camcit0 10 Posted March 11, 2015 (edited) Hello Barbolani, First of all, thank and congratulate you for this great mission !! The multiplayer game that we are currently playing with some friends presented the following problem: At the beginning of the game (new game), we capture the factory located near the pier Kavala. Minutes later, the warning of an enemy attack appears from the base of Aggelochori, however, the attack never happened. We continued playing and managed to capture the base Anggelochori, but not disappeared attack alert. After this, we have observed the following details: - We have captured many other places and the warning is still there. - AAF is not fighting back when we captured territories. That is, no attempts to recover what was lost. - We can not "sleep" by the campfire. When trying to do, we received the message that "You can not rest when there are enemies nearby friendly troops" Here one screenshot of the map: http://i.imgur.com/tdXfzOm.jpg Besides that, we had some bugs with inventory, for example, when the gun runs out of bullets and we reload the new mag is deducted from the inventory, but the weapon is zero bullets. Sometimes we collect items from dead enemies and something similar happens, the item disappears from the dead enemy, but does not reach our inventory. Thanks for everything, I will continue reporting bugs if we find some! Greetings! Edited March 11, 2015 by Camcit0 Adding screenshot Share this post Link to post Share on other sites
barbolani 198 Posted March 13, 2015 Hi Camcit0! Probably what happened is AAF had some pathfinding issue in their way to their objective, (let's say, vehicles got stuck in some city). Anyway, the "Defend" task will automatically get won after two hours of gameplay. As AAF can only coordinate one attack, while it is in progress and stuck, you may conquer other objectives without any counterattack. About inventory issues: beside all the ammobox transfer thing, I haven't scripted anything related to inventory, so it must be weir vanilla A3 behaviour, on which I can do nothing. Only issue is when you are looting an AI and meanwhile it gets deleted (Antistasi has a body deletion script). But I think it's not your case. Share this post Link to post Share on other sites
camcit0 10 Posted March 16, 2015 Hi! Well, we left the previous game. We conquer almost half of the island and we were never attacked back. The warning from the base of Aggelochori, despite the lateness of the game, never disappeared. We started a new game and wanted to try to capture the same factory again. Again, we received warning of attack from the Aggelochori base. And again, the attack never happened. We played a couple of hours and nothing. Today I tried to reproduce the error in SP and same thing happened. By capturing the factory near to the pier of Kavala, warning of attack appears from Aggelochori, but the attack was not carried out and does not disappear with the passage of time. Can someone test if it is indeed so? Maybe it's a problem with my installation of Arma 3, because besides this problem, I still have bugs with inventory, items that disappear when taken, etc. Greetings! PS: Google Translate is so... well, you know. Share this post Link to post Share on other sites
barbolani 198 Posted March 17, 2015 I'll try to reproduce an attack from that base to the pier and factory and see if AI gets stuck at some point. Thanks! Share this post Link to post Share on other sites
Vandaeriel 10 Posted March 19, 2015 I captured a Strider by setting up and ambush, using AT mine. My engineer repaired wheels but they still remain yellow and there is no option to repair it further. What can I do? Share this post Link to post Share on other sites
camcit0 10 Posted March 19, 2015 I captured a Strider by setting up and ambush, using AT mine. My engineer repaired wheels but they still remain yellow and there is no option to repair it further. What can I do? To fully repair the car, you must use the metal box that is next to the flag. I refer to the cube-shaped box. Share this post Link to post Share on other sites
remus 11 Posted March 21, 2015 Hi all Everytime I buy a vehicle at hq it disappears after a few seconds. Any clues how I fix this ? Share this post Link to post Share on other sites
barbolani 198 Posted March 22, 2015 Hello! Updated versión! remus you are probably using a very old versión as this problema seems solved ages ago. Use the dropbox / steam one. Share this post Link to post Share on other sites
remus 11 Posted March 23, 2015 Hi I downloaded the version from dropbox and I still have the same problem. can you perhaps check if the dropbox version is as up to date as the steam version ? ps I dont us steam. ---------- Post added at 10:12 AM ---------- Previous post was at 10:07 AM ---------- Any static vehicle is persistant. Such as morter. any mobile vehicle disappeared seconds after its purchased Share this post Link to post Share on other sites
barbolani 198 Posted March 23, 2015 Updated dropbox just yesterday, and BTW I tested to purchase a quadbike which didn't despawn after 1 minute.... Your's is the only report I have with this issue... Are you using any mod? Share this post Link to post Share on other sites
tscheche 10 Posted March 24, 2015 Hi we downloaded the Mision and its great so far but we use AGM and Taskforce Radio the commander has no issues at all all other players cant use the Radio and AGM menu. The TFR works fine in close range. Is there a posbility to change some value in the skript that would solve the issue making everyone commander or something like that? Thanks in advance for any kind of help. Share this post Link to post Share on other sites
barbolani 198 Posted March 25, 2015 Hello Tscheche, sorry but no, misión relies on having just one commander which is the only one able to do several things. There are too many scripts that check for this commander which would make the change very painful and the mission very chaotic. Share this post Link to post Share on other sites
DemonLordy 10 Posted March 26, 2015 Hi there, also checked your mission again on a dedicated server and played many rounds now cause i was running out of ressources somehow. It is pretty hard i think but good. Sure needs a few experienced players and a good plan to succeed. But again very nice idea you had there. Maybe one small thing for a request next time, What about prices showing in menue also ? maybe like Marksman (25€) or so.. i think there were some differences in units you can buy. But for rest i will keep on testing... keep up the good work :) Share this post Link to post Share on other sites
barbolani 198 Posted March 26, 2015 Thanks DemonLordy: yes, I miss that too, but my scripting skills are low regarding dialogs and menus, I want to put a contextual text with the Price when you position the mouse on each button, but no luck yet and support from the community on this affair is very low. ---------- Post added at 15:28 ---------- Previous post was at 15:26 ---------- @Camcito: detected the issue but not the cause, that base has something bugged and game error reports says nothing, gotta make a lot of I+D to solve this. Share this post Link to post Share on other sites
camcit0 10 Posted March 26, 2015 @Camcito: detected the issue but not the cause, that base has something bugged and game error reports says nothing, gotta make a lot of I+D to solve this. Wow! Good to know that the problem is not my game xD Last night while we were playing, we decided to return to camp. To our surprise, Petros was not there. We looked but did not find it. I decided to reposition the camp, hoping Petros join the group, which did not happen. Definitely, Petros disappeared. This happened after fulfilling the mission "Defend Petros". There will Petros fled to infinity and beyond? D: Share this post Link to post Share on other sites
barbolani 198 Posted March 26, 2015 Wow! Good to know that the problem is not my game xDLast night while we were playing, we decided to return to camp. To our surprise, Petros was not there. We looked but did not find it. I decided to reposition the camp, hoping Petros join the group, which did not happen. Definitely, Petros disappeared. This happened after fulfilling the mission "Defend Petros". There will Petros fled to infinity and beyond? D: Good news: found the bug. Next hotfix will correct this (couple hours as much) Bad news: the Petros thing. When Petros goes to hiking the trick to recover him is what you made. If there is no Petros around, mission should get failed. Did you killed the CSAT team? Share this post Link to post Share on other sites
camcit0 10 Posted March 27, 2015 Good news: found the bug. Next hotfix will correct this (couple hours as much) Nice!!! Bad news: the Petros thing. When Petros goes to hiking the trick to recover him is what you made. If there is no Petros around, mission should get failed. Did you killed the CSAT team? Yes, i killed the CSAT team. Share this post Link to post Share on other sites
lerbert 10 Posted March 27, 2015 Hi, great mission! Are you planning to do any mod support for this (with parameters maybe, so no mandatory addons)? We would like to use AGM which requires basic revive-script to be disable. lerbert Share this post Link to post Share on other sites
DemonLordy 10 Posted March 27, 2015 Yes I see, okay maybe somebody can help, is not so important now. But rest works fine so far. I tried different locations. I was thinking a bit about multiplayer is certainly hard to make a decision how to manage that. Things like nobody can join the commander slot is a bit strange. Dont know if you should change it that all can also join Player Stravos. My server is usually low population so i need some AI for this but if somebody joins then i want him also in my team. So i dont know what is best. You decide. And also the HR system is a bit strange, all can recruit it seems but HR limited to the whole team. But actually i also dont know how it would be better, i think maybe for you same. Is hard to find a perfect way for all :) But is really good fun i can play it for hours :) PS : I also seen what you doing with Teamkillers. I like that one too. So everybody go and kill Petros in base and see what happends :) good TK protection :) Share this post Link to post Share on other sites
barbolani 198 Posted March 27, 2015 @DemonLordy: I don't understand well. A commander is mandatory, if nobody has joined the slot, game will select one as commander anyway. So the commander will be able to recruit squads. About resources: The idea is to play fully coop, so the resoruces work as pool, everybody has Access to HR and money, they are only limited on what they can do with them. If I personalise resources, well, the system would have it's failures, such as, who is the owner of the HR boost when a Refugees Evac mission is succesful? The pool system is not perfect, as a troll can do weird things, but it's better tan other options. Share this post Link to post Share on other sites
gulfy32 10 Posted April 26, 2015 (edited) Hi we downloaded the Mision and its great so far but we use AGM and Taskforce Radio the commander has no issues at all all other players cant use the Radio and AGM menu. The TFR works fine in close range. Is there a posbility to change some value in the skript that would solve the issue making everyone commander or something like that? Thanks in advance for any kind of help. We've tried to get TFAR working as well. Commander works, and the rest of the team works 1/2 the time. I looked through the RPT on the server and didn't see any issues. EDIT: It seems to be JIP clients. Maybe something to do with the initPlayerLocal.sqf Edited April 27, 2015 by gulfy32 Share this post Link to post Share on other sites
barbolani 198 Posted April 30, 2015 Hi, I think it was something related to special key bindings which I tried to solve a patch ago. Try now and tell me the results. Share this post Link to post Share on other sites
gulfy32 10 Posted May 1, 2015 (edited) No, for all other units pressing CAPSLOCK for TFAR just pops up trying to do in game voice. Doesn't seem like any of the TFAR keybindings work like CTRL+TAB to change volume. EDIT: It seems to be something with this in the initplayerlocal.sqf and reinitY.sqf Once I turned off reinitY for JIP players the radio started working for them. gameMenu = (findDisplay 46) displayAddEventHandler ["KeyDown", Edited May 2, 2015 by gulfy32 Share this post Link to post Share on other sites
neofit 65 Posted May 2, 2015 Hi, Started playing today. It sounds great from the description, but I am afraid there is way too much enemy activity at the beginning. I started with the default HQ location in the swamps. Got a logistics mission to Lipi or whatever the small city to the NW is called. 2 mins pass, the mission is done, good. Then an enemy patrol appears in the city, and another on the E road. They are dealt with, so far so good. Then a mission spawns in the same city, literally 100-200m away from me, thankfully a civilian car rams the truck and disables it. I kill the team that spawns with it. Then a foot patrol appears on the hill. So far 4 patrols spawned within minutes and I didn't even have time to do any serious looting for the revolution. Then I go for the empty cars I saw on the E road. I get 100m away from the city and it has already spawned a convoy with 2-3 APCs inside. After a bit of creative reloading and a lot of luck, good prevails. I finally reach my first functioning vehicle on the road, liberate about three corpses worth of loot into its trunk and a new APC patrol is already sniping me. OK, forget about the loot, I'll just reload and quickly bring the money truck to the HQ. Mission done, I backtrack to the city since it had at least 4 dead AT guys that I need to loot. Entering the town I see it has already spawned a patrol inside and two outside. All just for me :). I don't mind seeing that kind of action in a single mission where there is one short-term goal. But here we have a dynamic, long-term mission. I was expecting the mission to be populated like Pilgrimage for instance. At least give a brother a chance to loot and see what's what. What I think would make more sense is for the city to have a garrison that when killed, won't respawn for at least 1 hour. And definitely not if the player is within 1 km. And maybe not even respawn but be transported from a nearby base. A couple of nearby garrisons may send a couple of patrols, a nearby base may send one, but that should be it for about 30 mins. I don't know, maybe all this crazy spawning works well when we have half the island under our control, but with that level of spawning I won't even have one city. There is this AAF flag with a couple of trucks by it about 300 m from the city on the E road. It says that I cannot capture this location because I have to kill all the nearby enemies. That's a nice and informative message, but: 1. Where are they and how nearby is nearby? 2. With the crazy spawn rate that puts a new team within shooting range every couple of minutes, this is never going to happen :). Also, two enemies surrendered when I was fighting inside the city. One was rude and had an accident, but the other agreed to join la revolucion and said something like "see you at the HQ". But I didn't see him there. Did he lie? Share this post Link to post Share on other sites
Rydygier 1317 Posted May 3, 2015 (edited) Despite heavy lack of time issue due to RL work recently, I decided to try this mission this Sunday. I have to admit, I've been pretty thrilled, which isn't often, sadly, because from what I read in the diary looks most promising. The more, I found there described most of features, I would try to implement, if I would try to make such kind of mission (There was such plans returning from time to time, but thanks to that mission I'll possibly make myself released from this duty :) ), and some, I wouldn't think of, mostly MP-wise stuff. So mission concept is most appealing to me. Even the first step, choosing the camp position, by it's full freedom but also the need of thinkful choice, was very nice. Only the board with some option actions on it was lying instead of standing after moving the camp. I hope, nothing important was shown on it, because it lies face toward the ground. :) So, I have chosen the spot. That's the point, where I'm when writing this, as I wanted to say about some cons, I spot already. I'm nearly pure SP-player. So of course I'm playing it SP. But, since it is designed as MP scenario, some things hinder for me the play, two minor, one bigger: 1. Necessity of going through whole MP mission establishing stuff. Marginal problem. 2. Unable to pause the game without exiting. Minor issue. 3. I may miss something, but I see no way for easy load the saved game, which combined with lack of "exit without save" functionality in A3, makes a pretty serious issue to me. IMO this scenario has lots of potential also for SP lone woves like myself. Hence I would suggest to make also pure SP edition, played from SP scenarios. EDIT: never mind. If pbo is put into Missions folder it acts well as SP. Good, I tried. :) Now back to make some resistance to those AAF bastards. BTW one thing, that could be added, I spotted, is making visible a price of stuff to buy, otherwise I can't know at first, what cost how much. Maybe a pop-up tooltip text, when cursor over the button? Another thing - there are some data displayed at the top. Colour chosen isn't readable enough on the sky background, when sky is bright. There may be an outlined font option a solution? I know, how hard to find the colour well visible on all backgrounds present in game - tried. :) But the worse, it seems gone after resuming of saved session, so now I'm clueless about money and stuff, I have, unless it will be back later? Same for SP mode, I'm affraid. EDIT: on SP mode now. Music is great to have. But I hope, it isn't present all the time, but only from time to time? Otherwise it will become tiring pretty fast. I would suggest 10-20 minutes long, maybe randomized gaps between tracks except perhaps tracks triggered by the situation, if implemented such thing. Meanwhile I got two tracks one after another before loading saved game and no music at all after loading, but not that long yet - still may be normal/expected interval. Started at night, so decided to wait 8 hours. During that my resorces was raised seriously. like from 1000 to 5000$ and many HR. I hope it's intended, and will not de-balance the game? Because seem, I can this way just wait at the campfire few days or so to be as rich and resorceful, as I want? I took logistics side mission - deliver supplies to the town. On the way realized, I'm not undercover despite beeing inside civilian vehicle, as one could think. Only removing vest and weapon make me undecover, while beeing in or out civilian vehicle makes no difference. IMO should make a difference. In the town some counter start to count down my delivery. In the meantime some chopper arrive, apparently I was spotted or something. But evenif so - it arrived kinda faster, one could think, is possible. Anyway, around that moment I spot wierd incosistencies around undercover mode switching. Some hostiles has to be near, because removing vest and weapon in one spot did the trick, while a hew meters farther - didn't. I wonder, what exactly rules and conditions are set here? BTW the chopper was marked on map with purple, which may mean civilian or "enemy" side. Later it was green. Most funny was after delivery. I was riding back when I said "oh" and disappeared. Instead some respawn screen shown up. After reload reason was revealed: after delivery the truck is just deleted. With my stuff in the trunk. Even with me inside. Without any warning. :) On the side note, close to the town I start to spot empty cars here and there blocking the roads. Seems intentional, but still kinda hard to explain, like was abandoned in haste/panic. Parked cars would be at the roads, not in the middle of it... Anyway, I got a task at that time to steal truck with money going from another town to the town, where I was (Galati tu Oreokastro). So using empty cars I set "roadblocks" at bot possible directions and observed the target marker on th map. Then determined likely direction and went to wait there. So far however seem, the marker stopped to relocate at some townby the way (abdera), not sure, if intended. Meanwhile the chopper was just hovering at one spot like 15 minutes. I saw such behaviour of the choppers stucking that way during SAD waypoint. It unstuck a bit later for a moment (changed hovering position), when I engaged two AAF closing my ambush site. Just after the fight task with money track was set as failed, while marker still was at the beggining of expected route, stuck at Abdera. Oh, well. Another funny moment was nasty surprise, when I returned with all the loot to the my chosen offroad only to learn, it was manned by AAF now, just sitting there and waiting (one as driver, another next to the car). Waiting for me, I guess. :) Then I noted, I can't open configuration options in-game (which IMO means, something wrong is going on in the background), also there wasn't anymore info displayed when clicking at the important spots on the map. So decided, it's enough for first try. At the end, some stuff from RPT (tested on pure vanilla): 10:33:54 Error in expression <}; _leader = _possibleLeaders select 0; _leader setvariable ["BIS_HC_scope",_log> 10:33:54 Error position: <_leader setvariable ["BIS_HC_scope",_log> 10:33:54 Error Undefined variable in expression: _leader 10:33:54 File A3\modules_f\HC\data\scripts\hc.sqf, line 69 (above seem to be A3's own issue) 11:16:05 Cannot load sound 'ca\ui\data\sound\onover.wss' 11:16:06 Cannot load sound 'ca\ui\data\sound\onover.wss' 11:16:12 Cannot load sound 'ca\ui\data\sound\new1.wss' (plenty of those) 13:46:59 Error in expression <d select 1) select 0; [_grp,_attackpos,_currpos] spawn UPSMON_SetSatchel; sleep> 13:46:59 Error position: <_currpos] spawn UPSMON_SetSatchel; sleep> 13:46:59 Error Undefined variable in expression: _currpos 13:46:59 File missions\__cur_sp.altis\Scripts\UPSMON\MODULES\ORDERS\UPSMON_ASSAULT\fnc\UPSMON_Assltbld.sqf, line 31 13:47:00 Error in expression <t; }; }; }; }; } foreach _units; sleep _time; _time = (((_attackpos vectordist> 13:47:00 Error position: <_time; _time = (((_attackpos vectordist> 13:47:00 Error Undefined variable in expression: _time 13:47:00 File missions\__cur_sp.altis\Scripts\UPSMON\MODULES\FORTIFY\fnc\UPSMON_patrolBuilding.sqf, line 61 13:47:00 Error in expression <t; _time = ((_attackpos vectordistance _currpos)*1.4); [_teamasslt,_bldpos,_grp> 13:47:00 Error position: <_currpos)*1.4); [_teamasslt,_bldpos,_grp> 13:47:00 Error Undefined variable in expression: _currpos 13:47:00 File missions\__cur_sp.altis\Scripts\UPSMON\MODULES\ORDERS\UPSMON_ASSAULT\fnc\UPSMON_Assltbld.sqf, line 59 (UPSMON) 13:57:38 Serialization of Control variables is not implemented Many of those. may have something to do with lacking GUI display with money, HR and such after loading the saved game. Or not. So, thanks for this mission. Very promising, good work. Keep it up. I hope, my feedback will be useful anyhow. :) Edited May 3, 2015 by Rydygier Share this post Link to post Share on other sites