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Hi Jigsor!

Any plans on making a "Global Mobilization – Cold War Germany" version?

I mean after all there is tons of new content. ..

 

419 km2 “Weferlingen” terrain

West and East Germany factions

42 vehicles and vehicle variants

21 weapons including variants

Various infantry clothing and gear

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Definitely will be making this version. At this point its to early to start though. We need updates first. 100x100 map grid is missing. Tanks fall through the ground Aircraft not yet released and several other bugs. Vehicle wise there are 10x more locked/private scope vehicles available which are incomplete  then there are unlocked/public scope. There are some private scope infantry  which might be nice to have as well. All this will make mission makers job easier and not require some many do overs, fixes and amendments so I am not rushing this one.

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public scope content:
fhKzPaZ.jpg

j2HbxxJ.jpg

private scope content:

U6Pyqdx.jpg

Vr0tay3.jpg

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On 4/30/2019 at 2:02 AM, Jigsor said:

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?

 

Thank you for such a detailed response! The corpse problems have been solved thank you.

 

As for the Intel. No commands black listed on the server. Also it may be important to note that this is a Linux server. The problems have only been on the server, I have not experienced any problems when locally hosting. When I turned on the "define _debug true" in the  gstputinbuildintel file and played that mission on the server the Intel appears to work perfectly 50 percent of the time. I'll start the mission and it won't work, then I'll #missions and pick the same exact mission and the Intel will load perfectly. I'm confused as to why it is only working sometimes. I'll work on getting a rpt for you to review. Thank you again for your helpfulness and the missions! 

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11 hours ago, victor87 said:

 

Thank you for such a detailed response! The corpse problems have been solved thank you.

 

As for the Intel. No commands black listed on the server. Also it may be important to note that this is a Linux server. The problems have only been on the server, I have not experienced any problems when locally hosting. When I turned on the "define _debug true" in the  gstputinbuildintel file and played that mission on the server the Intel appears to work perfectly 50 percent of the time. I'll start the mission and it won't work, then I'll #missions and pick the same exact mission and the Intel will load perfectly. I'm confused as to why it is only working sometimes. I'll work on getting a rpt for you to review. Thank you again for your helpfulness and the missions! 

 No problem victor87. Linux dedicated server should not be a factor in this. If you could send me the dedicated server rpt with Debug lobby option disabled and "define _debug true" in scripts\ghst_PutinBuild.sqf when this problem occurs then I might be able to trace the problem.

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@Jigsor!

 

I've added the Global Mobilization to our version of BMR Insurgency v.1.49 on Malden 2035 with West Germany as opposing force, an awesome enemy if you ask me.

We run more then one server, but wanted this on our public DLC server and it works really good. Thanks to your guide on first page 🙂

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Hi Jigsor!

 


I have a dedicated server with BMR insurgency Altis and all that play like a lot, but they always ask me why every time I reset the server to implement security path or some maintenance, everything that has been done goes back and forth as for the first time. Is there any way to save the map so that when it returns, it is as before? My server is dedicated and I use TADST with the active option of persistent and autoinit active and does not generate a new configuration every time I start.

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Im looking for sp / local host solution but maybe this can be any help for you:

 

 

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11 hours ago, Glow said:

Im looking for sp / local host solution but maybe this can be any help for you:

 

 

Thanks Glow

I also have a server liberation and that works well the rescue thought to be an easy option to solve in the init.sqf or something, I wonder why it is not standard to save all the set of the game? My programming level is low. Thank you for your answer, I'll try to do what they recommend. Could it be that @Jigsor can help?

 

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On 7/16/2019 at 4:13 PM, Genneo said:

Thanks Glow

I also have a server liberation and that works well the rescue thought to be an easy option to solve in the init.sqf or something, I wonder why it is not standard to save all the set of the game? My programming level is low. Thank you for your answer, I'll try to do what they recommend. Could it be that @Jigsor can help?

 

Hello Genneo, this mission only supports saving gridzone marker status and nothing else between mission restarts. By default this is disabled . To enable set lobby parameter option
    38. Enable Progression Saving and Restoration?
        options =
            No, clear progression if any is saved,
            Yes, save mission progression and restore if any is saved,
            Yes, save mission progression and clear progression if any is saved

 

The options in lobby will not stat saving until one objective has been completed (succeeded or failed).
Also manual save can be done at any time from briefing admin menu.

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On 7/17/2019 at 9:55 AM, Jigsor said:

Hello Genneo, this mission only supports saving gridzone marker status and nothing else between mission restarts. By default this is disabled . To enable set lobby parameter option
    38. Enable Progression Saving and Restoration?
        options =
            No, clear progression if any is saved,
            Yes, save mission progression and restore if any is saved,
            Yes, save mission progression and clear progression if any is saved

 

The options in lobby will not stat saving unitl one objective has been completed (succeeded or failed).
Also manual save can be done at any time from briefing admin menu.

my friend jigsor, thank you very much for your return, I was going to post here what I had managed to do but I was not sure if it was the right one, despite having saved after a restart on my 2012R2 server. I edited the parameters.hpp as you can see in this link. Thanks to you and your glow friend too. Follow the ss link, line 355

https://www.dropbox.com/s/6okgls1znc7h2s5/Captura de tela 2019-07-16 22.05.54.png?dl=0

 

Best regards

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So I assume its working then? I've seen no problems with saving since v1.49.

Good edit of default option/behavior. My glow friend approves?:teeth:

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Sorry, I feel like stupid now, I had old versions 1.44 from Armaholic.com. Updated to 1.49 now.

Thank you for this missions, awesome fun, sucked me in for months.

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Hi again Jigsor!

 

Will there be an BMR Insurgency on Livonia?

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Hi Jigsor

 

Still around playing your missions.  Just a quick question.  Not sure whats involved, but is there a way i can change the distance that the enemy spawn in?  Sometimes I set myself on a hill overlooking the combat zones but the enemy have not spawned in.  But if i walk closer down the hill they all spawn in/

 

Hope this makes sense

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@Normal Norm there is a mission parameter you can change for this, 'Enemy AI Spawn Trigger Distance' which is under ::Opposing Forces Spawn Settings:: 

 

@bodybaq Jig is working on a Livonia version, should be out any day now. 

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