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SENSEII

[COOP] Dynamic Combat Generator

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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!!

 

Don't worry :) . There won't be any more dependencies in the mission.

 

In the next release, editing the units will be much simpler than what I explained in my last post. 

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okay. we've tested v3.0.8 last night and here is my feedback or review or whatever it is called.

 

The good:

- When the game started, both the server and players doesn't get severe lags when loading and preparing tasks as it did in v3.0.6

- ACE3 are pretty well implemented into the mission (advanced medical, ballistic, interaction, etc)

- FOB system is neat and helpful (there is even task to protect FOB against rebel attacks now)

- New vehicle spawned at MOB DODGE vehicle station doesn't explode anymore

 

suggestion/question/need fix:

- When firing grenade from GL/EGLM/GMG, the grenade always gets deflected by unknown reason even when in close range (eg: 300m or closer target). Sometimes the grenade disappear as soon as it is fired. is that caused by ACE3 advanced ballistic or anything else?

- The new 3D task/objectives marker which shows the distance and location of the tasks sometimes is inaccurate and gets off the grid (out of the map).

- AI skill too high. Maybe we can choose AI skill in mission parameters in the future?

- Increase max number of task and occupied location?

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okay. we've tested v3.0.8 last night and here is my feedback or review or whatever it is called.

 

The good:

- When the game started, both the server and players doesn't get severe lags when loading and preparing tasks as it did in v3.0.6

- ACE3 are pretty well implemented into the mission (advanced medical, ballistic, interaction, etc)

- FOB system is neat and helpful (there is even task to protect FOB against rebel attacks now)

- New vehicle spawned at MOB DODGE vehicle station doesn't explode anymore

 

suggestion/question/need fix:

- When firing grenade from GL/EGLM/GMG, the grenade always gets deflected by unknown reason even when in close range (eg: 300m or closer target). Sometimes the grenade disappear as soon as it is fired. is that caused by ACE3 advanced ballistic or anything else?

- The new 3D task/objectives marker which shows the distance and location of the tasks sometimes is inaccurate and gets off the grid (out of the map).

- AI skill too high. Maybe we can choose AI skill in mission parameters in the future?

- Increase max number of task and occupied location?

 

Thanks for the feedback. 

 

Regarding your suggestions...

  • I'm not sure what this issue is, but it's likely not mission related.
  • It's annoying, but there is not a simple way to hide the 3d markers once a player assigns a task. I'm still looking into this.
  • DCG doesn't mess with AI skill. I don't want the mission to conflict with any AI addon a community uses. I suggest you try ASR AI3.
  • I'll add this to the mission parameters, but be aware that more than two occupied locations will be server intensive.

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Thanks for the feedback.

Regarding your suggestions...

  • I'm not sure what this issue is, but it's likely not mission related.
  • It's annoying, but there is not a simple way to hide the 3d markers once a player assigns a task. I'm still looking into this.
  • DCG doesn't mess with AI skill. I don't want the mission to conflict with any AI addon a community uses. I suggest you try ASR AI3.
  • I'll add this to the mission parameters, but be aware that more than two occupied locations will be server intensive.
Okay.

I'm not sure which is currently used in my server but between ASR AI and FFIS, which do you suggest?

About the last point. If you think it'll be server intensive then it might better to leave it at current state. We can always restart the game. No worries. And thanks for explaining.

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First of all, thank you senseii for such an awesome mod! I really love where this is going, as well as the implementation of ACE. Latest versions have added a lot of really nice things.

 

Me and some friends play it in a really small group (usually 3-4 people). The only addition we would like to see is to be able to toggle a parameter that enables non-medics to use epinephrine and IVs on other players with the basic medical system (there are similar toggles for the advanced medical system, so I'm guessing it wouldn't be too hard to implement). Otherwise, if the medic is unconscious, nobody can administrate epi on him, which is quite frustrating with small groups. 

 

Keep up the excellent work! 

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Okay.

I'm not sure which is currently used in my server but between ASR AI and FFIS, which do you suggest?

About the last point. If you think it'll be server intensive then it might better to leave it at current state. We can always restart the game. No worries. And thanks for explaining.

I've always used ASR AI alongside DCG. That's probably the safest bet.

 

First of all, thank you senseii for such an awesome mod! I really love where this is going, as well as the implementation of ACE. Latest versions have added a lot of really nice things.

 

Me and some friends play it in a really small group (usually 3-4 people). The only addition we would like to see is to be able to toggle a parameter that enables non-medics to use epinephrine and IVs on other players with the basic medical system (there are similar toggles for the advanced medical system, so I'm guessing it wouldn't be too hard to implement). Otherwise, if the medic is unconscious, nobody can administrate epi on him, which is quite frustrating with small groups. 

 

Keep up the excellent work! 

Glad you enjoy it  :). I'll look into fixing the non-medic issue.

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Alright. I'll ask our server manager about it and try using ASR AI. *thumbs up*

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Can you added a control time in the mission in the settings before or directly involved (in the DCG ACE menu for example)?
Just to be able to fog or rain when you want: D

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Can you added a control time in the mission in the settings before or directly involved (in the DCG ACE menu for example)?

Just to be able to fog or rain when you want: D

 

Something like this is already in the next release :). You'll be able to select a season (summer, fall, winter, spring) in the parameters and the mission will set the weather based on realistic data.

 

EDIT: I should add that the data is dependent on the map. I'll support Altis, Stratis, Takistan and Chernarus by default.

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on stratis too? wooohhooooo... :D

can't wait...

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Something like this is already in the next release :). You'll be able to select a season (summer, fall, winter, spring) in the parameters and the mission will set the weather based on realistic data.

 

EDIT: I should add that the data is dependent on the map. I'll support Altis, Stratis, Takistan and Chernarus by default.

 

 

 

YESSSSSS Thanks :lol:

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I love the new updates Sensei. The old and new features are great. I don't want to bother you but I'd be great if you add some roadblocks and random IEDs

 

 

Edit: Some feedback, when I select "Clean MOB Doge" it deletes the Arsenal Box. Then we cannot get our loadout.

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Yep, I'm messing around with those features for the next version. 

 

I'll fix the Clean MOB bug. For now, you can add, this setVariable ["SEN_noClean", true]; to the Arsenal Box's init.

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This has been a god send for the group that I play with (6-12 players avg). I'm usually our "Dungeon Master" and design all of our missions and play throughs.

 

Unfortunately, just because of the nature of our group it's hard to pour a lot of time into a single mission. Have us play through it a couple times then move on. Most of our scripting/mission making/triggers etc. skills aren't exactly the best. Though I've certainly more through brute force then good management have learned how to use Zeus and MCC together to create missions on the fly. Even then however they can be bland at times.

 

DCG has completely changed the way we play for the better. Instead of having to come up with something from a blank slate each time DCG takes care of 80% of my work for me. (Selecting AO, units, tasks, objectives, air taxi, etc.) from there all I do is "spice up" the particular objectives (emplaced guns, snipers, Hostile QRF, traps, etc.)

 

All in all absolutely loving DCG. Helps my group have a great time, makes my job easier and is a great way to add continuous replayability.

 

I think your project direction is great.

 

My feedback would be to expand on the theme of continous replayability. Not saying these haven't been done. Just highlighting what I think may be important.

  • more variants in hostile force make up
  • objectives
  • ability to replace/add factions (I usually like to add a Spetsnaz element along with the Russian grunts while we play DCG)
  • portability to other maps

I think the real draw and gem for DCG is the ability to grab a group of your friends together, load mission, load arsenal loadout and go. All within minutes.

 

I hope you continue to push DCG to it's limits. My group and I are very thankful.

 

Keep it up!

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Hello,


I found some problems after a few hours of play with my team :

  • There is always the explosion in vehicle spwam to the base : When it disconnects and reconnects to that one, the vehicle explodes when we go as a driver
  • It would be interested to deliver to FOB IA to defend it deploys as before.
  • Time management (hours) and weather directly in the game (just like Zeus for example).
  • Summing voiceovers of armed when calling air support.
  • Have 4 IA in CH-47 RHS for transport (2 gunner and not 1 as at present)
  • For FOB added to bring the barrier at the entrance (road barrier up and down)
  • More missions :D
     

Great job, i'm very fan, a big thank you for the work already done :)

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Yo yo yo, before I forget, there is one thing you should add:

 

1. Service Area for repair and rearming ground vehicles, Rotary Wings and Fixed Wings.

 

 

 

Question: Where exactly do I have to move the wounded civilian? I did bring him to the hospital but can't finish the task. I was moving him everyplace until he got mad and kicked my balls  :blink:

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Yo yo yo, before I forget, there is one thing you should add:

 

1. Service Area for repair and rearming ground vehicles, Rotary Wings and Fixed Wings.

 

 

 

Question: Where exactly do I have to move the wounded civilian? I did bring him to the hospital but can't finish the task. I was moving him everyplace until he got mad and kicked my balls  :blink:

 

experienced this before.

I always take the injured hostage to the middle of the hospital area. you should be able to see it with the new 3d task location/distance marker. if it fails, get him inside of the medical bunker/facility.

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Question: Where exactly do I have to move the wounded civilian? I did bring him to the hospital but can't finish the task. I was moving him everyplace until he got mad and kicked my balls  :blink:

 

If you're talking about the Stabilize Civilian task then he has to be conscious and inside the Medical Center walls.

 

How are you transporting the civilian?

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If you're talking about the Stabilize Civilian task then he has to be conscious and inside the Medical Center walls.

 

How are you transporting the civilian?

 

I just use ACE Menu to load the unconscious  body inside the vehicle. I didn't know he has to be conscious  tho... interesting. I'm gonna need to try again :)

 

 

However, I did have a problem transporting the "hostage civilian". He was in a "deteined animation" and I couldn't  move him until I arrested him, so I could change his animation state to arrested. Then I have to move (escort) him to our vehicle but there wasn't any option to load him inside. It's a little hard to explain. I'm gonna try to repeat the process and see what happens.

 

 

Thanks Senseii!

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Hello,
I saw that there was no more PNJ to protected the FOB when it is created, so, I wanted to know how the protected the fob when no one is logged on the server, because we are loose the FOB when my team don't play: /

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Hey SENSEII,

 

First of all, great mission! My community has run it a couple of times already. It's a really great, hassle free way to run a dynamically generated mission to keep things fresh with little effort. We've run it a couple of nights when we only had a couple of hours to run it. We are planning on organizing a large-scale weekend session in the coming weeks so we can really sink our teeth into it and play it out to it's fullest!!

 

Quick question for you - We noticed that the way the mission awards points (scoreboard) in MP is....wonky. It usually does not award points for taking down enemy AI soldiers, but it sometimes does. One of our guys got a point for killing a civilian by accident. We haven't been able to figure out why the mission awards points for some things, but not others.

 

This is not a mission problem, it's an issue with me not knowing how these things works or are configured in Arma missions. I've tried searching for a solution with no luck. Could you provide some insight? It would be greatly appreciated. 

 

Thanks again!

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Danius, I think that part of your problem relates to the ACE3 health system. Enemies might go down, but are not yet dead, so they are unconscious, bleeding out,  without ever getting treated and eventually they die. A lot of them do not count as "kills" because they bled out while they were down and were not shot to the point of death by the players. It might at least be a part of the explanation. And I might be wrong, I just occurred to see the difference between vanilla and ACE3, and it was the only logical explanation I could find.     

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Hrolf - That's definitely a possibility. I know on the other mission we usually run I turned off the AI unconsciousness setting. I'll have to test that out. Thanks for the reply.

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This has been a god send for the group that I play with (6-12 players avg). I'm usually our "Dungeon Master" and design all of our missions and play throughs.

 

Unfortunately, just because of the nature of our group it's hard to pour a lot of time into a single mission. Have us play through it a couple times then move on. Most of our scripting/mission making/triggers etc. skills aren't exactly the best. Though I've certainly more through brute force then good management have learned how to use Zeus and MCC together to create missions on the fly. Even then however they can be bland at times.

 

DCG has completely changed the way we play for the better. Instead of having to come up with something from a blank slate each time DCG takes care of 80% of my work for me. (Selecting AO, units, tasks, objectives, air taxi, etc.) from there all I do is "spice up" the particular objectives (emplaced guns, snipers, Hostile QRF, traps, etc.)

 

All in all absolutely loving DCG. Helps my group have a great time, makes my job easier and is a great way to add continuous replayability.

 

I think your project direction is great.

 

My feedback would be to expand on the theme of continous replayability. Not saying these haven't been done. Just highlighting what I think may be important.

  • more variants in hostile force make up
  • objectives
  • ability to replace/add factions (I usually like to add a Spetsnaz element along with the Russian grunts while we play DCG)
  • portability to other maps

I think the real draw and gem for DCG is the ability to grab a group of your friends together, load mission, load arsenal loadout and go. All within minutes.

 

I hope you continue to push DCG to it's limits. My group and I are very thankful.

 

Keep it up!

Glad you enjoy the mission and good feedback :). I'll take it into account for the next version.

 

I just use ACE Menu to load the unconscious  body inside the vehicle. I didn't know he has to be conscious  tho... interesting. I'm gonna need to try again :)

 

 

However, I did have a problem transporting the "hostage civilian". He was in a "deteined animation" and I couldn't  move him until I arrested him, so I could change his animation state to arrested. Then I have to move (escort) him to our vehicle but there wasn't any option to load him inside. It's a little hard to explain. I'm gonna try to repeat the process and see what happens.

 

 

Thanks Senseii!

I think I need to simplify the constraints of this task. 

For now this method should work: find civilian > stabilize condition before he dies > detain civilian (this is the only way to load an AI into a vehicle if he's conscious) > escort to Medical Center

 

For the hostage task, you're suppose to detain him in order to escort. If your ACE interaction menu isn't showing for some vehicles you may want to try the CBA workaround listed here, https://github.com/acemod/ACE3/releases. I'm not sure if it's a related issue, but it's worth a shot.

Also, I think the interaction menu is broken for the littlebird at the moment.

 

Hello,

I saw that there was no more PNJ to protected the FOB when it is created, so, I wanted to know how the protected the fob when no one is logged on the server, because we are loose the FOB when my team don't play: /

During my testing sessions, if the FOB was set up near an occupied location the friendly AI would sometimes alert and engage the occupied units making things harder for the players. But, I'll find a simple solution for the next version.

 

Hey SENSEII,

 

First of all, great mission! My community has run it a couple of times already. It's a really great, hassle free way to run a dynamically generated mission to keep things fresh with little effort. We've run it a couple of nights when we only had a couple of hours to run it. We are planning on organizing a large-scale weekend session in the coming weeks so we can really sink our teeth into it and play it out to it's fullest!!

 

Quick question for you - We noticed that the way the mission awards points (scoreboard) in MP is....wonky. It usually does not award points for taking down enemy AI soldiers, but it sometimes does. One of our guys got a point for killing a civilian by accident. We haven't been able to figure out why the mission awards points for some things, but not others.

 

This is not a mission problem, it's an issue with me not knowing how these things works or are configured in Arma missions. I've tried searching for a solution with no luck. Could you provide some insight? It would be greatly appreciated. 

 

Thanks again!

Glad you like it!

 

DCG doesn't do anything to the multiplayer rating/points system other than stop your personal rating from going into the negative. I didn't look into this much because I created my own rating system (civilian approval). 

I'll see if there's any easy fix for the scoreboard stuff. If it's ACE related then it's most likely out of my hands.

 

Btw, if you want more info on the approval system, check the field manual (ACE interaction menu).

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@ SENSEII;

Do you have a templet you use for creating missions? I have a few I have built I would like too and into DCG.

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