Jigsor 176 Posted November 4, 2018 On 10/30/2018 at 5:07 AM, bodybaq said: Yes, exactly what I'm trying to do. I wanna handpick vehicles, enemy soldiers and civilians and make my own setup option. I do this in the INS_definitions.sqf under "Global Class Arrays" right? Couse I'm using Project_OPFOR, not Leight's Opfor Pack. When I check the option for "// Leight's Opfor Pack Islamic State of Takistan and Sahrani" they all miss "_OPF_" in class names. Sorry for late reply. Worked 65 hours this week.. Project_OPFOR is rebranded and newer supported version of Leight's Opfor Pack. The class names from Project_OPFOR are the same as they were in Leight's Opfor Pack and still contain LOP prefixes. Not sure what is unclear in the howto guide but I'll try to explain in brief again. Create a new blank mission in VR terrain. In editor Place all moded enemy units, civilians emty turrets, empty vehicles that you wish to use in a lobby option " Opposing Army/Mod Initialization". Save the mission as unbinerized and coppy all addons from mission.sqm addons[]= {....}; Some addons may differ in Project_OPFOR from Leight's Opfor Pack but the legacy addons from Leight's Opfor Pack still work with Project_OPFOR. Since this option was originally designed with Leight's before Project_OPFOR was released and it still works just fine/backwards compatible, I have not changed the addons detection/activation in init.sqf Paste all addon into lists _requiredAddons and activateAddons in init.sqf Copy/log class names in editor and paste them into the appropriate corresponding lists in eos\UnitPools.sqf. These are the class types that spawn in the grid system. Copy/log class names in editor and paste all other types that spawn outside of grid system for example civis, civi vehicles, CAS, Airpatrole and Units for objectives typically main military force ie: units, statics and vehicles, in a case option in INS_definitions.sqf. The first case has descriptions at the end of each list. Case values in init.sqf and INS_definitions correspond with lobby option " Opposing Army/Mod Initialization" values Case options in UnitPools.sqf correspond with parameters passed to eos\OpenMe.sqf in init.sqf cases ex. [EAST,14,15]execVM "eos\OpenMe.sqf"; will spawn the major faction CUP Takistan Army (case 14) and minor faction CUP Takistan Militia (case 15). This way the grid system will spawn a majority faction (typically a military army) and a minor faction (typically a guerilla faction). If you only want to fight one faction then [EAST,14,14]execVM "eos\OpenMe.sqf"; would spawn only CUP Takistan Army in the grid system. All vanilla content does not need to be detected and activated but moded content does. You can mix and match anyway you like I believe, but you must create new cases and .hpp options. The howto on first page covers this in depth. 1 Share this post Link to post Share on other sites
bodybaq 18 Posted November 15, 2018 Hi again Jigsor! Thanks for the help in last reply, awesome dude. Well hope you working 65 hours per week with Insurgency.. .or? :D Btw! I'm trying to change the "Recruit Infantery" to soldiers from SAM, Swedish Army Mod. I've edited and changed the recruitable_units_static.sqf in bon_recruit_units from.. . Quote bon_recruit_recruitableunits = ["B_Soldier_F","B_Soldier_lite_F","B_Soldier_GL_F","B_soldier_AR_F","B_Soldier_SL_F","B_Soldier_TL_F","B_soldier_M_F","B_soldier_LAT_F","B_medic_F","B_soldier_repair_F","B_soldier_exp_F","B_Helipilot_F","B_Soldier_A_F","B_soldier_AT_F","B_soldier_AA_F","B_engineer_F","B_crew_F","B_officer_F","B_Pilot_F","B_helicrew_F","B_soldier_PG_F","B_soldier_UAV_F"]; to.. . Quote bon_recruit_recruitableunits = ["SAM_Soldier_M90K_AR","SAM_Soldier_M90K_SS","SAM_Soldier_M90K_CM","SAM_Soldier_M90K_ENG","SAM_Soldier_M90K_RL","SAM_Soldier_M90K_HAT","SAM_Soldier_M90K_AHAT","SAM_Soldier_M90K_MG","SAM_Soldier_M90K_MM","SAM_Soldier_M90K_RL_GRT"]; Still giving me American soldiers when recruiting in-game, any clue? Share this post Link to post Share on other sites
Jigsor 176 Posted November 18, 2018 Hehe, real job takes lots of my time now, but still working on Insurgency plenty. WWII Green versions fork is complete. Lingor terrain update was released today. No major rework was required to mission only a couple of adjustment. More landmass was added and also potential places for a few more grid zones. Unfortunately the Dingor counterpart was not updated so I'll have to not add more grid zones in order to keep Dingor compatibility for now. I might get a chance to test some of the ACE compatibility features on a friends server this week. Looking to 1.49 release this next weekend hopefully. 1.49beta Altis updated with a few more fixes some are ACE related others not. In bon_recruit_units\init.sqf bon_dynamic_list = true;// Select false if you want to use a a static unit list. You can customize static lists in recruitable_units_static.sqf Share this post Link to post Share on other sites
Jigsor 176 Posted November 24, 2018 Mission Pack Updated. Enjoy! 11/24/2018 BMR_Insurgency_v1_49 Added: Three new missions to pack. These are a new fork (Green versions) where main playable side is Independent and opposing playable side is Blufor. These are primarily geared for WWII so far but is expandable for other mods/factions. Thanks to LT.Dang who did the brunt of the conversion. Added: CUP Zargabad version. Added: Tanks DLC content/support Added: Global Message of who killed pilot on Pilot Rescue mission when killer is a player. Added: EOS and side mission generated AI never run out of magazines. Added: Instant deletion of useless deployed sleeping bags and respawn tents. Added: Admin Menu option to clear saved progression combined with end mission. Added: Admin Menu option and functionality to cancel current side mission ->Thanks to Rory! Added: Admin Menu option to force Random Mission Generator in case it stops working on its own. Added: Method to activate Auxiliary addons for detection in zeus/make mod requirements etc. Place content in marker "AuxiliaryContent" located next to server logic. Vehicles and units in this marker will delete at mission start. Added: Initialization of Ace Arsenal. Added: Light Snow Storm. Toggle On/Off in Admin panel. (Will auto terminate if rain is initiated by Random or Real Weather) Added: Dynamic addon activation support for CGR CAT1A2 and MR142 vehicles added in RHS patch 0.4.6 Added: More DLC vehicles to DLC restriction Bypass. Added: Set trait "explosiveSpecialist" to playable unit types listed in Array INS_W_PlayerEOD in INS_definitions.sqf. Added: Friendly map icon to extraction heli. Added: 3D icon (Range 30 meters) for fallen players when ACE_3 activated and no BTC revive systems loaded. Added: Loging of HC JIP and progress restoration details. Added: Few more blacklisted structures with building positions but no enterances for intel/ammo cache spawning to Malden, Mogadishu and Napf/Napf Winter. Added: "I_Plane_Fighter_04_F" to Vanilla Airpatrole. Added: CUP Satchel from CUP and C-7 Explosive Foam from Operation TREBUCHET to allowed ammo wich can destroy Objective Towers and Ammo Caches. Added: Data Terminal will face player upon terminal opening and corresponding player animation added. Added: Data Terminal to zeus editable objects. Added: Distance limitation of actions added to MHQs and main ammo boxes. Added: More options for Lobby option "Playable Opfor". Options now include "Enabled with no Limits", "Enabled if 5 or more blufor players present", "Enabled if 7 or more blufor players present", "Enabled if 9 or more blufor players present", "Enabled if 11 or more blufor players present", "Disabled". This results in End mission for Opfor players if not enough blufor players at mission start and is also polled by server approx every 7 minutes. Added: Ear Plugs button in Y menu now supports ACE_3 earplugs in addition to vanilla. Added: Player corpse removal when scripted revive systems are disabled through lobby and using for ex. ACE_3 mod for revive. Added: Button "Subtitle Chatter" to Y menu for cleaner screen. Enables/disables showing of subtitles in a chat. Only scripted/engine chatter is affected, player manual chat is unaffected. Change: Removed "Land_BagFence_Long_F" from BTC logistics liftable objects. Change: Many functions now compiled with preprocessFileLineNumbers instead of preprocessFile so errors can be loged. Change: Enabled support for custom licence plates. Change: Random objective is skiped and loged if suitable nearby clear position cannot be found due to poor marker placement in editor. Change: Improved performance and handling of 3rd person view in vehicles only option. Change: Improved performance and handling of Pilot Restriction code. Change: Progression saving and loading lobby option default set to disabled. Change: Updated support of OPTRE to v0.19. Change: Updated support of RHS to v0.4.8. Change: Digital Heading replaced with display control for efficiency and cleaner look. No longer blinks and now works with all turrets and screen center. Customize color in Main Menu/options/game/colors/menu/background if you wish. Change: Tons of optimizations applied to existing code by numerous methods. Change: Default lobby option for respawn loadout changed to Reload Magazine to Save Kit. Change: Auxiliary AI caching (zbe) is disabled by default and variable must be set on group to use this caching sytem. Change: DriverLess versioned vehicles are now filtered out of Vehicle Reward list. Change: Earplug volume reduced from 40% to 30%. Change: All lights on Extraction Helicopter are now disabled. Change: Briefing sections updated to reflect version update changes, improved descriptions and corrected some inacurracies. Change: Improved chance reward vehicle will not collide with other objects when created. Change: Improved chance old Arma bug "Error: No unit" will not occur. Change: Improved some exsiting language translations. Change: Updated Lingor/Dingor versions to terrain update v3.9. Change: Manual save and clear progression can survive cold Server restart. Progression restoration is currently ineffective when headless client is present at start. Workaround - headlessclient(s) need to Join after mission start. Change: All progression saving is performed on Server and no longer on HC in parallel. Change: HC can be kicked and will resume properly even if progress saving is not enabled. Note all uncaptured markers/triggers will be rejuvenated/reinforced with AI. Fixed: Clearing saved progression would restore save on mission restart when many players in lobby and HC present at mission start. Fixed: Abandoned vehicles respawned to fast. Fixed: Mission ending did not occurr with updated taskmaster script in v1.48. Fixed: Some briefing spelling errors. Fixed: Rewarded vehicles did not have dedicated destroyed cleanup provisioned. Fixed: Group extration did not globally kick callers group members out of group beyond 500 meters away from pickup marker. It kicked far members from callers group on callers machine only. Fixed: Putdown a carried injured player animation was not global. Fixed: Dynamic loadout and sensor preinit functions runaway loop. Fixed: Very old bug - Occasional missing actions on intel for JIP players. Fixed: Pilot rescue could get recruited as suicide bomber. Fixed: Freezing durring AI HALO again. Fixed: Brighter Nights would activate even if disabled when Random or Real Weather options were eanabled. Fixed: Fallen bush and tree cleanup by base markers silently failed. Fixed: Cancel Evac Action action did not appear on first Evac call. Fixed: Zeus created enemy units of groups containing one unit were not nessesarily aligned/sided with side INS_Op4_side. Fixed: Side mission objectives would not start if slotting took to long at mission start. Fixed: Praetorian on USS_Freedom would freeze when trying to fire by remote control. Fixed: Race condition/MHQs not recognized by player when many players in lobby at mission start. Fixed: Race condition/BTC punishment script error at mission start. Fixed: Script Error in Helmet Cam when in vehicle and when camera feeding AI/group member no longer exists. Fixed: Vehicle Reward action aquired by destroying an Ammo Cache remained after rewarded vehicle spawned until it was clicked again. Fixed: Ambient combat sounds were to overbearing. Fixed: Drag carry was not available while in structures. Fixed: Headless clients would stop spawning AI when local group limiter was reached. Fixed: Useless double action "Place Sandbag" would appear on medics if sand bag was placed then you respawned and removed the sand bag. Fixed: Whitelisted Arsenal interface could reenable load/save preset buttons by right clicking screen. Fixed: MHQs' markers could be seen by opposing players when Mobile MHQs were enabled with exception of BTC Revive's MHQ system. Fixed: Op4 players sometimes would unexpedely teleport once to random area sometime after start/join mission. Fixed: UAVs were inaccessible for players present at mission start (non-JIP). Fixed: Possibility for 1 or more MHQs to be missing Arsenal actions and tracking markers if multiple MHQs were destroyed at nearly same time when using the Stand alone versioned MHQ system. Issue still remains for local hosted server player. Fixed: Possibility for player to get stuck when trying to JIP. 3 1 Share this post Link to post Share on other sites
Jigsor 176 Posted December 1, 2018 Mission pack updated and reuploaded once again. Should be no problems with these. Most versions were unaffected. BMR_Insurgency_v1_49_RHS.pja305 and BMR_Insurgency_v1_49_CUP.zargabad were missing several updates. Corrected one minor spelling mistake in briefing - add_diary.sqf. Changed default lobby options' damage modifiers of players and AI to unmodified in versions BMR_Insurgency_v1_49_OPTRE.Altis and BMR_Insurgency_v1_49.lingor3. Updated mission pack dropbox download link and date in notes.txt/release_notes.txt. Code base remains the same so no version number change. 2 Share this post Link to post Share on other sites
Samuel Campos 0 Posted December 10, 2018 Hi, i have a question, its possible change the lenguage the mod? because i see a file with the name of "stringtable" and have the spanish lenguage. Share this post Link to post Share on other sites
Jigsor 176 Posted December 11, 2018 4 hours ago, Samuel Campos said: Hi, i have a question, its possible change the lenguage the mod? because i see a file with the name of "stringtable" and have the spanish lenguage. I think I understand the question. Yes it is possible to change all text to Spanish. This must be done manually. The most commonly used text already supports Spanish translation in the stringtable.xml such as most scroll actions, objective descriptions and G.U.I. Lobby options have not been translated and probably a few other things such as some notifications. Feel free to translate/edit the mission as you need. Share this post Link to post Share on other sites
Samuel Campos 0 Posted December 11, 2018 Hi, very good mission. I have a question. Its possible add rols of pilots and drivers to new players? because i'm try to drive an airplane but tells me "you need to be a pilot to drive this vehicle" Share this post Link to post Share on other sites
Jigsor 176 Posted December 12, 2018 4 hours ago, Samuel Campos said: Hi, very good mission. I have a question. Its possible add rols of pilots and drivers to new players? because i'm try to drive an airplane but tells me "you need to be a pilot to drive this vehicle" Thank you. By default there are no restrictions. You are probably playing an edited version.This is where restrictions for pilots is set. To make restrictions add playable unit type class names. Share this post Link to post Share on other sites
Jigsor 176 Posted December 16, 2018 Mission pack updated once again with some very minor changes. Moved objects at base in Lingor versions for changes in Lingor v3.9.5 terrain. Fixes some more spelling errors in Admin Menu. Updated release notes. As these changes are very minor and the code base is the same as previous 1.49 release, the version number stays the same. Share this post Link to post Share on other sites
slverfox94739 11 Posted December 22, 2018 Love playing this 1 Share this post Link to post Share on other sites
AWACS_Ghost_Eye 0 Posted December 30, 2018 Greetings and thanks for the amazing mission. Would it be possible to have this ported to Rosche in the future? Share this post Link to post Share on other sites
Jigsor 176 Posted January 3, 2019 On 12/29/2018 at 10:32 PM, AWACS_Ghost_Eye said: Greetings and thanks for the amazing mission. Would it be possible to have this ported to Rosche in the future? Hello AWACS_Ghost_Eye and welcome to the forums. Yes, Rosche terrain is a good candidate for future port. This is planned as well as a Community Factions Project version for next BMR Insurgency release. I can't say when this will happen just yet as I am currently working on a completely new a different mission project which is mostly finished now. 1 Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 21, 2019 congrats on the successful update :) I noticed that armaholic is still showing the version 1.44 not 1.49 I understand these missions are not on steam workshop either? Sorry if i missed anything Oh wait im blind just spotted the bit on main post.. GITHUB it is then Share this post Link to post Share on other sites
Jigsor 176 Posted January 22, 2019 3 hours ago, Tyl3r99 said: Sorry if i missed anything Hello Tyler99, Thank you. The complete mission pack (all versions) is in dropbox and also linked on first page 1 1 Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 22, 2019 13 hours ago, Jigsor said: Hello Tyler99, Thank you. The complete mission pack (all versions) is in dropbox and also linked on first page amazing stuff look forward to what else you can do with it (if you plan to) Keep it up man good work Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 23, 2019 (edited) Hey Jigosr, Just having a mess about on LAN. I noticed when recruiting AI they are appearing with heli pilot or heli crew helmets? Is this intended? Im playing the default altis v1.49 with vanilla units Screenshot Edit: Found a spelling error on the INFO screen shown in the link below. no biggie but thought id share it.http://prntscr.com/maucnk Edited January 23, 2019 by Tyl3r99 addition bug Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 23, 2019 Whats the new mission about? ps. sorry about 2 posts I tried to include the quote in my last message but it wouldn't have it On 03/01/2019 at 1:00 AM, Jigsor said: Hello AWACS_Ghost_Eye and welcome to the forums. Yes, Rosche terrain is a good candidate for future port. This is planned as well as a Community Factions Project version for next BMR Insurgency release. I can't say when this will happen just yet as I am currently working on a completely new a different mission project which is mostly finished now. Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 23, 2019 Found another small tiny issue: The USS Freedom on the altis mission (1.49) theres no marker for it, could you maybe add one? Also a query: Voting as admin does not unlock the admin functions through the map. does the admin(s) have to be white-listed for this to work like set up as admin on the servers control panel? Thanks in advanced. Share this post Link to post Share on other sites
Jigsor 176 Posted January 24, 2019 23 hours ago, Tyl3r99 said: Just having a mess about on LAN. I noticed when recruiting AI they are appearing with heli pilot or heli crew helmets? Is this intended? The Heli Crew Helmets on recruited AI is intended and double as Gas Masks. This way if recruited AI inadvertantly wonder into vanilla yellow hand grenade or yellow ugl smoke they will not die. If you turn off poison gas option in lobby then recruits will not have gas masks. 23 hours ago, Tyl3r99 said: Found a spelling error on the INFO screen shown in the link below. no biggie but thought id share it. Thanks for pointing out the spelling error. I've fired my secretary. 2 hours ago, Tyl3r99 said: Found another small tiny issue: The USS Freedom on the altis mission (1.49) there's no marker for it, could you maybe add one? I didn't feel a marker on USS Freedom was necessary as the Freedom's outline can be found on the map and can also be discovered through flag pole teleport options. Due to extra code and complications required to global hide it at mission start then player unhide it depending on side and depending if the freedom even exist on the map (on some map versions there is no sea and no carrier). I suppose I will try to create the marker and additional required code on next version which could be helpful and more obvious to new players. 2 hours ago, Tyl3r99 said: Voting as admin does not unlock the admin functions through the map. does the admin(s) have to be white-listed for this to work like set up as admin on the servers control panel? Access to admin tools panel is restricted to local server host player or logged in admins on dedicated only and not voted admins by design. This is to avoid trolling and abuse of tools by pubies / non trusted admin. Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 24, 2019 15 hours ago, Jigsor said: Access to admin tools panel is restricted to local server host player or logged in admins on dedicated only and not voted admins by design. This is to avoid trolling and abuse of tools by pubies / non trusted admin. Ah okay just to confirm. so we would need to set who ever needs it, to be set as admin through our dedi-box arma 3 server and not set as admin during game (voting) (i love being able to force mission generator) its a good time killer lol 15 hours ago, Jigsor said: I didn't feel a marker on USS Freedom was necessary as the Freedom's outline can be found on the map and can also be discovered through flag pole teleport options. Due to extra code and complications required to global hide it at mission start then player unhide it depending on side and depending if the freedom even exist on the map (on some map versions there is no sea and no carrier). I suppose I will try to create the marker and additional required code on next version which could be helpful and more obvious to new players. Yeah not anything major at all, just noticed the carrier mark on the map can be quite small. I'll live with it ;) Thank you kindly for the detailed replies. Share this post Link to post Share on other sites
TheOneBender 0 Posted January 28, 2019 (edited) Hello, want to start off by saying Jigsor hit a real sweet spot here, it is such an awesome mpmission that I can easily say it is my favorite. So thank you Jigsor for creating such stunningly good content. Players on my server were saying they cannot Recruit Infantry and were prompted with "Reserved for team leaders" Made sure to tell them once more than 1 player is joined, to use "U" to open squad menu and start your own unit, thus making you a sqad leader INFANTRY FOR EVERYBODY!! Hope this helps, Edited January 29, 2019 by TheOneBender I thought I found an issue but it was something that can be fixed with features Share this post Link to post Share on other sites
Jigsor 176 Posted January 29, 2019 @TheOneBender, Ah, I see you found the problem.. hehe, user error or misunderstanding. I was just on my dedi trying to reproduce the error as you updated/changed your message and could not reproduce. I was hoping the hint and chat message was enough of a clue for players. Thanks for the kind words and I'm really glad you enjoy it. Welcome to the forums and if you have any other issues i will try to help the best I can. Share this post Link to post Share on other sites
victor87 2 Posted April 28, 2019 Loving the missions Jigsor! I have 2 things I could really use some help with. I play on a dedi with a small group using 1.49. 1. Is there a way to modify how long it takes for corpses to despawn? 2. We have not been able to find ANY intel at all. I turned the debug mode on and it spawned fine, but it just seems like its not spawning at all? We've put a lot of hours into these missions and I'm sure we would have found some intel if it existed. Thanks again for the missions! Share this post Link to post Share on other sites
Jigsor 176 Posted April 30, 2019 On 4/28/2019 at 5:29 PM, victor87 said: Loving the missions Jigsor! I have 2 things I could really use some help with. I play on a dedi with a small group using 1.49. 1. Is there a way to modify how long it takes for corpses to despawn? 2. We have not been able to find ANY intel at all. I turned the debug mode on and it spawned fine, but it just seems like its not spawning at all? We've put a lot of hours into these missions and I'm sure we would have found some intel if it existed. Thanks again for the missions! Thanks Victor, its good to hear you guys are still enjoying it. For the corpse clean up on server you can increase this delay and change this to 180 for three minute delay for examplehttps://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/INSfncs/server/server_fncs.sqf#L12 and there is some redundancy to corpse clean up here which will need to be increased aswell to 3*60 for 3 minute delay.https://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/scripts/repetitive_cleanup.sqf#L21 For units created by headless client change herehttps://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/INSfncs/hc/headless_client_fncs.sqf#L12 For intel. In v1.49 all intel related issues have been resolved. I've not seen any issues in this regard in this version. The intel location markers should be easy to spot with lobby settings "Show Intel Location Markers?" set to yes which is default. If you local host and turn on Debug in lobby then you should see a message when intel begins spawning and also when it completes spawning. debugging for intel is not switched on with debug lobby option. You must temporarily change this script here. https://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/scripts/ghst_PutinBuildIntel.sqf#L48 It will log intel positions and problem positions if it fails. Increasing intel ratio can help produce any problems faster so problem area/marker can be adjusted. Maybe a structure over water or structure with interior positions but no entrances exist for example needs to be black listed in INS_definitions.sqf for that particular terrain. I believe I have already found these structures which need to be blacklisted and have done so for all supported terrains. Some thing to keep in mind if you edit and move or create additional grid zone markers. These markers which are used to spawn intel, ammo cache, are visible and used to and trigger mission ending are listed in variable all_eos_mkrs per terrain in INS_definitions.sqf. This has already been done in v1.49 and should be good in official release. You should be using the drop box release and not building with github because github mission differences is still not updated to 1.49. Only Altis vanilla is up to date on github atm. Debug lobby option should not be enabled in dedicated server environment. Many things could break. Its currently only designed for testing in local hosted environment. If this does not help then in private message you could send me your locally hosted rpt with edit #define _debug true in ghst_PutinBuildIntel.sqf and maybe dedicated server rpt with #define _debug false rpt as well. Are you using any sort of command black listing on your server? Share this post Link to post Share on other sites