Toasterbr 12 Posted July 21, 2015 Just to let you know that Arsenal loadouts, radios and lags are fixed! Thanks for the fix, Sensei! Awesome work. We had a blast yesterday in the Chernarus variant :) Share this post Link to post Share on other sites
SENSEII 104 Posted July 21, 2015 If you downloaded 3.0.6, please redownload the mission: DCG 3.0.6 - Altis/Takistan/Chernarus * Takistan and Chernarus require AllinArma Terrain PackI found a bug in the Artillery task that makes it fail immediately after spawning (forgot to change one number :mad:).I've also updated all other 3.0.6 links in this thread.Thanks Share this post Link to post Share on other sites
Toasterbr 12 Posted July 21, 2015 Done. Thanks! Also, the HC needed to be connected before launching the mission? Using ASM, it shows enemies only spawning in the server and not in the HC... Do you know what I'm doing wrong? Thanks! Share this post Link to post Share on other sites
SENSEII 104 Posted July 21, 2015 Yes the HC needs to be connected before starting the mission. Units are not transferred mid-game. The occupied location units and patrols spawn on the headless if it's available. The task units and civilians remain on server. Share this post Link to post Share on other sites
aztec_ghost 17 Posted July 22, 2015 Hey SENSEII. Thought I just saw you on our server. We are testing your mission and have been running for a few days. Share this post Link to post Share on other sites
SENSEII 104 Posted July 22, 2015 (edited) Hey SENSEII. Thought I just saw you on our server. We are testing your mission and have been running for a few days. Yep, that was me. Glad to see you guys are running DCG :) Done. Thanks!Also, the HC needed to be connected before launching the mission? Using ASM, it shows enemies only spawning in the server and not in the HC... Do you know what I'm doing wrong? Thanks! I believe there is a bug with the headless client check in the current version. It's fixed for the next release. Edited July 22, 2015 by SENSEII Share this post Link to post Share on other sites
Toasterbr 12 Posted July 22, 2015 Roger. Thanks for the heads up! FYI, the mission is running smoothly :) Share this post Link to post Share on other sites
alexsegen 17 Posted July 22, 2015 Hey man, I had a blast with your mission last night. I just have a question. Is it Alive compatible? I mean, if I add Alive to give it more features, will I have some kind of problem with your scripts? Share this post Link to post Share on other sites
SENSEII 104 Posted July 23, 2015 Hey man, I had a blast with your mission last night. I just have a question. Is it Alive compatible? I mean, if I add Alive to give it more features, will I have some kind of problem with your scripts? I haven't messed around with ALIVE, so I can't be sure, but off the top of my head... if ALIVE has unit caching, I'd disable the caching from DCG (look for ZBE Cache in initServer.sqf) there might be an incompatibility with AI movement. I'm not sure what ALIVE does with that, but I run loops on most of the spawned units to get them to patrol around towns and through buildings until they're in combat or dead if you can add civilians through ALIVE, they won't be part of DCG's approval system unless they are initialized with the proper eventhandlers Share this post Link to post Share on other sites
frequence 1 Posted July 23, 2015 Mission is Fun. Thanks for making it. Quick question. Is there a way to disable ACE wounds? Maybe you could also add some parameters to toggle this. Keep it up :) Share this post Link to post Share on other sites
watarimono 0 Posted July 23, 2015 Really fun mission, good job. One problem though. Whenever we try to open the field manual Arma3 crashes back to desktop. Tried on all three map versions. Happens in editor, local server and dedicated, for me and all players on the server. Share this post Link to post Share on other sites
jus61 54 Posted July 23, 2015 (edited) Really fun mission but i miss the underwater missions ( Could they create a schedule.xml ) Edited July 23, 2015 by jus61 Share this post Link to post Share on other sites
masterantony 12 Posted July 23, 2015 Please, do dynamic support with ACE3. Because many people ( like me ) dont use this mod. Share this post Link to post Share on other sites
SENSEII 104 Posted July 23, 2015 (edited) Mission is Fun. Thanks for making it.Quick question. Is there a way to disable ACE wounds? Maybe you could also add some parameters to toggle this. Keep it up :) I'm looking into it. :) Really fun mission, good job.One problem though. Whenever we try to open the field manual Arma3 crashes back to desktop. Tried on all three map versions. Happens in editor, local server and dedicated, for me and all players on the server. What are the players doing when this occurs, are they just standing around? Really fun mission but i miss the underwater missions( Could they create a schedule.xml ) Underwater tasks may show up soon. Please, do dynamic support with ACE3.Because many people ( like me ) dont use this mod. I'd like to do this, but ACE3's documentation is lacking at the moment. I'm not sure how to manipulate some of the systems through scripting. Edited July 23, 2015 by SENSEII Share this post Link to post Share on other sites
watarimono 0 Posted July 23, 2015 What are the players doing when this occurs, are they just standing around? Happens no matter what we're doing before trying to open the field manual via ACE3 menu but usually just standing around... Share this post Link to post Share on other sites
SENSEII 104 Posted July 24, 2015 Happens no matter what we're doing before trying to open the field manual via ACE3 menu but usually just standing around... Okay, thanks. I haven't experienced this, but I think I know what's causing it. It's fixed for the next release. Share this post Link to post Share on other sites
jus61 54 Posted July 24, 2015 I know that you invest a lot of work. I would be happy who would create a schedule.xml ( If you tell me how I do that then I would do that for them too ) Sorry my English xD Share this post Link to post Share on other sites
MrSanchez 243 Posted July 27, 2015 Really fun mission, good job.One problem though. Whenever we try to open the field manual Arma3 crashes back to desktop. Tried on all three map versions. Happens in editor, local server and dedicated, for me and all players on the server. Same here..on dedicated server, just crashes whenever. But not for everyone, some people running the same mods don't have this issue. Weird. Kind regards, Sanchez Share this post Link to post Share on other sites
alexsegen 17 Posted July 27, 2015 I haven't messed around with ALIVE, so I can't be sure, but off the top of my head... if ALIVE has unit caching, I'd disable the caching from DCG (look for ZBE Cache in initServer.sqf) there might be an incompatibility with AI movement. I'm not sure what ALIVE does with that, but I run loops on most of the spawned units to get them to patrol around towns and through buildings until they're in combat or dead if you can add civilians through ALIVE, they won't be part of DCG's approval system unless they are initialized with the proper eventhandlers Besides your points. I just wanted to add that there are problems with the placed objects when I activate alive. THere is someting related to the "enable simulation true/false;" thing. Objects falls from the table (for example). Do you know how to solve that? I knoooooooow it's alive related and that's not part of your mission. But maybe you could give me a hint :P Share this post Link to post Share on other sites
SENSEII 104 Posted July 27, 2015 Same here..on dedicated server, just crashes whenever. But not for everyone, some people running the same mods don't have this issue. Weird.Kind regards, Sanchez This issue is fixed in the next version. I tested it on multiple servers with several players and could not replicate the crash. Besides your points. I just wanted to add that there are problems with the placed objects when I activate alive. THere is someting related to the "enable simulation true/false;" thing. Objects falls from the table (for example). Do you know how to solve that?I knoooooooow it's alive related and that's not part of your mission. But maybe you could give me a hint :P Unless I'm forgetting something, in terms of the editor placed objects only the headquarters laptop (SEN_mob_laptop) has "enableSimulation false". Alive probably sets that to true and the laptop falls through the desk. If the headquarters laptop is the only affected object and you want to fix this through a script run on the server you can use... SEN_mob_laptop setposATL [15221.524414,17333.591797,1.28584]; //set laptop to original position. This is the correct position for Altis, it will be different for other maps. SEN_mob_laptop setVectorUp [0,0,1]; SEN_mob_laptop enableSimulationGlobal false; //only run the global version of this command on the server. Also, the civilian approval system incompatibility I mentioned in post #134 is fixed in the next version. Share this post Link to post Share on other sites
alexsegen 17 Posted July 28, 2015 (edited) Thank you sensei, i ported your mission to kunduz and i'm really happy with the results. This week I'm gonna try it with my community. Keep up the good work! EDIT: Ohh there is something wrong. I have manualy placed units (vehicles) at the FOB but they are deleted. I guess you have set some cleaning script. Can you tell me how to disable it? Edited July 28, 2015 by AlexSegen Share this post Link to post Share on other sites
SENSEII 104 Posted July 29, 2015 (edited) Thank you sensei, i ported your mission to kunduz and i'm really happy with the results. This week I'm gonna try it with my community.Keep up the good work! EDIT: Ohh there is something wrong. I have manualy placed units (vehicles) at the FOB but they are deleted. I guess you have set some cleaning script. Can you tell me how to disable it? {deleteVehicle _x} foreach (nearestObjects [_pos, ["building","car","tank","air","ship","ReammoBox_F"], 110]); // fnc\fn_fobDelete.sqf The above code is probably what you're looking for; however, in the next release, the FOB system is getting a big update, so this code will change. EDIT: Just so you have an idea of the upcoming changes... v3.0.7 added extended event handler to Civilian config class - all units of class Civilian are automatically part of approval system added ACE3 mission parameters added fn_setParams - calls code defined in SEN_params.hpp added SEN_occupyTrgAct.sqf - handles occupied location surrender added fn_setUnitSurrender - handles occupied location surrender changed FOB system - uses curator module to construct FOB, aerial recon marks enemies (see Field Manual) changed occupied location system - opposition surrenders once most enemies are killed, officer is marked once location is liberated (see Field Manual) updated (C) Stabilize and Transport Injured Civilian task - support for ACE3 basic medical system updated Headless Client support updated fn_transportHandler - players can select transport type (type defined in fn_settingsPre) updated fn_transportHandler - checks for helipad in FOB Pirelli updated fn_transportHandler - transport will search for spawn position away from occupied location fixed bug in SEN_cleanup.sqf - deleted markers are not properly removed from marker array fixed bug in SEN_cleanup.sqf - buildings can be deleted with a player inside fixed bug in (C) Defend Against Rebel Attack task - rebels do not engage players before reaching target position fixed bug in (C) Deliver Medical Supplies task - supplies potentially spawn inside another object fixed bug in SEN_ACE3Actions.sqf - player can consecutively trigger some actions before the action completes fixed bug in SEN_ACE3Actions.sqf - potential CTD when opening field manual fixed bug in fn_onCivQuestioned - questioning civilians does not return enemies in vehicles fixed bug in fn_getPlayers - headless client is returned in array fixed bug in VVS - potential vehicle explosion on spawn removed Plank Edited July 29, 2015 by SENSEII Share this post Link to post Share on other sites
ice_age0815 37 Posted August 1, 2015 Thank you sensei, i ported your mission to kunduz and i'm really happy with the results. This week I'm gonna try it with my community. Keep up the good work! EDIT: Ohh there is something wrong. I have manualy placed units (vehicles) at the FOB but they are deleted. I guess you have set some cleaning script. Can you tell me how to disable it? hi you have a download link for you kunduz port ? Share this post Link to post Share on other sites
Guest Posted August 1, 2015 hi you have a download link for you kunduz port ? Hello, I've ported it myself. If you want a copy you can PM me :) Share this post Link to post Share on other sites
highlander_xwg 10 Posted August 2, 2015 Ok how do you load the body bags and AI you have to transport into vehicles? Can drag the body bags and move the AI you take prisoner around but still can not figure out how to load them to transport. Share this post Link to post Share on other sites