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derakoren

[MP] WASP Warfare CTI

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Great! Unfortunately Friday and Saturday have come and gone, and I was looking forward to this :(

How long before the defenses and other base structures are available? That's one main thing preventing me from running this fulltime on my server.

Last BIS update of game added several critical errors into our scripts. Most part of them are solved. However HC part is not ready due to latest changes. More likely it will not be included in 0.209 release. Other part (see the changelog from DeraKoren above) plus an instruction will be released in next 24h.

Sorry for the delay.

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Hello,

0.209 is available on our test server: 193.111.140.248:2332

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Joined test server but it's empty :(

Good thing there are some AI's.

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It's not a public server yet :)

Anyway the first post of this thread has been updated with new missions. Please check it and inform us about any kinds of bugs. :)

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In the action menu where it says "WFMenu" I think there might be a bug. Every time I die and respawn the amount of "WFMenu" multiplies. When I first joined there was only one. After first death there were two of them. After third death there are now four.

Not found any major gamebreaking stuff yet though :D

---------- Post added at 21:39 ---------- Previous post was at 20:36 ----------

Now the respawn menu got crazy. It refuses to close. This one actually did break the game. I had to press alt + f4 to get out.

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In the action menu where it says "WFMenu" I think there might be a bug. Every time I die and respawn the amount of "WFMenu" multiplies. When I first joined there was only one. After first death there were two of them. After third death there are now four.

Not found any major gamebreaking stuff yet though :D

---------- Post added at 21:39 ---------- Previous post was at 20:36 ----------

Now the respawn menu got crazy. It refuses to close. This one actually did break the game. I had to press alt + f4 to get out.

Yes, "Double Respawn Script" i fix today and change download files like 0.2091

---------- Post added at 01:37 PM ---------- Previous post was at 12:40 PM ----------

Version 0.209.1 Added to download.

Changes:

- [Fixed] Double Respawn Script

- [Fixed] AI TeamLeaders Disabled on Altis

Please Test and write Bugs what you will find.

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That was fast. Might give it a try later today.

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So uhh, about an hour and a half into the game, CSAT AI is spawning at NATO's base and vice versa. I'd be glad to attempt fixing it for you and sending you the patched files, but you also seem to have removed all the linebreaks from your scripts, making them unreadable.

Worth noting this is on a listen server, not a dedicated or any official WASP servers.

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I this map playable in singleplayer? Csat can capture points and can build base?

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So uhh, about an hour and a half into the game, CSAT AI is spawning at NATO's base and vice versa. I'd be glad to attempt fixing it for you and sending you the patched files, but you also seem to have removed all the linebreaks from your scripts, making them unreadable.

Worth noting this is on a listen server, not a dedicated or any official WASP servers.

Yeah, we also noticed it several days ago and have already prepared the fix. It'll be available in v0.210 very soon.

I this map playable in singleplayer? Csat can capture points and can build base?

No. As you can see from name of this topic our mission was created only for multiplayer. However from v0.209 youcan create your own server (not dedicated) and launch these missions there.

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Now we a testing version 0.209.2 and today will add her to download:

- [Fixed] Respawn Script for Player backup from 0.208, for AI TeamLeaders - new, from 0.209

- [Fixed] AI Units in Vehicles (Respawned in Towns) don't fire by Enemy

- [Fixed] After Dead UpgadeBar Title Script have Error, Client Loop Error and not Update

- [Added] Added FIA Armed SUV to West side (Data Files Changed)

- [Added] Vehicles Respawn near MHQ on Mission Start (Ambulance, Transport, Turret Vehicle)

Who waiting release our mission and want test new version, you need just wait 3-4 hours.

And guys if you find bugs please write here or Mission Site.

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Any chance you could release a version without the scripts being all garbled? I'd like to fix this mission up and make it playable, but unfortunately I'm having to spend half my time reformatting all the code. If you can't, it's no big deal, I'll just reformat it all and use that. Just not very nice to the community to obfuscate your code the way you have.

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From now v209.2 can be taken from our test server.

Any chance you could release a version without the scripts being all garbled? I'd like to fix this mission up and make it playable, but unfortunately I'm having to spend half my time reformatting all the code. If you can't, it's no big deal, I'll just reformat it all and use that. Just not very nice to the community to obfuscate your code the way you have.

Right now we can deal with most bugs without outer help. If you notice some bugs please post them here. This way will increase the speed of mission's development. ;)

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From now v209.2 can be taken from our test server.

Right now we can deal with most bugs without outer help. If you notice some bugs please post them here. This way will increase the speed of mission's development. ;)

Okay, well, in that case, here's my list of bugs that need to be resolved.

UI
- Factory: Buying units needs to be default to nearest base building
- Gear: Can buy weapons/items multiple times but only get one, but charged for each time you 'added' the item 
- Gear: Selling helmets does not actually remove the item but gives you money. Disable "sell back" of items.
- Factory: You can buy infinite vehicles if you click fast enough
- Upgrades: menu has no countdown
- Upgrades: menu needs tooltip "Doubleclick to run upgrade" as it is not apparent enough to new users
Commander Build mode
	- Buildings can be built anywhere. e.g. All inside one another.

AI
- Town AI vehicles do not engage due to aim shake.
- Infantry lethality needs to be increased (lesser idiocy)

Map
- Despawned vehicles don't delete their marker
- Towns don't have supply value on their name

General
- Empty vehicles despawn too soon.
- Player payouts appear to occur multiple times a cycle
- Starting vehicles - Ambo + Truck
- Remove random debug 'hints'
- Towns MG Nests don't despawn when a town is capped.

There's also a lot of code optimisation that should be done also. ie, you use 'spawn' and 'scriptdone' an awful lot, when you should just use 'call'.

You also have a lot of repetition in functions and generally poor readability of code.

Your mainloop for the client and server shouldn't use a for loop, it should use a waituntil {[script here]; false } loop, so that it runs once per frame. You could also then break out the other functions to only run every 2 frames, or 4 frames, or 8, etc. etc. Breaking up the overall load.

Your scripts are also not clearly scoped. ie, you've functions EVERYWHERE, that both client and server can access. You should have them clearly separated into client, server and common scopes.

Storing player funds as a global variable, one that can be modified by the client and taken by the server as 'fact' is also poor design. You need to have proper data validation.

A lot of your UI function calls are spawned, with by value variable passing, so thus exploits are easily achieved. You need to change these spawns into calls, and these calls should reference variables by reference. A good way to resolve this issue is by using the mainloops to have an 'event register', which is an array that contains a list of events, their respective variables (if any, due to byref) and their function, along with a 'time of execution' for when the function event is to be called. ie, I buy a unit at time = 1200;, and that unit takes 4 seconds to build. You'd have the 'buy' event registered in the register, and it'd then be 'called' when time == 1204; that way, if I buy 10 units, and can only afford 4, it would stop at the 4th unit as I couldn't afford the remaining 6, due to byref variable passing.

Now do you see why I'd like an un-obfuscated version? There's much to be done.

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Add to Download WASP Warfare v0.209.2

---------- Post added at 01:09 AM ---------- Previous post was at 12:52 AM ----------

Your scripts are also not clearly scoped. ie, you've functions EVERYWHERE, that both client and server can access. You should have them clearly separated into client, server and common scopes.

Do not understand what you mean. We have Separated Variables, look please Variables Directory.

There's also a lot of code optimisation that should be done also. ie, you use 'spawn' and 'scriptdone' an awful lot, when you should just use 'call'.

You also have a lot of repetition in functions and generally poor readability of code.

Your mainloop for the client and server shouldn't use a for loop, it should use a waituntil {[script here]; false } loop, so that it runs once per frame. You could also then break out the other functions to only run every 2 frames, or 4 frames, or 8, etc. etc. Breaking up the overall load.

Man i understand you want do better for mission, but it's our choice what loop use and how write scripts. You do not have to present evidence why your method is better, you conducted tests? And Again it's not final release, many can changed when we finish mission developing. :confused:

Okay, well, in that case, here's my list of bugs that need to be resolved.

Thx man for you work. Most this bugs we know, but mission not finished and work on her and we can't work only bugs fixing way.:)

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Man i understand you want do better for mission, but it's our choice what loop use and how write scripts. You do not have to present evidence why your method is better, you conducted tests? And Again it's not final release, many can changed when we finish mission developing

I don't think we'd be so concerned with it if we weren't passionate about the project. I think this is as close to the oldschool warfare from ArmA 2 as we've ever gotten, and that is absolutely fantastic. However, the execution leaves much to be desired. Poor code leads to performance issues and obscure, difficult to solve bugs. It is of course your choice if you wish to release your missions with unreadable code but do bear in mind that will raise concerns with a large portion of your audience. SQF isn't a hard language to learn, and a lot of us on the forum are proficient in it too.

Thank you for releasing the spawn fix, though. That was certainly causing problems for me and the boys last night, and I'm glad to see it resolved.

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I don't think we'd be so concerned with it if we weren't passionate about the project. I think this is as close to the oldschool warfare from ArmA 2 as we've ever gotten, and that is absolutely fantastic. However, the execution leaves much to be desired. Poor code leads to performance issues and obscure, difficult to solve bugs. It is of course your choice if you wish to release your missions with unreadable code but do bear in mind that will raise concerns with a large portion of your audience. SQF isn't a hard language to learn, and a lot of us on the forum are proficient in it too.

To be honest we are really glad to see your interest concerning our missions. In our opinion it's better to keep our code in this state due to unknown changes from community side. After some changes are performed from community we could not give any guaranties that missions will work at least at the same level of performance or better. Another question is new bugs. Using our way of coding in SQF we have not faced any problems with performance yet. In addition I'd like to notice that we usually perform performance tests of missions in order to check latest changes in code. Can they influence server fps or not? As you noticed before most people know SQF syntax very well here. We are not the exception. In order to confirm this statement I can say that our missions do not show any chains and signifficant drops of fps from server side in Arma 3. Most part of knowledge that we have now are taken from Arma 2 warfare development. So we know what we are doing in missions.

In the end I would like to add that it's our decision to develope our missions without outer assistance. But it's only a temporar state and it can be changed in future.

Returning to the work on missions:

1) HC has been included in 0.210 release

2) We have already selected the list of changes and bugs that will be solved in v0.210. Here is the list:

- [Future] Vehicles Markers by owner

- [Future] Add Building Complete

- [Future] Change Respawn Script for Player by "Respawn point Function" (Camp direction string "North")

- [Future] Change Mission Parameter: Player Team Max count: 8

- [Future] Change Mission Parameter: Supply/Money: 5000/5000

- [Future] Chernorus Map

- [Future] Takistan Map

- [Future] MHQ Repair Script

- [Future] Base and Building Sale Menu

- [Future] After Player Disconnect Units and Vehicles in his Group not delete

- [Future] Need Fix Can Transfer Money you self

- [Future] EventHandler Building Killed - Work Not Correct

- [Future] On Local Server do not work Lock/Unlock Functions

- [Future] Unflip work not correct - if not fix

- [Future] Dynamic Whether Changes on Server and Clients

- [Future] AI TeamLeaders Can by Units and Vehicles

We will keep in touch. :)

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I don't know how the code looks and wheter it is inefficient, but from playing this mission during long sessions I can at least say that performance is very good, even when running the mission for a long time.

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Returning to the work on missions:

1) HC has been included in 0.210 release

2) We have already selected the list of changes and bugs that will be solved in v0.210. Here is the list:

- [Future] Vehicles Markers by owner

- [Future] Add Building Complete

- [Future] Change Respawn Script for Player by "Respawn point Function" (Camp direction string "North")

- [Future] Change Mission Parameter: Player Team Max count: 8

- [Future] Change Mission Parameter: Supply/Money: 5000/5000

- [Future] Chernorus Map

- [Future] Takistan Map

- [Future] MHQ Repair Script

- [Future] Base and Building Sale Menu

- [Future] After Player Disconnect Units and Vehicles in his Group not delete

- [Future] Need Fix Can Transfer Money you self

- [Future] EventHandler Building Killed - Work Not Correct

- [Future] On Local Server do not work Lock/Unlock Functions

- [Future] Unflip work not correct - if not fix

- [Future] Dynamic Whether Changes on Server and Clients

- [Future] AI TeamLeaders Can by Units and Vehicles

We will keep in touch. :)

You missed the issue where players can buy as many AI as they like, regardless of unit count limitation.

This is due to you only ever checking ONCE that the user has enough room in their group, and that's before the creation process even begins. It also does not check if you have a number of units pending creation either. So I could have 1 unit (myself), I can then select the 'buy' button 250 times within 4 seconds, and then I would be awarded all 250 units.

What I also fail to understand is why you need to send a request to the server to create the unit, when all the server does is send the request back again for the player to complete, with little to no necessary data validation. This leaves this issue with a very costly solution of either rewriting the entire unit purchasing process, OR scanning through the entire array of units pending creation to find all those that belong to that one player, count them up, and then revalidate. If it fails to validate, then you'd need to have the server pay the player back for the unit (as the cost of the unit was already withdrawn by the client) which would affect performance due to unnecessary repetition.

Just a heads up.

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Please add more than one repair specialist slot or add repair ability for every player. These slots are the most useful and i think only 2 of them per side is definately too few.

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You missed the issue where players can buy as many AI as they like, regardless of unit count limitation.

This is due to you only ever checking ONCE that the user has enough room in their group, and that's before the creation process even begins. It also does not check if you have a number of units pending creation either. So I could have 1 unit (myself), I can then select the 'buy' button 250 times within 4 seconds, and then I would be awarded all 250 units.

What I also fail to understand is why you need to send a request to the server to create the unit, when all the server does is send the request back again for the player to complete, with little to no necessary data validation. This leaves this issue with a very costly solution of either rewriting the entire unit purchasing process, OR scanning through the entire array of units pending creation to find all those that belong to that one player, count them up, and then revalidate. If it fails to validate, then you'd need to have the server pay the player back for the unit (as the cost of the unit was already withdrawn by the client) which would affect performance due to unnecessary repetition.

Just a heads up.

Ok, will fix it.

Please add more than one repair specialist slot or add repair ability for every player. These slots are the most useful and i think only 2 of them per side is definately too few.

How many do you want to see them available?

Edited by Spyker

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How many do you want to see them available?

I think most of the specialized classes are not needed as you have a complete gear menu and everyone uses that to specialize.

So, only Repair Spec, Combat Life Saver and Team/Squad Leader(don't know if more AI is implemented) are useful because of their non-gear special abilities. I would try equal shares for all of them and remove other classes.

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1) HC has been included in 0.210 release

If this does work properly, there will be no reason for me to play BECTI anymore (performance wise).

- [Future] AI TeamLeaders Can by Units and Vehicles

But as our small gaming community depends on AI, this needs to be working first.

Keep up the good work!

Edited by gabberxxl

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nice work spyker.

i spot several bugs yet:

the first one is about AI respawn . they were stuck on the side of HF. between concrete garage and sandwall block.

the second is a Group unit count matter. if my group is full, i can't buy any "empty" vehicle. but i can buy a fullfilled 3 crewmember vehicle, even if my group has only 1 free slot.

and finally , my kamysh doesn't engage with cannon ...? maybe the culprit is one of my mod ?

Edited by griffz

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I think most of the specialized classes are not needed as you have a complete gear menu and everyone uses that to specialize.

So, only Repair Spec, Combat Life Saver and Team/Squad Leader(don't know if more AI is implemented) are useful because of their non-gear special abilities. I would try equal shares for all of them and remove other classes.

In this case we can change it:

1) 8 Team/Squad Leaders

2) 6 Repair Spec

3) 6 Combat Life Saver

But as our small gaming community depends on AI, this needs to be working first.

Keep up the good work!

What's the name of your community? :)

i spot several bugs yet:

the first one is about AI respawn . they were stuck on the side of HF. between concrete garage and sandwall block.

the second is a Group unit count matter. if my group is full, i can't buy any "empty" vehicle. but i can buy a fullfilled 3 crewmember vehicle, even if my group has only 1 free slot.

Yeah, we know about this bug. But thanks for reporting. We will try to fix it in 0.210. Otherwise -> 0.211. ;)

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