cruoriss 12 Posted August 3, 2014 (edited) All Out Warfare : I will no longer update this mission, feel free to modify/improve/fix it as long as you share your modifications on this thread This is a player generated scenario : you are able to create enemy zones and tasks wherever you want .Enemy zones are fully customizable : number of vehicles, type of faction ...Tasks can be chosen between 9 different types .Access the mission generator from the flagpole under the hangar tent .The mission can be run on a dedicated server and fully support JIP, it was also made as performance friendly as possible .Additional Features : English/French language supportedAI RecruitHALO JumpMHQ created by playerReviveSupport RequesterVehicle spawnersVirtual ArsenalZeus with every unit editableZombies( Vehicle Spawners and AI Recruit support any mods ) Support ANY vanilla/custom maps, simply rename the .pbo file . Download : Mission :ArmaholicSteam WorkshopMediafireTemplate without the dynamic base placement, see the readme included :Mediafire (Template)Mod requiered : NoneOptional Mod: CAF_agressors / East vs West / RHS Escalation / Iron Front / Leights OPFOR PackKnown Issues : - Try to have every player use the same language setting, if the host and the player creating the base have a different language it can mix up (english/french)- Revive isn't perfect, vote here to fix : Issue 1, Issue 2To Do :-Add multiple base template, so you can switch from FOB Valhalla to an LHD during the mission for example-Replace BIS_fnc_MP by remoteExec once it's in stable branch Changelog v 2.8b: - Added : Zombies are now covered in blood- Added : Heavy caliber shot to the leg will now make zombies go prone- Changed : "X is now Zeus" message when a zeus unit respawn is now disabled- Changed : Replaced UPSMON by UPS, only used for infantry in zone (not in defend tasks)- Fixed : When teleporting to a delivery point, only the squad leader will teleport recruited AI with him now (same as MHQ teleport)- Fixed : Multiple waves in defend tasks- Removed : VCOM AI, with the many vanilla AI change it will become unreliable Credits/Thanks : French traslation thanks to HeliosEOS by Bangabobrandomweather2 by MeatballASOR Vehicle Selector by LecksInfected script by GulozwoodRoadside IED by brians200AI Spawn Script pack by spunFINATM Airdrop by PokertourClean up by ConroyCH View Distance by Champ-1AI Recruit by BonSatcom by Pixel Art StudioFOB Valhalla by D-Day & BOXSHK_Pos, SHK_Taskmaster by ShukoZbe Caching by Zorrobyte Notes : Press U to use the squad manager (can be rebinded, it's the "switch unit" comand in arma 3 parameters) . Also check the briefing for usefull tips .To limit the Zone/Tasks creation to certain unit slots go inside MissionCreator/Tasks(Zone)Creator and do as it's told in Tasks1(Zone1).sqf .Also check initPlayerLocal.sqf if you want to restrict zeus slots to a player whitelist . Edited April 7, 2016 by cruoriss Update V2.8b 1 Share this post Link to post Share on other sites
kremator 1065 Posted August 3, 2014 Thanks for the release vince! Share this post Link to post Share on other sites
cruoriss 12 Posted August 5, 2014 (edited) Mission updated , changelog added and new files online . Edited August 5, 2014 by vinceXD Share this post Link to post Share on other sites
cruoriss 12 Posted August 7, 2014 Takistan version now avaliable ! Share this post Link to post Share on other sites
junglenz 10 Posted August 7, 2014 (edited) Have played this last night for first time. Enjoyed it except for the awful fatigue system BI have implemented in latest version. Makes playing any mission near impossible. Due to that I found this little script to remove fatigue. Place it in files as stated and away you go. http://forums.bistudio.com/showthread.php?176055-Need-help-with-fatigue-parameter&highlight=remove+fatigue Good job on this mission oh yeah, got shot and other player revived but in doing so he stripped me of all weapons and gear, including clothing. Any ideas why? Edited August 8, 2014 by jungleNZ Share this post Link to post Share on other sites
cruoriss 12 Posted August 8, 2014 Have played this last night for first time. Enjoyed it except for the awful fatigue system BI have implemented in latest version. Makes playing any mission near impossible.Due to that I found this little script to remove fatigue. Place it in files as stated and away you go. http://forums.bistudio.com/showthread.php?176055-Need-help-with-fatigue-parameter&highlight=remove+fatigue Good job on this mission oh yeah, got shot and other player revived but in doing so he stripped me of all weapons and gear, including clothing. Any ideas why? Hey , thanks for your feedback . I'll add an option to disable fatigue in the next patch , And for the revive getting you naked : it's usually caused by the virtual arsenal ( BTC Revive is not yet fully compatible with it ) So if you want to fix it you just have to save + load your equipement with the VAS . Share this post Link to post Share on other sites
junglenz 10 Posted August 8, 2014 (edited) Hey , thanks for your feedback .I'll add an option to disable fatigue in the next patch , And for the revive getting you naked : it's usually caused by the virtual arsenal ( BTC Revive is not yet fully compatible with it ) So if you want to fix it you just have to save + load your equipement with the VAS . Had a really good time last night although noticed destroyed or damaged vehicles do not disappear. Love the smoke effects. Going to load up the takistan version and take on the talitubbies. edit: saw that you have a cleanup script. Edited August 9, 2014 by jungleNZ Share this post Link to post Share on other sites
junglenz 10 Posted August 9, 2014 (edited) Takistan one seems to have only zeus player and I cannot use it. It will not even let me login as admin. edit: Found the players were not activated as "playable". Edited August 9, 2014 by jungleNZ Share this post Link to post Share on other sites
cruoriss 12 Posted August 9, 2014 (edited) Takistan one seems to have only zeus player and I cannot use it. It will not even let me login as admin.edit: Found the players were not activated as "playable". Lol i forgot that :icon_rolleyes: Patching it soon . And for the empty/destroyed vehicle , they only disapear once you're 1km away from them , since they can provide good cover . EDIT : Patch online for steamworkshop/mediafire Edited August 9, 2014 by vinceXD Share this post Link to post Share on other sites
junglenz 10 Posted August 10, 2014 Lol i forgot that :icon_rolleyes:Patching it soon . And for the empty/destroyed vehicle , they only disapear once you're 1km away from them , since they can provide good cover . EDIT : Patch online for steamworkshop/mediafire Thanks. Guys here are really enjoying the mission. I also added grenadestop and safezone to base to stop twits coming in and killing/destroying everything. (bloody annoying). Will update mission our end and carry on. Share this post Link to post Share on other sites
Night 1 Posted August 12, 2014 Cool mission. There should be a time skip option so you can do night assaults. Share this post Link to post Share on other sites
cruoriss 12 Posted August 12, 2014 Cool mission. There should be a time skip option so you can do night assaults. Actually there is one . Either before launching the mission , in parameters . Or by skipping time with zeus . Share this post Link to post Share on other sites
junglenz 10 Posted August 12, 2014 (edited) Is your updated version fatigue off working for Takistan? Altis works fine when using old vas system, takistan seems to be overridden by the arma3 vas system, fatigue indicator at bottom left - where does that come from? Come to think of it the taki mission was running with no fatigue with new vas system before updated file. Hmmm, seems I stuffed my edition up. Something I have added. Edited August 12, 2014 by jungleNZ Share this post Link to post Share on other sites
cruoriss 12 Posted August 12, 2014 Is your updated version fatigue off working for Takistan?Altis works fine when using old vas system, takistan seems to be overridden by the arma3 vas system, fatigue indicator at bottom left - where does that come from? Come to think of it the taki mission was running with no fatigue with new vas system before updated file. Takistan got the same player init as other version . Don't understand what you're saying about arma 3 vas / old vas . Was working fine last time i check , i'll see what i can do . Share this post Link to post Share on other sites
junglenz 10 Posted August 12, 2014 Takistan got the same player init as other version .Don't understand what you're saying about arma 3 vas / old vas . Was working fine last time i check , i'll see what i can do . It was my end, I stuffed up editing update version with old. All working now. I used the grenadestop script. Add a marker to mission area where you want safezone (I have mine over airbase.) I have attached my pbo as well for you to look over. It will show you what I did. https://www.dropbox.com/s/uk0b1oyljamc9ol/AOW%20Takistan.Takistan.pbo Are you looking at adding more things to this takistan mission (like Altis), more the better. Also, there might be a bug with vehicle repair/refuel/rearm. If it gets used once does everyone have to wait 100 time to use again? We seem to have one use it and not being able to be used again. Again love the missions. Share this post Link to post Share on other sites
cruoriss 12 Posted August 12, 2014 (edited) It was my end, I stuffed up editing update version with old. All working now.I used the grenadestop script. Add a marker to mission area where you want safezone (I have mine over airbase.) I have attached my pbo as well for you to look over. It will show you what I did. https://www.dropbox.com/s/uk0b1oyljamc9ol/AOW%20Takistan.Takistan.pbo Are you looking at adding more things to this takistan mission (like Altis), more the better. Also, there might be a bug with vehicle repair/refuel/rearm. If it gets used once does everyone have to wait 100 time to use again? We seem to have one use it and not being able to be used again. Again love the missions. Ok, thanks for sharing / feedback . Yup, i'll fill maps a bit more if needed ( altis may need it too ) . The repair bug should be fixed in the last version , as long as a safezone ( slightly different from yours as no mortar/static could have interfered with artillery support ) Edited August 12, 2014 by vinceXD Share this post Link to post Share on other sites
kbbw123 115 Posted August 13, 2014 Hey there. first of all LOVE the mission its really nice and smooth. But i think i might have discovered a bug. after testing if we could use it to play with friends and with clan members we discoverd that if you die/ go outside of the area on the defence mission the defence mission breaks. I couldn't manage to activate it again and was also inable to activate the other defend missions. (was this intentional? or did i acctually discover someething??) further it seems that the BIS spawn backpacks (i.e. backpack Dome, backpack sleepingbag) breaks the respawn i hope you find this info usefull! cheers, KBBW Share this post Link to post Share on other sites
cruoriss 12 Posted August 13, 2014 (edited) Hey there.first of all LOVE the mission its really nice and smooth. But i think i might have discovered a bug. after testing if we could use it to play with friends and with clan members we discoverd that if you die/ go outside of the area on the defence mission the defence mission breaks. I couldn't manage to activate it again and was also inable to activate the other defend missions. (was this intentional? or did i acctually discover someething??) further it seems that the BIS spawn backpacks (i.e. backpack Dome, backpack sleepingbag) breaks the respawn i hope you find this info usefull! cheers, KBBW Hey , thanks for your feedback . For the backpack i think it's an engine bug, not linked to the mission . ( you can use the MQ to replace it , lift it with an heli ) For the defend task , it's linked to EOS ( not my script ) and i'm not really able to fix it . Though , you should be able to activate other defend missions . ( except if you're airborne ) Edited August 13, 2014 by vinceXD Share this post Link to post Share on other sites
y_t 2 Posted August 14, 2014 I am having an issue with the teleport function. If I create an MHQ I can use it without issue but no one else can teleport to it or from it (back to base). The others are able to Deploy or Repackage but that's it. I have confirmed we have the same CBA version (most current). Similar mods but I have more than the rest. Also tried to determine if the team membership was required but no luck. This is happening on both Stratis and Altis. Using newest version (8-9) but also happened in older versions. Lastly, mission is running on a dedicated server hosted locally. Thanks in advance. P.S. love the mission! Share this post Link to post Share on other sites
cruoriss 12 Posted August 14, 2014 (edited) I am having an issue with the teleport function. If I create an MHQ I can use it without issue but no one else can teleport to it or from it (back to base). The others are able to Deploy or Repackage but that's it. I have confirmed we have the same CBA version (most current). Similar mods but I have more than the rest. Also tried to determine if the team membership was required but no luck. This is happening on both Stratis and Altis. Using newest version (8-9) but also happened in older versions. Lastly, mission is running on a dedicated server hosted locally.Thanks in advance. P.S. love the mission! Hey , thanks for playing . Do teleport to plane/sea/autonomous worked for them ? Or only MHQ glitched ? I tested teleporting with just 1 friend on a non dedicated server , so i might have to re write the teleport functions . Edited August 14, 2014 by vinceXD Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted August 14, 2014 Nice mission vinceXD !! After a quick testing session: - I was unable to locate any VIP in the assassinate mission and had to kill everybody to clean the zone. - in search and destroy, you should trigger the "clearing" of the zone before the last man. Having to sweep the whole town many times to locate the last guy is a bit tedious. - in Chenarus, I never encountered an AT soldier. May be it was luck. If not, you should spawn some of them. - for shorter mission, you should let people choose how many tasks they want to do before mission end. Share this post Link to post Share on other sites
cruoriss 12 Posted August 14, 2014 Nice mission vinceXD !!After a quick testing session: - I was unable to locate any VIP in the assassinate mission and had to kill everybody to clean the zone. - in search and destroy, you should trigger the "clearing" of the zone before the last man. Having to sweep the whole town many times to locate the last guy is a bit tedious. - in Chenarus, I never encountered an AT soldier. May be it was luck. If not, you should spawn some of them. - for shorter mission, you should let people choose how many tasks they want to do before mission end. Hey, thanks for playing . - The assassinate task is quite thought atm , you have get to high point and take out a civilian ~300m away - Tasks are being re done - Yup, you were really lucky - Will be done with new tasks system ( even if there won't be any mission ending ) Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted August 14, 2014 Thx. You should get rid of VAS. It's weird to have arsenal on main base and VAS on supply drop. Share this post Link to post Share on other sites
cruoriss 12 Posted August 14, 2014 Thx.You should get rid of VAS. It's weird to have arsenal on main base and VAS on supply drop. Arsenal got some issues with BTC revive ( gear not loading ) . And also VAS is faster to use . Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted August 14, 2014 Additionnal feedback: - if no human are left in a defend mission, all AI instantly despawn and do not respawn when humans are back. - how shall we discover the code for the defuse mission ? - make antenna indestructible except by explosive in sabotage mission (you can destroy them using artillery) - destroying the antenna but no killing all ennemies does not validate a sabotage mission - defend mission are hard to do because AI are fleeing and despawning resulting in area still red In some ways, your mission is reminding me the old evolution mission from Arma 1. Share this post Link to post Share on other sites