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Kushluk

[COOP] Digital Infantry Combat Environment

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I've noticed the enemy AI is pretty accurate when shooting through concealment and could do with having reduced accuracy in that situation but I reckon that's an arma limitation more than anything else.

There is an updated version of Sangin for ArmA 3 being worked on that has AI view blocking LODs, which should resolve the issue. In the meantime, you can tweak the militant AI skill values in server\functions\fn_setGroupConfig.sqf

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Hi,

I have some questions/requests about your mission:

1- Could/will you remove addon checker on the future?

2- About the C130, is there any possibility of changing the airplane for the HALO jump?(some people prefer C17, because the textures are a little bit better)..

3- Will you release DICE as an framework for mission development? Or even mod to allow users and mission makers to run certain features of DICE?

Feedback:

Last night we(aka my clan and I) ran the mission smoothly with 16 players, and we all loved it! They asked me mention somethings on this post as well:

1- We loved the concept of entering the server and just have to pick a class designated by the command of the mission!

2- The EDS squad( Esquadrão de Socorristas, translated Paramedic Squad ) missed the medical mods.. If possible, allow xmedsys or another on DICE, while CSE is on development.

3- On the interrogation, we gave a civilian a bandage, right? With xmedsys we could really give them a bandage, instead of First Aid Kit.

Now, a personal question: is there a insurgent exploding IED's by distance? ( Yeah... I was going to disable it and already prone, but it was 3-4 meters away and exploded, could also be a bug..)

Thanks!

Sorry for grammar/spelling errors, I'm not from USA.

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Hi Benderbruno, I'm not from the USA either :)

Addon Checker

Since the modlist is complicated, I need to leave it in to ensure that players are not missing essential mods. If you want to edit it to add/remove entries for a custom modset, edit the file clients\functions\fn_addonChecker.sqf

C17 Globemaster

I have not used the C17, so I will download and test it. It seems a little trivial (not necessary) to replace the aircraft since you only ride in the back of it anyway.

Framework/Modules

There are certain modules (Ordnance Dog, Vehicle Interaction, Paradrop and Loadouts) that I could look at packaging separately, however it is not a priority task at this point.

Medical System

The next DICE update will include the CSE Medical Module. CSE will be a requirement.

Interrogation

It is currently the opposite. The civilians will sometimes give you an instant use first aid kit. When CSE is used, I will probably change the item to be a bandage.

IED Detonation

The IED's will only explode if either:

a) A vehicle is nearby. It does not have to have a driver to trigger the IED.

b) A player who is not prone is nearby.

The trigger system has been tested quite thoroughly... although it may have just been a rare bug.

Gnereral Feedback

It is excellent to hear that it ran well with 16 players. The next version will likely have the following changes:

  • If MK18 sound bug is not fixed, I will change to another weapons pack like the HLC AR15 pack.
  • Combat Space Enhancement will be a requirement. Arrest, search civilians etc
  • Move from the custom revive system to CSE Medical System. Medic class will have a lot of gear.
  • Improve the objective missions (Escort, Secure, Rescue, Deliver etc)
  • [MAYBE] Port the scenario to the upgraded A3 Sangin version.

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Hi Benderbruno, I'm not from the USA either :)

Addon Checker

Since the modlist is complicated, I need to leave it in to ensure that players are not missing essential mods. If you want to edit it to add/remove entries for a custom modset, edit the file clients\functions\fn_addonChecker.sqf

C17 Globemaster

I have not used the C17, so I will download and test it. It seems a little trivial (not necessary) to replace the aircraft since you only ride in the back of it anyway.

Framework/Modules

There are certain modules (Ordnance Dog, Vehicle Interaction, Paradrop and Loadouts) that I could look at packaging separately, however it is not a priority task at this point.

Medical System

The next DICE update will include the CSE Medical Module. CSE will be a requirement.

Interrogation

It is currently the opposite. The civilians will sometimes give you an instant use first aid kit. When CSE is used, I will probably change the item to be a bandage.

IED Detonation

The IED's will only explode if either:

a) A vehicle is nearby. It does not have to have a driver to trigger the IED.

b) A player who is not prone is nearby.

The trigger system has been tested quite thoroughly... although it may have just been a rare bug.

Gnereral Feedback

It is excellent to hear that it ran well with 16 players. The next version will likely have the following changes:

  • If MK18 sound bug is not fixed, I will change to another weapons pack like the HLC AR15 pack.
  • Combat Space Enhancement will be a requirement. Arrest, search civilians etc
  • Move from the custom revive system to CSE Medical System. Medic class will have a lot of gear.
  • Improve the objective missions (Escort, Secure, Rescue, Deliver etc)
  • [MAYBE] Port the scenario to the upgraded A3 Sangin version.

Thats great to hear! We love Sangin, because the CQB in there ROCKS! About the HLC, we removed @nato_russian_sf_weapons and added it, plus others.. It really looks like an AR15.

One question: can I depbo your mission to understand your system better? I'll post here what I find out on it..

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Sure, feel free to make any changes to your private version that you see fit. However please do not post your edited version in public.

The loadout stuff is under clients\functions\fn_playerLoadout.sqf and clients\functions\fn_standardRifle.sqf

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Of course Kushluk! What i meant from "Post here what I find out" was like the wiki on Google site and what you just said, about some basic mission config stuff.

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Hi my old friend. Here is my honest feedback:

After a couple of days I got to say I've had a great gaming experience. I really love the default config that makes this mission more "realistic". Me and my friends are really happy and we have been playing this every night. The dynamic scenario is great, Sagin is great, I love the role selection.. Can't wait for next update, this really needs a better medic system. I would say this needs some parameters like setting Weather, day time, maybe AI difficult, and random enemy camps along the island.

Am I allowed to change your framework to a different Island?

Thanks!

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hello,

I've tried to upload the mission to my server with the needed mods.

Now i only recieve messages of conflicting addons.

Is this something that is comming from the mission file?

Kindly regards,

Rick Winkelman

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@Alex

Great to hear. The advanced medical system from @CSE will be included in the update, which will probably be a week away. You can privately modify/port the mission provided you do not release it to the public or promote it.

@Skunk

Can you be more specific about your problem? If both the server and client run only the required mods you should have no issues. I suggest running all computers with ONLY the requirements just to confirm that your basic setup is working.

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@Alex

Great to hear. The advanced medical system from @CSE will be included in the update, which will probably be a week away. You can privately modify/port the mission provided you do not release it to the public or promote it.

I won't release to public or promote it, Sir. Just one question, did you use any script to place Static Guns on the roofs? If so, is it compatible with Takistan (for example)?

EDIT:

Sir, can you please explain how exactly logistic points work? I've seen I need to get points to request airstrike, arty and air supply. Thanks!

Edited by AlexSegen

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@Skunk

Can you be more specific about your problem? If both the server and client run only the required mods you should have no issues. I suggest running all computers with ONLY the requirements just to confirm that your basic setup is working.

The client PC is running the mods, also the server has the exactly same mods as the client PC. The server and Client PC is only running the mods needed for this mission.

Any idea's?

Skunk

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The client PC is running the mods, also the server has the exactly same mods as the client PC. The server and Client PC is only running the mods needed for this mission.

Any idea's?

Skunk

Some tips to help you and the mission maker to provide faster support:

Always provide .rpt files, if client only, provide client only.

Some details help too, like: " I connect to the server then get disconnected "

.RPT on %appdata%

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Hi have a problem when we run on server all the enemy spawn in but just stand there and don't shoot, not sure whats wrong.

Any help as mission looks very good but frustrating that nothing shoots back

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Sorry for the delayed reponses, I have just returned home from a week of holidays. I plan to be releasing the next update within the next week. JCae2798 has released an unsupported and unofficial config fix for the Mk18 sound issue: https://www.dropbox.com/s/gh7c1y6qmrbj6mm/RHARD_MK18_cfg.pbo whilst an official solution is still in the pipeline. Ensure your CAF Aggressor mod is updated as of a week ago to fix the sound issue.

Sir, can you please explain how exactly logistic points work? I've seen I need to get points to request airstrike, arty and air supply. Thanks!

These are currently work in progress and will likely be refined in a future update. When you complete tasks (rescue a hostage, destroy a cache, disable a technical or static gun) you are rewarded with logistics points. These can be used to call offmap support such as supplies or artillery from the Operator Menu (DEL Key) under the heading 'Request Support'.

Just one question, did you use any script to place Static Guns on the roofs? If so, is it compatible with Takistan (for example)?

I wrote a script that predefines certain buildings as usuable and then places a weapon platform at a specific location using modelToWorld. Here is a segment of the code; the important parts are in bold.

if((typeOf _myBuilding) == "Land_House_L_8_EP1") exitWith
{
   _static = createVehicle [DICE_MilitantStaticUp call BIS_fnc_selectRandom,_myBuilding modelToWorld [-1,4,2],[],0,"CAN_COLLIDE"];
   [_static] call DICE_fnc_militantStaticCrew;
};

It should work fine in takistan, since Sangin uses the same building types.

The client PC is running the mods, also the server has the exactly same mods as the client PC. The server and Client PC is only running the mods needed for this mission.

Can you please upload your RPT (report file) to pastebin.org and post it here. You can find it here: C:\Users\<Name>\AppData\Local\Arma 3\

Hi have a problem when we run on server all the enemy spawn in but just stand there and don't shoot, not sure whats wrong. Any help as mission looks very good but frustrating that nothing shoots back

That is a very odd problem. Are you certain all of your server mods are complete and up to date? My guess is that aggressors are missing from your server. Could you please test in singleplayer first and report back if it works there?

---------- Post added at 10:31 AM ---------- Previous post was at 09:56 AM ----------

It looks like some of you have decided to make some automated DICE collections for PlayWithSix:

Edited by Kushluk

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Just one question, did you use any script to place Static Guns on the roofs? If so, is it compatible with Takistan (for example)?

You can use my script if you wish to do this in your own missions. It does not rely on specific building classnames and so will (in theory) work with any map.

Rooftop Static Weapons Script

Edited by Goodson

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That looks really nice Goodson. I will see if I can integrate it into the upcoming update!

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So cool to see some other people play and enjoy this! Now, ask Kushluk about the "no mod", "public server friendly" version of this that he made - Int Ops - it's pretty great! He needs to finish it! ;)

Anyone made any DICE videos yet?

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So cool to see some other people play and enjoy this! Now, ask Kushluk about the "no mod", "public server friendly" version of this that he made - Int Ops - it's pretty great! He needs to finish it! ;)

Anyone made any DICE videos yet?

One of my buddies made some video editing about DICE. I show them this mission and we have been playing it for a while. We love it.

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Hello Guys,

i try to start this mission but always i want to start it its ends with this Screen.

I know that one Addon is missing but which?

I searched and searchd but i cant find it.

6zsq5niw.jpg

Greetings from Cole

Shame on me i found the error ---> forgot the STI Weapons

Edited by Indrid Cole

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Hey Kushluk,

First off your mission is fantastic! Freakin love it!

One of the things that I like about it is the length, there's so much to do. But this leads to problems because one can only play arma for so long before real life gets in the way :( Is is possible to have a save resume function? My friend and I have fiddled around with the mission file but really have no idea what we are doing, so instead of ruining a mission with our incompetence is this something that you would consider popping into a future update?

Cheers mate and good luck with further mission improvements!

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Shame on me i found the error ---> forgot the STI Weapons
Happy Hunting :cool:
First off your mission is fantastic! Freakin love it!
Excellent to hear, I am glad you are enjoying it!!!
One of the things that I like about it is the length, there's so much to do. But this leads to problems because one can only play arma for so long before real life gets in the way :( Is is possible to have a save resume function? My friend and I have fiddled around with the mission file but really have no idea what we are doing, so instead of ruining a mission with our incompetence is this something that you would consider popping into a future update?

Please note that I have not designed the project with save support in mind, so be aware that you may encounter issues or bugs unrelated to my intended experience. If you have already managed to decompile the mission file, there is a way to enable the standard arma saving. Remove the following line from the init.sqf before recompiling the whole project:

enableSaving[false,false];

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Please note that I have not designed the project with save support in mind, so be aware that you may encounter issues or bugs unrelated to my intended experience. If you have already managed to decompile the mission file, there is a way to enable the standard arma saving. Remove the following line from the init.sqf before recompiling the whole project:

enableSaving[false,false];

Hey again,

Gave it a quick go with the line removed and repacked and such but still no joy, such a downer :(

Are you aware of another way to get it to save? I read that in Arma, the higher difficulties don't let you save, could this be what is happening? Sorry for all this I know it isn't what you intended

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Yeah, it appears that saving is disabled on the higher difficulties: https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu#Unlimited_saves

1) Create a mod with the following code taken from ArmA 2 OA PvPScene Tweaks:

class CfgDifficulties
{
   class Recruit
   {
       class Flags
       {
           3rdPersonView[] = {1,1};
           armor[] = {1,1};
           autoAim[] = {0,1};
           autoGuideAT[] = {1,1};
           autoSpot[] = {1,1};
           cameraShake[] = {0,1};
           clockIndicator[] = {1,1};
           deathMessages[] = {1,1};
           enemyTag[] = {0,1};
           friendlyTag[] = {1,1};
           hud[] = {1,1};
           hudGroupInfo[] = {1,1};
           hudPerm[] = {1,1};
           hudWp[] = {1,1};
           hudWpPerm[] = {1,1};
           map[] = {1,1};
           netStats[] = {1,1};
           tracers[] = {1,1};
           ultraAI[] = {0,1};
           unlimitedSaves[] = {1,1};
           vonID[] = {1,1};
           weaponCursor[] = {1,1};
       };
   };
   class Regular
   {
       class Flags
       {
           3rdPersonView[] = {1,1};
           armor[] = {1,1};
           autoAim[] = {0,1};
           autoGuideAT[] = {1,1};
           autoSpot[] = {1,1};
           cameraShake[] = {1,1};
           clockIndicator[] = {1,1};
           deathMessages[] = {1,1};
           enemyTag[] = {0,1};
           friendlyTag[] = {1,1};
           hud[] = {1,1};
           hudGroupInfo[] = {1,1};
           hudPerm[] = {1,1};
           hudWp[] = {1,1};
           hudWpPerm[] = {1,1};
           map[] = {1,1};
           netStats[] = {1,1};
           tracers[] = {1,1};
           ultraAI[] = {0,1};
           unlimitedSaves[] = {1,1};
           vonId[] = {1,1};
           weaponCursor[] = {1,1};
       };
   };
   class Veteran
   {
       class Flags
       {
           3rdPersonView[] = {1,1};
           armor[] = {0,1};
           autoAim[] = {0,1};
           autoGuideAT[] = {0,1};
           autoSpot[] = {0,1};
           cameraShake[] = {1,1};
           clockIndicator[] = {0,1};
           deathMessages[] = {1,1};
           enemyTag[] = {0,1};
           friendlyTag[] = {0,1};
           hud[] = {1,1};
           hudGroupInfo[] = {0,1};
           hudPerm[] = {0,1};
           hudWp[] = {1,1};
           hudWpPerm[] = {0,1};
           map[] = {0,1};
           netStats[] = {1,1};
           tracers[] = {0,1};
           ultraAI[] = {0,1};
           unlimitedSaves[] = {0,1};
           vonId[] = {0,1};
           weaponCursor[] = {1,1};
       };
   };
   class Mercenary
   {
       class Flags
       {
           3rdPersonView[] = {0,1};
           armor[] = {0,1};
           autoAim[] = {0,1};
           autoGuideAT[] = {0,1};
           autoSpot[] = {0,1};
           cameraShake[] = {1,1};
           clockIndicator[] = {0,1};
           deathMessages[] = {0,1};
           enemyTag[] = {0,1};
           friendlyTag[] = {0,1};
           hud[] = {0,1};
           hudGroupInfo[] = {0,1};
           hudPerm[] = {0,1};
           hudWp[] = {0,1};
           hudWpPerm[] = {0,1};
           map[] = {0,1};
           netStats[] = {0,1};
           tracers[] = {0,1};
           ultraAI[] = {0,1};
           unlimitedSaves[] = {0,1};
           vonID[] = {0,1};
           weaponCursor[] = {0,1};
       };
   };
};

2) Edit your .ArmA3Profile in your documents so that UnlimitedSaves=1; under the class mercenary

3) Since this is ArmA 3 not ArmA 2 OA, you may want to compare your ArmA3Profile cfgDifficulties to the one I posted and port/copy/migrate any new flags to the code above.

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So, I'm an idiot but... Everytime I boot up this mission it just says "Mission complete" after like about 10 seconds and shuts down. I have all the blacklisted mods disabled, and I'm running it at highest difficulty. Any idea what my issue is?

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Just before it says mission complete, read the coloured text on the right side of the screen. Look for anything that is coloured red or blue.

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