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[COOP] Dynamic Combat Generator

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Hi, 

 

Can you tell me how I could add CAF Aggressors to AI, so they look like taliban/ISIS soldiers instead? It doesn't make much sense that it's normal loadout AI for OPFOR as example in Takistan.

 

Thanks for the mission!  

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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.

You don't need to transport the body bags, you just need to use the gather intel action. You can transport AI by detaining them with cable ties and interacting with a vehicle to load the AI.

 

Really great mission! Love the ACE integration, keep up the good work!

 

Thanks!

 

Hi, 

 

Can you tell me how I could add CAF Aggressors to AI, so they look like taliban/ISIS soldiers instead? It doesn't make much sense that it's normal loadout AI for OPFOR as example in Takistan.

 

Thanks for the mission!  

You can edit the unit pools in fnc\fn_settingsPre. I already support RHS units, so you can use them as an example for CAF.

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Yo yo yo, I have some questions:

 

1. how do I retrieve Intel from the Officer? Killing him? Searching his body? 

 

2.How do I recognice the correct officer?

 

3. Why I can't change insignias and faces in your mission?

 

4. Is it normal that my fps drop like hell when I'm flying my choppa?

 

5. Why is your mission so awesome?

 

 

Thank you!

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You don't need to transport the body bags, you just need to use the gather intel action. You can transport AI by detaining them with cable ties and interacting with a vehicle to load the AI.

 

Ok thanks.

 

Very good job on this mission. I look forward to the next Update.

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You don't need to transport the body bags, you just need to use the gather intel action. You can transport AI by detaining them with cable ties and interacting with a vehicle to load the AI.

 

 

Thanks!

 

You can edit the unit pools in fnc\fn_settingsPre. I already support RHS units, so you can use them as an example for CAF.

 

Would be cool if we could change the faction via parameters :) Eg. So I could select that I want Taki insurgents and civs on takistan etc.

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Yo yo yo, I have some questions:

 

1. how do I retrieve Intel from the Officer? Killing him? Searching his body? 

 

2.How do I recognice the correct officer?

 

3. Why I can't change insignias and faces in your mission?

 

4. Is it normal that my fps drop like hell when I'm flying my choppa?

 

5. Why is your mission so awesome?

 

 

Thank you!

 

1. Use the gather intel action in the ACE interaction menu (this info as well as other tips are in the Field Manual).

2. He's the unit wearing the officer's hat  :) . I'm not sure how else to explain it. I can tell you that the officer unit is not used anywhere else in the mission, so his uniform is unique.

3. I'll look into this.

4. I'm pretty sure this isn't mission specific. It's likely due to view/object distance settings. 

5.  :ph34r: cause I'm a ninja.

 

Would be cool if we could change the faction via parameters :) Eg. So I could select that I want Taki insurgents and civs on takistan etc.

 

I'll look into it.  :)

 

 

DCG 3.0.7 Update

Download here: DCG 3.0.7 - Altis/Takistan/Chernarus * Takistan and Chernarus require AllinArma Terrain Pack

Known Issues

  • momentary lag when SEN_occupy.sqf runs after briefing screen
  • ACE_server.pbo overwrites ACE variables set by DCG - I recommend not using ACE_server.pbo

Changelog

  • added extended event handler support - all objects of class Civilian are part of approval system
  • added mission parameters - including ACE3 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
  • changed FOB system - aerial recon marks enemies (see Field Manual)
  • changed FOB system - influences civilian approval (see Field Manual)
  • changed occupied location system - opposition surrenders once most enemies are killed, officer is marked once location is liberated (see Field Manual)
  • changed fn_transfer - renamed to fn_setOwner for naming convention consistency
  • updated © Stabilize and Transport Injured Civilian task - support for ACE3 basic medical system
  • updated Headless Client support
  • updated fn_transportHandler - players can select transport type (classname 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
  • updated fn_findRandomPos - ability to find position in certain direction
  • updated fn_setTaskCiv - rebel task spawns are independent of civilian task spawns
  • updated fn_spawnCiv - suicide bombers can use vehicles
  • updated Field Manual
  • 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 © Defend Against Rebel Attack task - rebels do not engage players before reaching target position
  • fixed bug in © Deliver Medical Supplies task - supplies potentially spawn inside another object
  • fixed bug in SEN_ACE3Actions.sqf - player can consecutively trigger action before the last 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
  • fixed bug in fn_fobRequestHandler - non-local objects lag when curator user edits them
  • fixed bug in fn_spawnCiv - ACE3 interaction menu doesn't work on civilians (agents)
  • fixed bug in fn_spawnReinforcements - vehicle does not complete landing sequence on occasion
  • fixed bug in fn_setAcreRadio - radio channels are not properly set when using the "Take Radio" action
  • fixed bug in Headless Client support - groups are not properly cached when spawned on HC
  • fixed bug in Chernarus and Takistan ports - some essential base objects are not invulnerable
  • removed Plank
  • Like 4

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UPDATE!!! woohoooooo...

Thanks a lot... loving this mission. we have been playing this for few days now.

The advanced medical system is so unforgiving, our community "rambo" players is decreasing like helll. LOL

 

*edit*
it says this when I launch it on our dedicated server -> no entry 'bin\config.bin/CfgPatches.halo_test'.

any idea what that means? and how to fix this?

Edited by ziant

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I can not drive Spawn

 

 

22816918pl.jpg

i think you have to stand as close as possible to the spawn station. I literally stand right in front of it. 

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There is a weird issue where an invisible vehicle is created on the spawn location, preventing any further vehicles from being created. I believe it is a locality issue. I'm working on a fix. 

 

*edit*

it says this when I launch it on our dedicated server -> no entry 'bin\config.bin/CfgPatches.halo_test'.

any idea what that means? and how to fix this?

 

 

That's probably related to an addon being loaded on the server, but not on the client or vice versa.

 

EDIT: I pm'd you info regarding this error.

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There is a weird issue where an invisible vehicle is created on the spawn location, preventing any further vehicles from being created. I believe it is a locality issue. I'm working on a fix. 

 
 
I think it may be related to the new code you did for _spCheck for "Man".  If you take it out it works fine.

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That's probably related to an addon being loaded on the server, but not on the client or vice versa.

 

do ZEUS count as one? because ZEUS has been a problem to our community (although we do not know why and how)

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Sorry for the confusion with the last version.
 

DCG 3.0.8 Update

Download here: DCG 3.0.8 - Altis/Takistan/Chernarus * Takistan and Chernarus require AllinArma Terrain Pack

 

Known Issues

  • momentary lag when SEN_occupy.sqf runs after briefing screen
  • ACE_server.pbo overwrites ACE variables set by DCG - I recommend not using ACE_server.pbo

Changelog

  • added mission parameters
  • added fn_setUnitHostage
  • changed approval values
  • changed fn_setStrength - tweaked enemy strength values
  • changed fn_fobSetup - tweaked approval bonus
  • updated task system
  • updated Debriefing task
  • updated Field Manual
  • updated fn_spawnCivSuicide - suicide bombers have audio cue based on distance to target player
  • fixed bug in VVS - vehicles potentially do not spawn or explode on use
  • fixed bug in fn_setPatrolVeh - vehicle fuel is not reset
  • fixed bug in fn_spawnGroup - air units are spawned when argument calls for land units
  • fixed bug in FOB system - FOB constructor is not reassigned to curator on respawn
  • removed FHQ_TT
  • Like 3

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UPDATESS!!! YAY!!! I'll look into what you mentioned. THANKS.. keep bringin in great updates to your missions. you have my community support!

  • Like 2

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Still can't figure out the hostage rescue, I had a cable tie and tried Win key on him but there was no arrest button. Tried the regular scroll arrest and still nothing. What am I missing?

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Is it possible to add e.g. Leights Opfor Pack on my own way fast and easy? :P  Faction and unit classnames are public.. Do you have plans to add them as optional? Most used and still the best unitpack out there.

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Ok, so I did some changes of myself to the mission, to suit my community in regards to base, vehicles etc. 

 

Now..

 

Would it be possible to instead have the occupied cities, to have grid clearing (insurgency) instead, scattered all over the map, where enterable houses are of course, the grid clearing should be re-occupiable by AI after some time (3-4 hours?), would make the mission persistent.  

-

AI Skill level?? They're skilled as fuck, I mean I took a 500m headshot last night, while testing, and this AI just turned around and shot me directly in the face. 

-

Randomly placed IED's? Would be nice!

 

--

 

I also tried to add the CAF Agressors, but I cannot really see how to do it, I tried just editing the RHS units, and switch them out with CAF Aggressors classnames, but it doesn't seem to work?

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Still can't figure out the hostage rescue, I had a cable tie and tried Win key on him but there was no arrest button. Tried the regular scroll arrest and still nothing. What am I missing?

  1. place cable ties in inventory
  2. look at unit's hands > ACE interaction menu > "Take Prisoner"
  3. ACE interaction menu > "Escort Prisoner"

 

Is it possible to add e.g. Leights Opfor Pack on my own way fast and easy? :P  Faction and unit classnames are public.. Do you have plans to add them as optional? Most used and still the best unitpack out there.

See below.

 

Ok, so I did some changes of myself to the mission, to suit my community in regards to base, vehicles etc. 

 

Now..

 

Would it be possible to instead have the occupied cities, to have grid clearing (insurgency) instead, scattered all over the map, where enterable houses are of course, the grid clearing should be re-occupiable by AI after some time (3-4 hours?), would make the mission persistent.  

-

AI Skill level?? They're skilled as fuck, I mean I took a 500m headshot last night, while testing, and this AI just turned around and shot me directly in the face. 

-

Randomly placed IED's? Would be nice!

 

--

 

I also tried to add the CAF Agressors, but I cannot really see how to do it, I tried just editing the RHS units, and switch them out with CAF Aggressors classnames, but it doesn't seem to work?

  • The insurgency style gameplay and persistence you mention are definitely possible, but it's not part of the intended design.
  • There are only a few places in the mission where I mess with AI skill. I'd suggest using an AI mod. I frequently use ASR_AI3.
  • I'm considering IEDs, but it depends on the performance cost.

 

 

At the moment, editing the unit pools isn't very intuitive. I'm working on a way to set them without editing the mission files, but until then, here's the hard way...
 
The following explains the process for editing unit pools using "myAddon" as an example: 
  • open fnc\fn_settingsPre.sqf
  • Line 26, add code to check if addon is enabled on the server
if ((paramsArray select 11) isEqualTo 1) then {
      SEN_rhsAFRFEnabled = (isClass (configfile >> "CfgPatches" >> "rhs_main"));
      SEN_rhsUSAFEnabled = (isClass (configfile >> "CfgPatches" >> "rhsusf_main"));
      SEN_lopEnabled = (isClass (configfile >> "CfgPatches" >> "lop_main"));
      SEN_myAddonEnabled = (isClass (configfile >> "CfgPatches" >> "myAddon_main")); // add this, this path may differ depending on the addon
} else {
      SEN_rhsAFRFEnabled = false;
      SEN_rhsUSAFEnabled = false;
      SEN_lopEnabled = false;
      SEN_myAddonEnabled = false;
};
  • Starting at line 52, replace the RHS checks (SEN_rhsUSAFEnabled,SEN_rhsAFRFEnabled) with SEN_myAddonEnabled
  • Fill arrays with classnames from the intended addon
if (SEN_myAddonEnabled) then {
      SEN_unitPoolWest = [];
      SEN_vehPoolWest = [];
      SEN_airPoolWest = []; publicVariable "SEN_airPoolWest"; // public for fn_transportHandler
      SEN_sniperPoolWest = [];
};
if (SEN_myAddonEnabled) then { 
      if (SEN_enemySide isEqualTo RESISTANCE) exitWith {
            SEN_unitPool = [];
            SEN_vehPool = [];
            SEN_airPool = [];
            SEN_sniperPool = [];
            SEN_officerPool = [];
};
      if (SEN_enemySide isEqualTo EAST) exitWith {
            SEN_unitPool = [];
            SEN_vehPool = [];
            SEN_airPool = [];
            SEN_sniperPool = [];
            SEN_officerPool = [];
      };
};

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ohh wow... nice update plans there. but if you're planning to add unit mods on your mission, please make it optional otherwise we can't play it.

and random IED placement would be a good idea. suicide bomber + IED = EPIC.. ha!!

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