AttentionHorse 2 Posted May 3, 2015 I have a very weird bug - I've put this mission on my dedicated server, but every time I spawn a red enemy zone, every single enemy spawns under ground. It only happens on custom maps, it works perfectly on Altis and Stratis. I've never had this problem before, and I've played every version of your mission. Share this post Link to post Share on other sites
cruoriss 12 Posted May 3, 2015 I have a very weird bug - I've put this mission on my dedicated server, but every time I spawn a red enemy zone, every single enemy spawns under ground. It only happens on custom maps, it works perfectly on Altis and Stratis. I've never had this problem before, and I've played every version of your mission. Is your custom map loaded in the server ? Since the mission have no requierement you possibly launched the mission without the map on server modset . Share this post Link to post Share on other sites
AttentionHorse 2 Posted May 3, 2015 Of course it's loaded. As I've said - they spawn under the ground of the map somewhere and it's impossible to move them over the ground, even when I use Zeus. They just wriggle around like maniacs. I'll test this scenario on more maps, but so far the bug seems to happen on Gorgona and Crimea. Units placed in Zeus spawn normally on the ground, so maybe there's something wrong with the script. Oh, one more thing - tasks that spawn vehicles and buildings also spawn them in weird places (under ground or hovering above ground). Share this post Link to post Share on other sites
cruoriss 12 Posted May 3, 2015 Of course it's loaded. As I've said - they spawn under the ground of the map somewhere and it's impossible to move them over the ground, even when I use Zeus. They just wriggle around like maniacs. I'll test this scenario on more maps, but so far the bug seems to happen on Gorgona and Crimea. Units placed in Zeus spawn normally on the ground, so maybe there's something wrong with the script. Oh, one more thing - tasks that spawn vehicles and buildings also spawn them in weird places (under ground or hovering above ground). Couldn't reproduce your issue (tested on gorgona), but the only time i saw this kind of bug was when i played Takistan without loading AIA TP on the server . ( i think Zeus units are created locally, wheareas Aow ones are created on the server so that would confirm my thought ) Or maybe a mod conflict but that's quite unlikely . Share this post Link to post Share on other sites
AttentionHorse 2 Posted May 4, 2015 (edited) Ok this is freaky, I've checked a lot of maps and some of the work great, some of the are unplayable with this scenario. For example Bornholm works perfectly - AI spawns on the ground and they behave like they should. But Takistan - some AI spawn under ground, some on the ground, some vehicles float through buildings, and every single spawned soldier has only few frames of animation. It's bizzare, and it looks like some stop-motion animation like in movies. I should note that there's no lag, server fps is very high (50), and every soldier spawned through Zeus works and behaves normally. I have every mod needed, the only thing that has changed is the new All Out Warfare version. EDIT: God damnit, sorry for the confusion and wasting your time! Turns out that my dedicated server disabled some mods for some reason (or someone else did). Crap, sorry again! Edited May 4, 2015 by Enzo_0 Share this post Link to post Share on other sites
cruoriss 12 Posted May 21, 2015 (edited) Mission updated to 2.7. Mediafire online, steam workshop + armaholic coming . EDIT : Steam workshop + armaholic online Edited May 21, 2015 by Cruoriss Share this post Link to post Share on other sites
echoj7 11 Posted May 22, 2015 Thanks for the update, this is a great mission! Is there anyway that you could use the BIS_fnc_addRespawnPosition on newly created vehicles? Share this post Link to post Share on other sites
cruoriss 12 Posted May 23, 2015 Thanks for the update, this is a great mission! Is there anyway that you could use the BIS_fnc_addRespawnPosition on newly created vehicles? Your idea got me thinking : instead of having 1 ugly MHQ, i'll add an option (like a checkbox) in the vehicle spawner to make the spawned vehicle an MHQ ( with the Bis function you suggest, btw i didn't knew this one ) . I'll try to do it, shouldn't be too hard . Share this post Link to post Share on other sites
cruoriss 12 Posted June 2, 2015 Mission updated with new MHQ system, download from mediafire/workshop or wait for armaholic . Share this post Link to post Share on other sites
lawndartleo 109 Posted June 13, 2015 (edited) A request.... A smaller base. Edited June 13, 2015 by lawndartleo Share this post Link to post Share on other sites
GreenGriffin 10 Posted June 16, 2015 A request.... A smaller base. The base isn't that large to begin with. How would making it smaller be an improvement? Share this post Link to post Share on other sites
lawndartleo 109 Posted June 16, 2015 (edited) On some maps, finding a piece of flat, open ground large enough to accommodate it's dimensions is impossible. By reducing it's size to something more utilitarian, a larger portion of the map becomes viable for use. I'm trying to figure out how to use this composition.... compact, serviceable. Edited June 16, 2015 by lawndartleo Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 16, 2015 On some maps, finding a piece of flat, open ground large enough to accommodate it's dimensions is impossible. By reducing it's size to something more utilitarian, a larger portion of the map becomes viable for use.I'm trying to figure out how to use this composition.... compact, serviceable. http://i834.photobucket.com/albums/zz268/lawndartleo/Capture_zps4qitox3j.jpg suggest breaking that into two compositions :) Search for a clear location and then also search for a nearby clear location. If both pass, then you can use both clear locations, 1 for the tent, 1 for the helipad ^ A little trick for larger compositions, to accommodate uneven and random terrain. Also, allows the ability to not spawn a portion of the composition if a good location isn't found. Share this post Link to post Share on other sites
cruoriss 12 Posted June 19, 2015 On some maps, finding a piece of flat, open ground large enough to accommodate it's dimensions is impossible. By reducing it's size to something more utilitarian, a larger portion of the map becomes viable for use.I'm trying to figure out how to use this composition.... compact, serviceable. http://i834.photobucket.com/albums/zz268/lawndartleo/Capture_zps4qitox3j.jpg If you can send me a mission with this composition i'll be able to add it to aow . I still have on my to do list : add multiple base templates so you can change it during the mission . Share this post Link to post Share on other sites
Fiddi95 10 Posted June 20, 2015 (edited) Great mission! Is it possible to have the Satcom work in the AV-camera on the HUD? One thing that I don't like, is that the Vehicle spawning menu is a bit clunky to use, besides that it holds up nicely! My favorite mission used to be DUWS, but this takes the throne because of the dynamic features and the very good performance. Edited June 20, 2015 by Fiddi95 Share this post Link to post Share on other sites
lawndartleo 109 Posted June 21, 2015 (edited) Cruoriss, If I package it up as a @mod usable by Zeus with @Ares as a composition, will that do? I just muddled my way through X39's excellent post on creating an @mod for use in Ares and its all together now. All I really did was make one of the default compositions using NATO nets. Edited June 21, 2015 by lawndartleo Share this post Link to post Share on other sites
cruoriss 12 Posted June 24, 2015 Cruoriss,If I package it up as a @mod usable by Zeus with @Ares as a composition, will that do? I just muddled my way through X39's excellent post on creating an @mod for use in Ares and its all together now. All I really did was make one of the default compositions using NATO nets. The best would be a mission .pbo but if it's an Ares composition i'll just use it, already have this mod . Share this post Link to post Share on other sites
Varou 1 Posted June 25, 2015 Hey Cruoriss, merci pour ta mission ! But, I got a bug with the defense task, i have only one wave every time, don't know why ? Share this post Link to post Share on other sites
legolasindar 3 Posted July 2, 2015 Can you hide Support Requester icons?. This ruin my screen captures, and i think is not necessary have this icons all the time in the screen. Share this post Link to post Share on other sites
cruoriss 12 Posted July 3, 2015 Can you hide Support Requester icons?. This ruin my screen captures, and i think is not necessary have this icons all the time in the screen. Without disabling it ? What i do is that i change the arma hud settings to have the radio icons on the bottom right of my screen so i can't actually see them . ( not possible to do mission side ) Share this post Link to post Share on other sites
ghosteez 3 Posted July 4, 2015 Hi, quick question, what is the point of spawning the red enemy zones? I play usually with the AI patrolling and doing their own War on their own, so is there any point? Sorry if Im missing something! Share this post Link to post Share on other sites
tay-uk 13 Posted July 5, 2015 (edited) I would like to know if there could be an option added to have the AI zones hidden? Maybe as a button on the Dialogue, show/hide Zones. **Dumb question! just noticed already in there Doh! Sorry ;)** Edited July 5, 2015 by Tay-uk Share this post Link to post Share on other sites
cruoriss 12 Posted July 5, 2015 (edited) Small update released on mediafire+steam workshop (armaholic pending approval), first post update with changelog . ( haven't had the time to add a smaller base, you can take a look inside the mission files MissionCreator/BaseCreator/ if you want to try to add it yourself as i won't be releasing another update anytime soon ) Hi, quick question, what is the point of spawning the red enemy zones? I play usually with the AI patrolling and doing their own War on their own, so is there any point? Sorry if Im missing something! That's the whole point of the mission, creating your own scenario by populating the map with enemy patrols/armies trough the red zones . Edited July 5, 2015 by Cruoriss Share this post Link to post Share on other sites
Sanchez Milsim 70 Posted July 7, 2015 Hi, what can i do to activate zombies??. I dont see any option at parameters. Thanks and nice mission!!! Share this post Link to post Share on other sites
tay-uk 13 Posted July 11, 2015 I think the zombie option is not in parameters, its when you create the Ai zones, you select zombies as the faction on the drop down list. Share this post Link to post Share on other sites