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Hi, Good day. I will take a look at this..what do you mean about change the forced interface to disable ?  Thank you.

When you look in the attributes for Zeus Game Master, you'll see it.

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So do i have to check it ? And i don't see no skip time on it only please objekt, do i need to add something else also?

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@Jigsor

I've added ambient middle eastern sounds in villages and call to prayer at the mosques on Diyala. It's making your mission very intense and brings realism to it. I want to change the roaming cilivian to use middle eastern or taki units and increase the count in larger villages. How would I do that?

Thanks in advance.

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@jigsor

 

1.45 feedback. 

 

Hey Jigsor,  I am running the 1.45 on some old maps and some new.  So far so good. I am having one issue I found.  I use the RHS troops and of course when I recruit I get these army guys from RHS, all good.  But, when on the deactivate minefield mission I noticed that the RHS explosive Specialist can't "deactivate" the mines discovered?   When using Arma 3 Nato troops this works.  So I am wondering if I can add the troop class somewhere to allow this?  I have added troop classes to the INS_Definitions for things like CAS and other functions.  Did I miss adding something to allow the RHS Explosive Specialist to deactivate mines?

Thanks for any help, always appreciated and thanks for your continued work on BMR, it's well loved and appreciated!  - Really enjoying the new maps.

 

:)

 

**** UPDATE - I can always solve my problems by posting, then somehow I miraculously find the answer.   So to any out there that run into this and now I feel a bit stupid, just use the RHS EOD Engineer.  Or just Engineer in recruiting RHS US Army personnel.

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@nohalfmeasures,
Thanks for the report. An exception for Acre has been added. You should not see that message anymore.

@aztec_ghost,
Thanks for pointing out the missing CUP civilians. Unfortunately there are no Taki civis in CUP only Chenarus civis. They have been switched from vanilla now.
To add more civis add more markers on towns starting from civmkr18. Then in eos_civ/OpenMeCiv.sqf add a call line containing your new marker name. ex.

null = [["civmkr18"],[ty],[1,0,CivProbability],[0,0],[0],[0],[0,0],[7,1,500,CIVILIAN]] call EOS_Civ_Spawn;

And to make marker invisible at miss2,1,CivProbabiliion start add marker name to list setting markers alphalocal 0 in editor placed game logic named server.

@ss9,
I really don't know. I stopped playing Arma from A3 1.54 to 1.58.
v1.45alpha does address some engine changes that became errors in v1.44 and does indeed contain mission optimizations. However since even before game version 1.52 and still to this day if I play for many hours (connected to dedi) I experience performance degrade. I must completely restart Arma and rejoin to get my frames back.
This seems like a memory leak that has been with A3 for very long time.
I really doubt anything mission side could ever fix any bugs in engine. Mods may have better luck with that.
The mission can only work with engine and get updated for engine changes when needed.

v1.45alpha updated on first page.
Changes from 1.45alpha 5/13/16
Included Mogadishu version update.
Added: Remove stacked event handler bypass exception for Acre added.
Changes for opposing army /mod combo Cup Takistan Army and Militia.
    1. Changed Vanilla civis to Chenarus civis.
    2. Removed some vehicle classes that could not engage infantry and added some that would.
    3. Added more CUP civilian vehicles
Fixed new experimental code since 1.45alpha that caused grid spawned vehicles to not be cached and were left abandoned for mission duration.
Please let me know if you still see this problem after 1.45alpha 5/18/16
Note if you use ear plugs in choppers you must remove them before you leave chopper. It is not automatic. It will only remove them automatically if you bail from choper.
This is the simplest way to code this and has least overhead. Also I'm not sure how Ace ear plugs works so I don't want to possibly interfear with that.

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A friend com with a cool id about the civilians, captured and prisons them, we gat som terrorist attack against us and it will be cool to capture and handcuffs them Iss that something you can look at.

I training your new update of the mission but when i go to the flag pol i don't get the option to jump to Arfield is that no more ?

 

Thanks.

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Hi so i had a lot of problem at my server with this new update today. The AI was randomly freezing and standing stuck somtimes so I don't know if that was with my server but i went back to alpha release and that help.

 

It's something wrong with my internet today so i will try again tomorrow with your new update.

 

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Hi Jigsor!

 

After adding ACE3 to your BMR Insurgency on Sahrani we've got a small bug with the MHQ's. Have tryed it with all 3 MHQ out on the field at the same time, as soon we move'em out from the base and park'em, It takes around 10-15 min and they suddenly disappear with the following message that they have been destroyed. Any clue what cousing this issue?

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Hello,

Me and my crew really enjoy playing your Insurgency mission on our casual server. We are now playing on N'Ziwasogo and we would like to use Leights Africa Militia for the OPFOR. Is there any way you can tell me how to go about editing files to make this work? I'm pretty competent in changing parameters. Any help you can provide will be greatly appreciated.

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.. .added ambient middle eastern sounds in villages and call to prayer at the mosques on Diyala.. .

 

Is that something you could share?

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Is that something you could share?

 Absolutely! I just need to update my files with Jigsor update from this week and I will share. I will do that this weekend.

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Guys I really appreciate the feedback. This goes a long way to pushing a good stable release. I rarely got feedback before on any alpha releases.

CptDezusa,
Thanks for the suggestion.
I'm don't think that handcuffs can be done without a mod. Also this mission is a little closer to milsim as opposed to roleplay.

@ss9, What opposing factions would you like to see.
I was considering Independant European Militia.

@bodybag, There was  a missing ";" in ver 1.44 section handling Native MHQ system. Maybe this was affecting it? Also they have 60 minutes adandon delay timer that will respon the MHQ if exceeded.
I have included fix just now and updated N'Ziwasogo to v1.45alpha. Please let me know if it is still a problem.

@BobBrownB21 its been asked before and is in thread some pages back. I need to eventually make a nice doc on how to do it and link to page 1.

N'Ziwasogo now requires CUP terrains instead of AIA TP.
Napf and Diyala enemy counts slightly increased.
Markers on Dam in Napf moved.
Napf headlessclient entity made playable.

1.45alpha updated on front page.

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Guys I really appreciate the feedback. This goes a long way to pushing a good stable release. I rarely got feedback before on any alpha releases.

CptDezusa,

Thanks for the suggestion.

I'm don't think that handcuffs can be done without a mod. Also this mission is a little closer to milsim as opposed to roleplay.

@ss9, What opposing factions would you like to see.

I was considering Independant European Militia.

@bodybag, There was  a missing ";" in ver 1.44 section handling Native MHQ system. Maybe this was affecting it? Also they have 60 minutes adandon delay timer that will respon the MHQ if exceeded.

I have included fix just now and updated N'Ziwasogo to v1.45alpha. Please let me know if it is still a problem.

@BobBrownB21 its been asked before and is in thread some pages back. I need to eventually make a nice doc on how to do it and link to page 1.

N'Ziwasogo now requires CUP terrains instead of AIA TP.

Napf and Diyala enemy counts slightly increased.

Markers on Dam in Napf moved.

Napf headlessclient entity made playable.

1.45alpha updated on front page.

 

THX

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Hi, is it any Ai improvement models that its good to us on this mission that can be used in a dedicated server ?

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We use ASR_AI. Its very easy to install. No scripting required and is maintained/supported very well.

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So do everyone that joins the server need this mod for it to work or only the server ? Im still new to renting a server so :)

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So do everyone that joins the server need this mod for it to work or only the server ? Im still new to renting a server so :)

 

Only the server needs it as it handles almost all the AI.  If a player is leading an AI squad, they will need to have the mod to get better AI, as their computer will be handling their squad mates' AI.

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We use ASR_AI. Its very easy to install. No scripting required and is maintained/supported very well.

@Jigsor - Stamina turns on, even if I've chosen to have it off when I run ASR on our server together with ACE3... .Any clue?

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Good day, so i try to set this up to my server but when i do that the server won't start again, what am i doing wrong. I put the @ASR to the server list where i have the other mods and then i put over the userconfig to arma 3 folder also, then the key to the right place. I also put the @ASR to the server command line. Do i have to edit something in the mission also ?

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Nothing needs to be done to the mission.

Try adding to your  Server.cfg

allowedFilePatching=2;

and adding to Server startup/launch parameters

-filePatching
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@Jigsor - Stamina turns on, even if I've chosen to have it off when I run ASR on our server together with ACE3... .Any clue?

 

Thank you so much for this post! I was working to disable fatigue on another mission and couldn't work out why it was turning on a few seconds after the mission starts.  Disabling ASR_AI stopped it from happening, so for some reason ASR_AI is turning fatigue on again.  I've gotten around it by adding a 10-15 second delay to the script that turns off fatigue in the other mission and it works.

 

 

Good day, so i try to set this up to my server but when i do that the server won't start again, what am i doing wrong. I put the @ASR to the server list where i have the other mods and then i put over the userconfig to arma 3 folder also, then the key to the right place. I also put the @ASR to the server command line. Do i have to edit something in the mission also ?

 

In my experience, if the server isn't starting at all, I've generally made a typo somewhere important or I've missed a semi-colon.  Revert the changes you've made back to the original and slowly reintroduce them.  I've also had files not upload properly to the server and I've had to upload them again, but the second time around I tell it to only overwrite files if the filesize is different to catch the ones that didn't upload properly.

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In my experience, if the server isn't starting at all, I've generally made a typo somewhere important or I've missed a semi-colon.  Revert the changes you've made back to the original and slowly reintroduce them.  I've also had files not upload properly to the server and I've had to upload them again, but the second time around I tell it to only overwrite files if the filesize is different to catch the ones that didn't upload properly.

Thanks i will double check this again.

@jigsor Can you tell me where i can change the startup intro music ? I want to add a custom music intro.

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@Jigsor - Stamina turns on, even if I've chosen to have it off when I run ASR on our server together with ACE3... .Any clue?

Stamina Is disabled on player again after player respawn if its disabled in lobby parameters. Can you confirm that stamina is back again after respawn?

Thanks i will double check this again.

@jigsor Can you tell me where i can change the startup intro music ? I want to add a custom music intro.

INSfncs\client_fncs.sqf

In functions INS_intro and INS_intro_op4 music is played this way.

    _randomtrack = floor(random 4);
    switch (_randomtrack) do {
        case 0 : {0 = [] spawn { playMusic ["LeadTrack05_F", 1]; sleep 33; playMusic ""; };};
        case 1 : {0 = [] spawn { playMusic ["AmbientTrack01a_F", 32]; sleep 33; playMusic ""; };};
        case 2 : {0 = [] spawn { playMusic ["LeadTrack01_F_Bootcamp", 36]; sleep 32.9; playMusic ""; };};
        case 3 : {0 = [] spawn { playMusic ["Track06_CarnHeli", 1]; sleep 33; playMusic ""; };};
    };

This music is not custom created it is from the game,

For custom music you will have to create and add entries to  Hpp\Sounds.hpp and switch to playsound command instead of playmusic

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Stamina Is disabled on player again after player respawn if its disabled in lobby parameters. Can you confirm that stamina is back again after respawn?

INSfncs\client_fncs.sqf

In functions INS_intro and INS_intro_op4 music is played this way.

    _randomtrack = floor(random 4);
    switch (_randomtrack) do {
        case 0 : {0 = [] spawn { playMusic ["LeadTrack05_F", 1]; sleep 33; playMusic ""; };};
        case 1 : {0 = [] spawn { playMusic ["AmbientTrack01a_F", 32]; sleep 33; playMusic ""; };};
        case 2 : {0 = [] spawn { playMusic ["LeadTrack01_F_Bootcamp", 36]; sleep 32.9; playMusic ""; };};
        case 3 : {0 = [] spawn { playMusic ["Track06_CarnHeli", 1]; sleep 33; playMusic ""; };};
    };

This music is not custom created it is from the game,

For custom music you will have to create and add entries to  Hpp\Sounds.hpp and switch to playsound command instead of playmusic

Good day, i get the server to run the ARS AI3 mod now, i forgot to put the CBA mod in as that is needed if i got that right, kan someone quote me on that. How will i see if the mod is running properly.?

 

 _randomtrack = floor(random 4);
    switch (_randomtrack) do {
        case 0 : {0 = [] spawn { playsound ["Sound\Dark Arabian.ogg", 1]; sleep 33; playsound ""; };};
        case 1 : {0 = [] spawn { playsound ["AmbientTrack01a_F", 32]; sleep 33; playMusic ""; };};
        case 2 : {0 = [] spawn { playsound ["LeadTrack01_F_Bootcamp", 36]; sleep 32.9; playMusic ""; };};
        case 3 : {0 = [] spawn { playsound ["Track06_CarnHeli", 1]; sleep 33; playMusic ""; };};
    };

Will it look something like this ?

Ore this ?

 

_randomtrack = floor(random 4);
	switch (_randomtrack) do {
		case 0 : {0 = [] spawn { playsound ["arab", 1]; sleep 33; playsound ""; };};
		case 1 : {0 = [] spawn { playsound ["arab", 32]; sleep 33; playsound ""; };};
		case 2 : {0 = [] spawn { playsound ["arab", 36]; sleep 32.9; playsound ""; };};
		case 3 : {0 = [] spawn { playsound ["arab", 1]; sleep 33; playsound ""; };};
	};



//Jig's Sounds
	class introfx {name="introfx";sound[]={"Sound\introfx.ogg", db-10, 1.0};titles[] = {};};
	class siren {name="siren";sound[]={"Sound\siren.ogg", db+18, 1.0,900};titles[] = {};};	
	class HighVoltage {name="HighVoltage";sound[]={"Sound\HighVoltage.ogg", db+16, 1.0,900};titles[] = {};};
	class boo {name="boo";sound[]={"Sound\boo.ogg", db+2, 1.0};titles[] = {};};
	class arab {name="arab";sound[]={"Sound\Dark Arabian.ogg", db+10, 1.0};titles[] = {};};
};

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