it makes more sense after you've watched them.  The second video is more specific to the AI spawning.

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@r4mp4g3_re4p3rYes and no.  There's no easy setting to adjust it, because some zones have shorter or longer activation ranges.  You'd have to modify the distance for every individual marker in the "eos\openMe.sqf" file.  For example:
null=[["mkr1"],[3,1,100],[1,1,100],[0,0,0],[0,0],[0,0],[0,0,0],[0,0,500,EAST,TRUE,FALSE]]call EOSspawn;

 

If you use Notepad++ to edit script files, you can just press Ctrl+F, click the "Replace" tab on the right, and replace "500" and "700" to whatever you want, then click "Replace All."

I will add an easy parameter in the future, but it will not be included in tomorrow's update.

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22 hours ago, phronk said:

The vehicles in base should be left as vanilla units;

Instead, edit the "common\server\veh.sqf" script.  I should also turn that into a switch as well, which I might do.  Maybe I'll just add RHS:USAF as yet another compatible mod for the mission, so that vehicles at base will be US military vehicles and respawn as such.  As for making the RHS: Russian pack compatible, for starters, maybe I'll just have it so that the vehicles and weapons are used by insurgents and if you have Taliban Fighters enabled alongside it, they'll wear the arab garbs.

 

this veh.sqf is realy interesting. is there a way to include two mods, as a condition.

 

like, as it is now, you have

 

if @cup_vehicles is loaded to a dedicated server, then... 

 

id' like to have this way:

 

if @cup_vehicles + @a_different_mod is loaded to a dedicated server, then...

 

is that possible?

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I rewrote that script in the new version I'm releasing tomorrow, to be handled via a "switch" structure.  For example:

switch(true)do{
case(isClass(configFile>>"cfgPatches">>"CUP_TrackedVehicles_Core")):{INSERT CODE HERE...};
case(isClass(configFile>>"cfgPatches">>"rhsusf_vehicles")):{INSERT CODE HERE...};
default{INSERT CODE HERE...};
};

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but the case is, if i have two optional mods loaded, to have the abillity to prefere one of them.

 

like,

have one of them loaded, change to these vehicles. have both of them loaded, change to the other vehicles. 

 

in your case, if you got @rhs and @cup loaded, wich vehicles does the mission set to?!

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It will choose the first case.  With that in mind, maybe I'll have CUP as the second case, that way if CUP vehicles is loaded on the server AND RHSUSF, players will have RHS vehicles at base, but enemy/civilian vehicles will still be CUP Vehicles.

 

[EDIT]
Now the the mission is setup so that if RHS:USF and CUP:Vehicles are both running, RHS:USF vehicles will take priority and populate the base with RHS:USF vehicles.  Taliban Fighters uniforms will be chosen if CUP:Units is enabled (Otherwise there's no point in running Taliban Fighters, it's just uniforms).

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Version: 1J
Size: 2.69 MB
 
Download Link (Google Drive)
Download Link (Armaholic - TBD)
 
[ REQUIREMENTS: CUP_Terrains ]
[ OPTIONAL: TFAR ; Taliban Fighters ; Tactical Beard ; CUP Weapons ; CUP_Units ; CUP_Vehicles ; RHS:USF ]
 
ADDITIONS:
Added: RHS:USF vehicles will now automatically replace Arma3 vehicles at base, if host runs it

Added: Taliban Fighters uniforms will disable CUP Uniforms/Vests/Headgear from spawned AI, if both enabled

• Added: 'Addon-Free ArmA Radio' script (If host isn't running TFAR/ACRE2 and lobby parameter is enabled)
• Added: Persian MO's 'Injured AI' script (Disabled if host enables ACE)
• Added: 645waka654's 'Simple Earplugs' script (Disabled if client enables ACE)

• Added: ArmA 2 Takistan post-process effect can now be toggled off in lobby parameters

• Added: Scripted "Radio Menu" can be disabled in lobby parameters

• Added: Grass is turned off for players in base and is re-enabled shortly after leaving base (If lobby parameter enables grass)

• Added: Player terrain view distance is set to 4000, if driver/pilot of vehicle
• Added: Driver's view distance is reset when dismounting vehicle
• Added: Destroying a minaret playing the Call To Prayer will cease its audio
• Added: Points of interest in base are now marked with a unique task marker
• Added: "Questioning for intel..." text on screen when questioning a civilian
• Added: Killhouse now has arrow markers on floor in front of breachable doors
• Added: More red grid squares to clear
• Added: More random patrols around the map

• Added: Kronzky and Shuko to credits (Long overdue!)

 
ADJUSTMENTS:
• Changed: Call To Prayer script rewritten for better efficiency/synchronization
• Changed: Vcom AI is disabled for civilians
• Changed: VCom AI is disabled for Cell Leader and IED Maker
• Changed: Intel dropped by insurgents is now a handheld radio, instead of a suitcase
• Tweaked: Intel/caches can now also spawn in mosques, oil rig towers, and factories
• Tweaked: Title/option names for Intel amounts per town lobby parameter
• Tweaked: Players no longer generate positive or negative rating (Experimental)
• Tweaked: Delays in between reactivating each AI feature for spawned AI
• Tweaked: Slightly increased AI skill for aimingAccuracy and aimingSpeed
• Tweaked: Suicide bombers detonate when they get 2 meters or less from you, down from 4
• Tweaked: Civilian's animSpeedCoef is set to 0.8, down from 0.85

• Tweaked: Civilians have their "cover" AI feature re-enabled after spawning
• Tweaked: Cell Leader and IED Maker have unique weapons to stand out more
• Tweaked: Suicide bombers should be more likely to sprint towards you now (WIP)
• Tweaked: Increased chance for E.O.D. to successfully disarm an IED by +5%
• Tweaked: Reduced chance for an IED to also have a secondary IED by 5%
• Tweaked: Minimum altitude for HALO Jumping increased to 1000m, up from 750m
• Tweaked: HALO Jump parachute automatically deploys at altitude 300m, up from 150m
• Tweaked: 2nd floor of killhouse expanded (WIP)
• Tweaked: Improved placement of players inside the barracks in base
• Tweaked: UAV drone now respawns at base
• Tweaked: If CUP Vehicles is enabled, UAV drone at base will be a USMC MQ-9 Reaper
• Tweaked: Set the Intelligence Specialist's trait as a "UAVHacker"
• Tweaked: Intelligence Specialist can now hack into UAV on runway, if physically next to it
• Tweaked: Classname of explosion for cache secondary explosions
 
FIXES:
• Fixed: Destroying a cache counted as 2 caches, instead of 1
• Fixed: "Gather INTEL" addAction would disappear if used when too far away from intel object
• Fixed: Gathering intel spawned in a house would sometimes not create an intel marker
• Fixed: Gathering an intel item creates only 1 intel marker on map now
• Fixed: Intel spawns slightly higher above the ground to prevent it from being under floors
• Fixed: Intel lobby parameter works again
• Fixed: All intel/cache script comments and diag logs should be in English now
• Fixed: Cell Leader and IED Maker would sometimes run several kilometers away
• Fixed: Units are temporarily invulnerable when spawning to prevent from getting ArmA'd
• Fixed: Insurgents and CSAT have their conversations feature re-enabled after spawning
• Fixed: HALO Jump parachute deploys automatically again
• Optimized: Replaced custom HALO Jump sounds with default ArmA 3 sounds
• Optimized: Players flying a plane cannot activate a grid, unless below 100m
• Optimized: Converted most base objects into Simple Objects
• Optimized: Removed paramsArray variables from mission initialization/respawn scripts
• Optimized: Units spawned for side objective now use the disableAI "ALL" command
• Optimized: Replaced "BIS_fnc_selectRandom" with "selectRandom" in all scripts
• Optimized: Civilian traffic script now uses the "createVehicle Array" instead of "createVehicle"
• Optimized: Rewrote scripts that randomize spawned AI to use "switch" commands, instead of if()then{}else{}
• Optimized: Rewrote script that replaces vehicles in base with modded vehicles to use "switch" also
• Optimized: Improved efficiency of automatic mod detection/integration

• Optimized: Cleaned more unnecessary whitespaces and comments in scripts

• Optimized: Shortened name of "debug" variable/function in scripts to "dbug"
• Optimized: Shortened name of many variables/functions in intel/cache scripts

• Optimized: Shortened name of many variables/functions/scripts for EOS scripts

• Optimized: Shortened name of many variables/functions/scripts for ATM_airdrop scripts

• Optimized: Shortened name of variables/functions in PCML script

• Optimized: Base negligent-discharge protection script
 
 
REMOVED:
• Removed: Kumeda's 'VON PLUS Gui' radio menu script
• Replaced: ACRE radio sounds with default ArmA 3 radio sounds for AFAR
 

KNOWN BUGS:

• Civilian traffic script still spams RPT log with errors, if both CBA and the Civilians lobby parameter are enabled
    (Temporary Workaround: Add -noLogs to your server's init)

 
NOTE: Please read the ReadMe.txt file included! Although ACE is somewhat compatible with this mission, it is still an extremely early work-in-progress effort and will be done more properly in the next update.  Please report any issues you have with the mission.

Edited by phronk
Hotfixed
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AFAR does not seem to be working.. I am neither running TFR or ACRE. It's turned ON in the parameters and I can't activate it. Also I saw that all the voice and text channels were open even if the description.ext says otherwise.

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Sorry, god damn Steam servers were down for like 20+ hours and couldn't confirm if it worked on dedicated.  It now works in client/dedicated environments again.

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Merry Christmas everyone!

Nothing new to release today, but I figured it's a good day to announce that I'm working on an experimental port to Altis.  I've been working on it even before I started working on Takistan Insurgency.  It currently has less features (Intel doesn't spawn in houses, no suicide bombers (tentative), no IEDs/VBIEDs) and less scripts (Uses more hardcoded in-game content).

 

What's so experimental about it?  I'm experimenting with the idea of having predetermined loadouts and no Virtual Arsenal, with limited resources, to encourage teamwork, use of logistics, and to make rewards earned from accomplishing goals more meaningful.  Because there is water around the Altis terrain, there are plenty of coast patrols and even submarines around military outposts close to the shore.  Additionally, military outposts mean CSAT foot or motorized patrols on roads connected to that outpost.

If this new playstyle experiment receives positive feedback (It's fun, modular, appeals to both casual and hardcore players, etc.) I'll continue developing it in that direction to also include saved progression on the player and server side without the need for additional addons, which would store data such as a player's earned reward points, their loadout, kills, deaths, etc.

NOTE: Takistan Insurgency will not have predetermined loadouts, nor will the Virtual Arsenal be removed.  Not unless the community wanted that or if I could integrate it as a configurable option.  Hence the experimentation.

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HI, I just downloaded version 1J and I am having problems connecting to it on my server...

 

I have a newly setup Linux server that I have tested a mission on(this is my first Arma server).  When I load this mission and try to connect to it from a client, I get the following message in the logs that repeats and the screen on the client just flickers:

 

15:11:11 Player ... connecting.
15:11:11 Mission INSURGENCY: Takistan read from bank.
15:11:11 Missing addons detected:
15:11:11   A3_Characters_F_Exp_Civil
15:11:11 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.A3_Characters_F_Exp_Civil
15:11:11 Mission takins_1j.takistan: Missing 'description.ext::Header'

 

I am running the following mods:

@cba_a3  

@cup_terrains_core  

@cup_terrains_maps  

@cup_units  

@cup_vehicles  

@cup_weapons  

@rhsusaf  

@talibanfighters  

@task_force_radio

 

I am running Arma 3 Apex as the client, so I am not sure if that is the problem... But, I can load the mission locally in the editor and even play it.  Can anyone help?

 

 

 

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A3_Characters_F_Exp_Civil is a default ArmA 3 file, so I'd assume your ArmA 3 server/client has corrupt core files of the game and needs to be reinstalled.  The missing header error would imply my mission's description.ext is broken, but I know it isn't.  Verify integrity of your game cache and try again.  If that fails, reinstall the server.  I'd recommend trying out other mission first on your server to confirm it's the server/client that has corrupt files, that way you don't go through all that hassle to reinstall the server and it ends up being some other issue.

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Thanks for your response!  I validated the game cache on the client and server and loaded another basic test mission with the same mods which worked.  I downloaded and uploaded this mission to the server again to make sure it wasn't corrupted but I am experiencing the same issue.

 

I appreciate your help, please let me know if you need any further information.

 

Edit:  Sorry my fault... I was missing the Apex expansion folder symbolic link on my server... It works great thanks!!

Edited by mikej455465
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Hey phronk, looking forward to seeing your Fleeing Civs script being added to this most awesome mission at some point. 

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Not sure if this has been reported before....

In the OP, inside the Sample Server Settings, the server.cfg shows the mission template as "TakIns_1J.Takistan", and not "TakIns_1i.Takistan" as is the mission pbo. 

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That's because 1J is the latest released version.  I have no idea how to update the mission on Armaholic, so that might be why there's some confusion about versions.  The Google Drive link should be up-to-date.

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7 hours ago, phronk said:

That's because 1J is the latest released version.  I have no idea how to update the mission on Armaholic, so that might be why there's some confusion about versions.  The Google Drive link should be up-to-date.

 

I downloaded the mission file from the Insurgency picture in the OP, it is still linked with the 1i version. Thanks for the heads up anyway my good man.

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