Jigsor 176 Posted July 31, 2017 @Mike Ciuffoletti Send the rpt generated when problem is reproduced. I think you ran some other mission in this log 21:37:17 Mission file: tanoa_intro. Please try with no mods to see if problem goes away. If it does then try then again with only the supported required terrain and Opposing Army mods. I suspect this is a mod problem. If it persists send me the new .rpt. Every time you start Arma a new rpt is created and continuously logs info until you exit Arma. Note that these 2 mods @VSM - Vests and Helmets and @VSM - Uniforms are redundant and included in the newer @VSM All-In-One Collection. This could be the source of the problem with your body armor config values going wonky. Share this post Link to post Share on other sites
Mike Ciuffoletti 0 Posted August 1, 2017 On 7/31/2017 at 7:31 AM, Jigsor said: @Mike Ciuffoletti Send the rpt generated when problem is reproduced. I think you ran some other mission in this log 21:37:17 Mission file: tanoa_intro. Please try with no mods to see if problem goes away. If it does then try then again with only the supported required terrain and Opposing Army mods. I suspect this is a mod problem. If it persists send me the new .rpt. Every time you start Arma a new rpt is created and continuously logs info until you exit Arma. Note that these 2 mods @VSM - Vests and Helmets and @VSM - Uniforms are redundant and included in the newer @VSM All-In-One Collection. This could be the source of the problem with your body armor config values going wonky. Understood. I will give this a try and get back to you. Thanks! EDIT: All MODS removed and it works perfectly. Gonna load them back up and remove the ones you said were redundant. Will report back shortly... EDIT: Loaded all the MODS except for those two redundant ones, and it is back to the one shotting again. Obviously a MOD is causing this. Gonna try to limit it to just the RHS and CUP MODS as you stated and see if that helps. Will update shortly again... Here is the .rpt file in case you need it though for this one. https://pastebin.com/87vmEMKC EDIT: Reduced the MODS list to CBA A3 CUP Terrains Core CUP Terrains Maps CUP Weapons CUP Units Cup Vehicles RHSAFRF RHSUSAF RHSGREF RHSSAF CUP Terrains CWA One shotting still occuring. I guess I will have to keep narrowing this down. I am gonna go through the MODS list one by one until I can find the culprit. Seems like the only way to narrow this down But here is the .rpt File for this list of MODs as well https://pastebin.com/2nsbrx3s EDIT: So it seems I have found the issue. It is all of the RHS MODs. No matter which one I load, even by itself, it causes the one shotting. Disabled all the RHS MODs and Project OPFOR, and it fixes the issue. Shame because I would like to use the RHS version of Insurgency. :-( I am thinking it is a Body Armor issue because any shot to the chest is one an done. When it is to the legs, that is the only time it survives a shot. Share this post Link to post Share on other sites
Normal Norm 19 Posted August 1, 2017 HI, Any update as to when the Malden version will be released? Share this post Link to post Share on other sites
zzev 0 Posted August 2, 2017 Jigsor, I love this mission but I'm having a huge trouble with trying to run this on my dedicated. The stamina system is always on. I run ACE3 with my mission and I make sure in the parameters that stamina is disabled, but no matter what for the dedicated stamina is enabled. BUT, when I host through my computer, like LAN hosting, the stamina will be disabled when it's in the parameters. Anything I can do...? Share this post Link to post Share on other sites
Jigsor 176 Posted August 4, 2017 @Mike Ciuffoletti Good job narrowing the mod problem down. I assume you've tried RHS mods without Project Opfor mod. I'm not having the one shot problem you experience on our moded dedicated server. We don't use Project Opfor mod. Lobby mission parameter "Damage Multiplier (Effective hit on Player) - not used when ACE3 mod is loaded" does seem to help negate the problem. On RHS versions the default is is set to 60%. Check that or try increasing it to see a difference. Also have a look at this page. There is a Config Parameter reducedDamage to Decreases damage dealt to the player and members of his group. @zzev With newer versions of ACE3 mod the mission parameter "Fatigue and Stamina System" cannot over ride ACE3 mod settings. You must place down the Advanced Fatigue module in the editor and set it to disabled. ACE settings on BMR Insurgency ACE version is entirely determined by editor module settings. Some other more cumbersome methods to disable fatigue can be found here. @Normal Norm And everyone else, The official release will be announced when I've finished updating and creating all versions. I'm mostly done with base code now. All that is left it to Make one of the large CUP choppers compatible with delivery objective. I've recreated the Fallujah version and have also made a CUP required Fallujah version with full CUP support. This one is awesome and is the truest representation of this mission so far. Here is link to 1.47 Malden release canidate. Further changes only have to do with CUP unless more problems are found. Fallujah makeover peek. 1.47rc1.Malden 2 Share this post Link to post Share on other sites
Mike Ciuffoletti 0 Posted August 5, 2017 9 hours ago, Jigsor said: @Mike Ciuffoletti Good job narrowing the mod problem down. I assume you've tried RHS mods without Project Opfor mod. I'm not having the one shot problem you experience on our moded dedicated server. We don't use Project Opfor mod. Lobby mission parameter "Damage Multiplier (Effective hit on Player) - not used when ACE3 mod is loaded" does seem to help negate the problem. On RHS versions the default is is set to 60%. Check that or try increasing it to see a difference. Also have a look at this page. There is a Config Parameter reducedDamage to Decreases damage dealt to the player and members of his group. \ Alrighty. I will keep trying to figure it out. I appreciate the assistance and responses!! I will update if I am able to reduce it. Thanks! EDIT: Looks like the "Reduced Damage" Option helped. Back to normal. I also disabled project opfor, so that may be another factor. Anyways, thanks for helping!! Share this post Link to post Share on other sites
Jigsor 176 Posted August 11, 2017 Malden rc1 link above reuploaded with base code update. Share this post Link to post Share on other sites
Normal Norm 19 Posted August 14, 2017 Im pretty sure you have your hands busy as it is, but do you know another map which I think this would be cool on? Chernarus winter. Dont think I have ever encountered an insurgency mission in the snow before EDIT: Doh I have just discovered Kapf winter. Share this post Link to post Share on other sites
verstand3n 13 Posted August 25, 2017 tested the latest malden RC with a few buddies. Only real issue I had were the jets on the carrier. All besides one were glichting into the deck which rendered them unusable as they would not move. My SL noticed a function to put down a FOB but was not able to do so; might have been due to us not fully understanding the mechanic behind it. Also it is very unfortunate that there is no way to save your progress. It is quite tough to make a meaningfull progress in one session with a small group. I believe you stated somewhere in this thread it was not possible for you to provide a save feature. Share this post Link to post Share on other sites
Jigsor 176 Posted August 25, 2017 On 8/25/2017 at 7:01 AM, missverstanden said: tested the latest malden RC with a few buddies. Only real issue I had were the jets on the carrier. All besides one were glichting into the deck which rendered them unusable as they would not move. My SL noticed a function to put down a FOB but was not able to do so; might have been due to us not fully understanding the mechanic behind it. Also it is very unfortunate that there is no way to save your progress. It is quite tough to make a meaningfull progress in one session with a small group. I believe you stated somewhere in this thread it was not possible for you to provide a save feature. Jets falling through deck is an Arma 3 engine bug and reported to be fixed in Dev branch. There is nothing I can do about this and it happens on any mission. Until BIS fixes it I found if you get in jet and do not figit with any controls then move forward, all is fine. If you then get out it will fall through. You must blow it up to force respawn when this happens. To deploy FOB, Only An engineer can and needs a repair truck or Bobcat nearby. I recommend to trash the RC version. I found a game killer in new code of mortar squad mission. Get the new final 1.47 version from github links on first page. I've updated most of the variants now but was waiting for announcement once all were done. Save progress feature did not make it to version 1.47. possibly next version. Thanks for the feedback. Share this post Link to post Share on other sites
DPM 8 Posted August 28, 2017 On 8/4/2017 at 9:11 PM, Jigsor said: I'm mostly done with base code now. All that is left it to Make one of the large CUP choppers compatible with delivery objective. Did you manage to do this, if so, what chopper was it and will that objective complete if the container is delivered through other means? (sling load or logistics from another mod for example) Share this post Link to post Share on other sites
Jigsor 176 Posted August 28, 2017 42 minutes ago, DPM said: Did you manage to do this, if so, what chopper was it and will that objective complete if the container is delivered through other means? (sling load or logistics from another mod for example) 1. Yes, 1.47 base code is done and 26 versions are now up to date. As mentioned above " Get the new final 1.47 version from github links on first page. " 2. "CUP_B_Merlin_HC3A_Armed_GB" 3. No. you must use "Load Cargo" and "Unload Cargo" actions. 1 Share this post Link to post Share on other sites
DPM 8 Posted August 29, 2017 Thanks for that and the new Fallujah markers. I'd already got the 1.47 version but apart from the main files I had only merged the markers from the mission.sqm to an American military in a new FOB location setup, hence the chopper not working. Is it a pain in the butt making the chopper compatible, if not can you explain how it's done? (if it is, no need to) Share this post Link to post Share on other sites
Jigsor 176 Posted August 30, 2017 13 hours ago, DPM said: Thanks for that and the new Fallujah markers. I'd already got the 1.47 version but apart from the main files I had only merged the markers from the mission.sqm to an American military in a new FOB location setup, hence the chopper not working. Is it a pain in the butt making the chopper compatible, if not can you explain how it's done? (if it is, no need to) BTK/Cargo Drop/Settings_Transporter.sqf line 63 Alter classname. (_Transporter isKindOf "CUP_B_Merlin_HC3A_Armed_GB") || To find some nice attach points in debug console execute detach Delivery_Box; Delivery_Box attachTo [MHQ_3,[0,-0.2,2.09]]; Adjust the x,y,z coordinates in command above until no clipping appears and no gunner seats are blocked. Change if statement with substitute class name and attach coordinates. BTK/Cargo Drop/Engine.sqf line 716. // CUP Merlin if (_Transporter isKindOf "CUP_B_Merlin_HC3A_Armed_GB") then { _Object attachTo [_Transporter,[0,-0.2,2.09]]; }; Find ramp animation in config viewer. If names/values differ from below you may need to alter BTK/Cargo Drop/Engine.sqf line 687 if ((_Transporter isKindOf "rhsusf_CH53E_USMC_D") || (_Transporter isKindOf "rhsusf_CH53E_USMC_W")) then { _Transporter animateDoor ["ramp_bottom", 1]; }else{ _Transporter animateDoor ["CargoRamp_Open", 1]; }; That should be all. 1 Share this post Link to post Share on other sites
Bosh 1 Posted September 5, 2017 Hi Jigsor, great mission mate. I was wondering, how are Bastion grids set up? I've set them up in OpenMe.sqf and when I enter they spawn waves which is great. However, as soon as I leave the grid I get rpt errors and all the ai despawn. Then when I re-enter the grid to recapture it nothing happens. Cheers Share this post Link to post Share on other sites
Jigsor 176 Posted September 22, 2017 BMR_Insurgency_v1_47 released. Malden and Lythium now supported. Four new scenarios added: Fallujah CUP, Malden, Malden RHS, Lythium and Lythium FFAA Fallujah versions have a new grid rebuild. Fallujah CUP is about as close as it gets to the original Arma 2 Fallujah Insurgency. This version is for me was my fave in Arma 2. This is where Insurgency game mode came from and where hunting ammo caches began. Its is a close to a Battle of Fallujah 2 recreation that we may ever see in Arma. (bloodiest US battle since Vietnam). This update mainly focuses on some polishing and not so much on new features though the are some. I've tried to document as much as I could all code that is in the editor such as vehicle/object inits, logics, triggers and various implemented examples of code contained in mission.sqm. Hopefully this will make it easier for any who wish to modify objects in the editor. BMR_Insurgency_Object_Inits.txt All missions have been tested and are completely working so none were dropped. Note Mogadishu and Operation Trebuchet versions currently run in 32 bit arma exe only. If these mods get updated to support 64 bit exe these missions should still work given there are no classname changes. Mod links and changelog updated on front page. As the collection has grown to 35 scenarios now and still tons of mod support it is quite a handfull and time consuming keeping these versions updated. I must be nuts. Some changes have been made to lobby parameter options. I will update the front page to reflect these changes soon. 2 Share this post Link to post Share on other sites
Normal Norm 19 Posted September 23, 2017 excellent cant wait to play it Share this post Link to post Share on other sites
Mauler 17 Posted September 24, 2017 Hey Jigsor thanks for your great mission. I have enjoyed it over many a year, really top notch. I'd like to use vme_cycle6's PLA squads as enemies. Would it be too much to ask for an option of that faction? Or could you provide guidance on how to add them myself? VME PLA mod Again cheers for all the fun your mission has provided me :) <O Mauler P.S. I got the class names out of the editor. Spoiler PLA Inf Squad Woodland PLA_Soldier_SL_F PLA_Soldier_TL_F PLA_Soldier_GL_F PLA_Soldier_MG_F PLA_Soldier_HMG_F PLA_Soldier_AT89B_F PLA_Soldier_mk_F PLA_Soldier_Engineer_F PLA_Soldier_medic_F PLA_Soldier_AT89A_F PLA_Soldier_AT_F PLA_Soldier_F PLA Inf Squad Desert PLA_Soldier_TL_HM_F PLA_Soldier_AT89B_HM_F PLA_Soldier_HM_GL_F PLA_Soldier_MG_HM_F PLA_Soldier_mk_HM_F PLA_Soldier_Engineer_HM_F PLA_Soldier_HM_F PLA_Soldier_AT89A_HM_F PLA_Soldier_AT_HM_F PLA_Soldier_HMG_HM_F PLA_Soldier_HM_F PLA_Soldier_medic_HM_F PLA Inf Squad Airborne Woodland PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA_Soldier_GLA_F PLA Anti Air Team PLA_Soldier_TL_F PLA_Soldier_AA_F PLA_Soldier_AA_F PLA_Soldier_AA_F PLA Recon Team PLA_Soldier_special PLA_Soldier_special_2 PLA_Soldier_special_3 PLA_Soldier_special_4 PLA Sniper Team PLA_Soldier_LR_F PLA_Soldier_SL_F PLA Inf Squad (UN) PLA_Soldier_SL_UN_F PLA_Soldier_TL_UN_F PLA_Soldier_GL_UN_F PLA_Soldier_MG_UN_F PLA_Soldier_HMG_UN_F PLA_Soldier_AT89B_UN_F PLA_Soldier_mk_UN_F PLA_Soldier_Engineer_UN_F PLA_Soldier_medic_UN_F PLA_Soldier_AT89A_UN_F PLA_Soldier_AT_UN_F PLA_Soldier_UN_F Share this post Link to post Share on other sites
CptDezusa 31 Posted September 25, 2017 Hi man long time, nice to see that you still updating this good mission. I'm running a server in BMR Takistan and i'm wondering why the East unit spawn away from the Airport and also how can i fix that ? I also wondering about one thing i was looking into but can't figure out, is it possible to trigger the markers with helicopter. Thanks man :) Share this post Link to post Share on other sites
Jigsor 176 Posted September 27, 2017 @Mauler, this has been asked before and is something that I need to make a guide for. I'm working on it now and should be done soon. @CptDezusa,hello. I don't quit understand first question. Are you reffering to opfor players or AI? Which Airfield north or south? Markers are already triggered by any type of vehicle blufor is in. In eos\core\eos_core.sqf line 45 _actCond="((RedHot <= Max_Act_Gzones) && {{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 10} count playableunits > 0})"; 10 is trigger height in meters. 10 Is high enough to trigger from 3rd floor of most buildings. Becareful setting it to high as fly overs will activate trigger. Change it to what you like. 1 Share this post Link to post Share on other sites
CptDezusa 31 Posted September 27, 2017 Good day, thanks for clearing that out, to my first question, it is when you as a player you spawn outside of the airfield up north. East player sloot, but it's no problem i think. Share this post Link to post Share on other sites
Jigsor 176 Posted September 27, 2017 @CptDezusa I see, yeah its really not a problem/something that is broke. It is intentional, but if you want to try something then have a t look at this. center is a pseudo logic placed near center of terrain or near bulk of zones and on land. Do not move this object. If Opfor player chooses Base from respawn menu then game will try to put him in vicinity of a blufor player that is not at blufor base, not moving to fast in vehicle, not to high and can find a place that is clear enough to avoid putting East player in a rock. The other respawn menu option is MHQ. If player chooses base and none or the conditions mentioned above can be met then it defaults to spawning at the center logic. There are a few vehicles on all maps at center. This could be changed so that the fail safe default position is the Opfor/East's flag pole and is really not a bad idea. It needs to be changed in 2 scripts: INSfncs\client_fncs.sqf line 581 and scripts\MoveOp4Base.sqf line 72 change // Move Op4 Base to center _centerPos = getPosATL center; to // Move Op4 Base to flagpole _centerPos = getPosATL INS_Op4_flag; 2 Share this post Link to post Share on other sites
CptDezusa 31 Posted September 28, 2017 HI thanks man, realy nice Share this post Link to post Share on other sites
GrizzlyDK 20 Posted September 28, 2017 Hi! What would I need to change in order for my team to use this as Russia (opfor) against insurgents (Independent)? Is it possible? We primarily use RHS. Share this post Link to post Share on other sites
Mauler 17 Posted October 1, 2017 @Jigsor, Great news , thanks for your efforts and I await said guide! Cheers. <O Mauler. Share this post Link to post Share on other sites