barbolani 198 Posted May 27, 2015 (edited) Hi Giorgy! About 1: No, generally speaking, things arent getting duplicated except some exploit regarding backpacks content. The save player loadout is already implemented, but in a different way: the loadout goes to the crate. It is intended. Additional cargo space for the crate would require a mod, it is imposible nowdays to do so via script. (Oh, believe me, I would have implemented it ages ago). About 2: You are playing a VERY OLD VERSION. About 3: Actions sometimes are a bit problematic. It's weird nobody sees the action. But, as I discovered in section 2, update and tell me :). About the revive. in near future I will publish a new revive, no third party, which should be bulletproof against that kind of issues. I'm testing it right now and it works ATM. Edited May 27, 2015 by barbolani Share this post Link to post Share on other sites
giorgygr 61 Posted May 28, 2015 (edited) Hey barbolani Thanks for making the effort to..read my wall-of-text regarding issues. I m happy to know you are working for the new revive implementation but.. i just wanted to make it clear i downloaded from your Dropbox link at 22/5. It was fresh as maybe ~20 hours or 2 days (cant remember exactly which) :/ *added* Yes ..it was the current Dropbox version (now 8 days old) Edited May 28, 2015 by GiorgyGR Share this post Link to post Share on other sites
barbolani 198 Posted May 28, 2015 (edited) Will check it, cause the seaport thing is from a very very old versión EDIT: Checked, Dropbox is fine, current public version is 0.11.18 Alpha. Check the version on game restart, down right. In that version you shouldn't hear nothing about the need of a Seaport to buy static weapons. Edited May 28, 2015 by barbolani Share this post Link to post Share on other sites
giorgygr 61 Posted May 28, 2015 (edited) I will send screenshots later of current version we re using+the "Sea port" requirement. Meanwhile i would kindly ask to make an option on Friendly fire punishment from parameters. (or take it off) You see..if a clan/team plays the mission as Persistent Coop..there is no need for measures that apply to open-to-anyone public servers :) Honestly..this mission isnt for an open server-nor for randoms. The NVG+a silenced EBR (ie) i managed to take back to the base CANT be taken by a random guy who just joined an open server-not knowing what he s doing-and dies 5 minutes later -losing for ever the asset.. Edited May 28, 2015 by GiorgyGR Share this post Link to post Share on other sites
barbolani 198 Posted May 28, 2015 (edited) I agree. Uhm, makes me think.. As I'm currently working on a revive, instead of punishment for hitting I can put punishment for killing. I could put it as optional, but all this options makes the init a bit messed with my limited dialog skills + more variables to check everytime. EDIT: Implemented :) Draft of the next changelog: 21/05/15 0.12.0 Alpha - NEW FEATURE: New revive system. Fully compatible MP and SP. AI compatible. AI comrades will heal player in the same way AutoHeal does. - Revive System will get disabled if mission has been edited with any ACE medical module. - Reworked AutoHeal (no more "Wait, comrade ERROR NO UNIT, I will patch you up". If there is a medic in the group he will be in charge of healing the whole group. If not, units will heal themselves. Unconscious units will get healed by medics or the nearest unit. First Aid kits are mandatory for any healing. - Shoot your enemies head to see another feature. - Punishment changed from hitting players to killing players. As the killed player is in unconscious state, it is very difficult to kill a player by non negligent accident. - Small counterattacks were waiting to conquer the zone even when they sent an attack chopper. - No unlimited Ammo for NATO Arty as player can destroy all the radiotowers in 15 minutes. - Bug corrected on Ai Control which made loose access to Y menu. - Intel Found event on prisoner interrogation, instead of only revealing on map enemy units and counterattack timing. Edited May 28, 2015 by barbolani Share this post Link to post Share on other sites
giorgygr 61 Posted May 28, 2015 Are the flags on every base "AllowDamage false"? If not a solution should be found to be indestructible. There are times lots of vehicles or obstacles around..and i think we can't find the Flag anymore at NE base of Pyrgos ie. Just a reminder. Share this post Link to post Share on other sites
barbolani 198 Posted May 28, 2015 (edited) lol, no! I forgot! On next release. Thanks! Edited May 28, 2015 by barbolani Share this post Link to post Share on other sites
swoop 15 Posted May 28, 2015 Is the new ammo limit for NATO arty also effecting bought mortars? I bought a mortar and a single AI rifleman to man it. Fired off around 20 rounds and it disappeared, the AI manning it also, reported as KIA. Share this post Link to post Share on other sites
barbolani 198 Posted May 28, 2015 (edited) Only affects NATO Arty. Generally speaking, any static weapon will get ammo from time to time. The issue you mention, is probably that, KIA. Probably it dissapeared due to the cleanup script. BTW new version is published in Steam and Dropbox. Edited May 28, 2015 by barbolani Share this post Link to post Share on other sites
swoop 15 Posted May 29, 2015 I will test the disappearing mortars further but the situation was the mortar was on flat ground very near HQ, hidden away from prying enemy eyes. The mortar was in use and had just fired off 20 or so rounds and then the AI in the gunner position just stopped responding. A radio 5-5 came back with a "2 is KIA". No other AI around HQ reported any enemy sightings, no sign of any explosions or enemy presence at HQ at all, just a missing mortar unit and it's gunner. Share this post Link to post Share on other sites
neofit 65 Posted May 29, 2015 Hi, The manual in the map says that the normal way of saving and loading does not work well in this scenario and that one should use the map or flag instead. Is it still the case or was it only in the early versions and is now fixed? If it is still the case, how bad is it? I tried some normal Arma3 saving and loading and didn't notice anything bad for the moment, but if it may break something in the economical or political layers in the scenario then I'd rather know before I invest tens of hours into the campaign. I really like to play this mission to the end, but if I have to use save locations, then I might as well buy a console instead ;). Share this post Link to post Share on other sites
barbolani 198 Posted May 29, 2015 Some players experience crashes when resuming, I allways use the system, whenever I come back to HQ. Share this post Link to post Share on other sites
giorgygr 61 Posted May 29, 2015 We are using the Persistent save system on our Coop server almost for 5 days now (server restarts etc) without a problem. :) Share this post Link to post Share on other sites
neofit 65 Posted May 30, 2015 Hehe, just like 3 weeks ago, I am getting overwhelmed by enemy units converging on us as soon as I begin a firefight. That wouldn't be bad in a scenario where it's the only goal, but there is much more to do here than be stuck at one spot killing endless waves. My group of underarmed bum warriors has barely killed the first group that another one is within shooting range, and we never have enough time to get to the scared ceremony of corpse looting. The scenario seems balanced towards a Coop-5+ play, not so much for SP. You wrote: @nefoit: spawn system Works on distance basis, and yes, it doesen't have a "cache" except for AAF roadblocks. If you get far from any zone, and turn back, all the units will be there again (or more, or less, depending on lots of params), is just like "you gave the enemy time to reinfornce the zone".[...] Also: spawn distance can be changed in game, mÃnimum is 1Kmt, so not so much "spawn in your nose" may happen. Go to game options in the map and change it to the size you want. How does this exactly work? When I am in a firefight, some groups of enemies will spawn at 1km (default) or more from us, with a waypoint to go towards us? An ininite quantity of waves? For example if I set the spawn distance to 3 km for instance and start shooting, the scenario will spawn n groups at 3 km that will have waypoints to our spot (as I suppose without them they won't hear the firefight), then stop spawning? Or n groups at the beginning, then a new spawn of those groups every m minutes? As in, should I stay a bit more at that spot to kill the last of them (as if a 20 minutes firefight at the same spot wasn't enough :) ) and it will finally stop and I'll be able to loot and move on, or just stop even trying in SP? And say I put 3 km. What does trigger their spawning? Do I continually have groups spawning 3 km away from me, or only when there is a firefight? I suppose the groups that haven't seen me in some time are cleared? Undercover: Civ vehicles make a difference. If you mount a mil vehicle, no undercover. The conditions are based in outfit, vehicles, distance to be spotted, and knowsabout to be un-spotted We were in a civilian truck (the one given for the delivery mission) and got discovered from at least 100m by a roadblock. Is this normal? Can this feature be disabled so one can try and use Rydigiers's Incognito mod that he made for Pilgrimage? Share this post Link to post Share on other sites
giorgygr 61 Posted May 30, 2015 We were in a civilian truck (the one given for the delivery mission) and got discovered from at least 100m by a roadblock. Is this normal? Can this feature be disabled so one can try and use Rydigiers's Incognito mod that he made for Pilgrimage? 1.Are you sure you asked twice the other guys of your company if they were ALL undercover? 2.Are you sure you haven't passed-by a random patrolling soldier at 10 meters ,and broke the Undercover status? Share this post Link to post Share on other sites
neofit 65 Posted May 30, 2015 1.Are you sure you asked twice the other guys of your company if they were ALL undercover? From what I understood, just being in a civil vehicle, regardless of what we wear, should be enough to be considered undercover, but at what distance? 2.Are you sure you haven't passed-by a random patrolling soldier at 10 meters ,and broke the Undercover status? Of course not, that's why I am asking for more precision about the rules. Does distance mean 10m or 500m or something in between? I remember with @ryd_incognito in Pilgrimage wearing all civilian clothes, the gun in a backpack, and walking past a CSAT patrol like mere meters away and staying incognito, and being happy it actually made sense. I'd like to know what to expect here. Share this post Link to post Share on other sites
barbolani 198 Posted May 30, 2015 (edited) Tons of questions. Ok, in order of appereance. Spawning distances: Distance on which garrisons, civilians etc.. spawn or despawn on their respective zones. Also applies to: abandoned vehicles, enemy tropos with an attack mission, after it is finished, they will despawn on distance. Spawning patrolling / attacking enemies: they spawn in bases or airports. CSAT Spawns in their carrier. Nothing with spawn distance, despite mission checks for certain radius to attack from one base or another. Frequency for spawning: There is no "frecuency", it's just the AAF commander "decides" to attack you when he "wants" and "can". Some patrols spawn automatically with no attack purposes, some others are called to response from any of your attacks. Or just, as I said, AAF launches an attack. Undercover: The only cause in that situation to lose undercover is to kill with the car a soldier or you had AI inside the truck or you were in a Supply mission and started the countdown, was it? Edited May 30, 2015 by barbolani Share this post Link to post Share on other sites
neofit 65 Posted May 31, 2015 Undercover: The only cause in that situation to lose undercover is to kill with the car a soldier or you had AI inside the truck or you were in a Supply mission and started the countdown, was it? I'm not sure. I got the mission to bring stuff to a city 2.9 km away. The three of us got inside the civilian truck that spawned, without undressing or hiding any weapons. We drove cross-country, I stayed in 3d-person view to try and see if there were any enemies nearby. I did not notice anyone in close proximity while I was driving. Then about 1 km away from my destination, I started getting shot at from a roadblock that was at least 100 m away. Are we supposed to completely undress and hide weapons when entering a civilian vehicle? ---------- Post added at 09:02 ---------- Previous post was at 08:29 ---------- Ive just noticed that as soon as I get inside the mission civilian truck I lose undercover mode. I restarted, got two teammates. Asked for a logistics mission and the truck appeared. Still at the base, having not even moved the truck yet, I undressed and got "Undercover mode=ON". I entered the truck, alone, and instantly got "Undercover Mode=OFF". I exit the truck and instantly get "Undercover Mode=ON". This food carrying truck seems to be flagged as military. I didn't notice that before. Also, how do my team mates fit into the Undercover mode? I suppose that only I need to undress and disarm, I can't imagine having 8 teammates and having to undress and disarm every one of them manually. ---------- Post added at 09:15 ---------- Previous post was at 09:02 ---------- And I lost the topmost status line that shows resources and undercover status. Reloading or re-entering the game does not fix it. Is there a key to put it back on? Share this post Link to post Share on other sites
giorgygr 61 Posted May 31, 2015 (edited) Yes..there is a function that says "Reinit Y key" Sorry cant remember exactly where is it/Try approach the map object on your base and see the "Game options" action. About "Undercover".. Entering at car full geared its tricky. You must be sure to ask twice ALL your teamates about their status. I think wearing a vest in the car surely puts u off Undercover status. We are doing it in different way. 1.Either we go there (without vests) putting a light carbine in the backpack with 2-3 mags each 2.Either we load things at cars inventory ..and we take them last moment. But..yes..most times spawn system gets enemies very hard to notice close to you->losing undercover status->dying soon Edited May 31, 2015 by GiorgyGR Share this post Link to post Share on other sites
barbolani 198 Posted May 31, 2015 Maybe you had some AI in the vehicle? Undercover conditions in vehicles is, apart from not having been detected no enemies etc. when you board, just that, civilian vehicle, no matter your outfit, and no AI in the vehicle. Undercover is not for AI, only for players. If you lost the statistics screen, use the Y key and hit Statistics button, that should solve that. If you lost the Y key, under game options hit Reinit Y In following releases the statistics will be more reliable and the reinit button will be in game options. Share this post Link to post Share on other sites
barbolani 198 Posted June 2, 2015 (edited) @neofit: I see your issue. Seems undercover for some reason is not reliable in MP. It's strange, like the setcaptive command in MP works badly and the unit detection is not ok. Will investigate that. EDIT: I've seen something. Better Undercover on next release. Edited June 2, 2015 by barbolani Share this post Link to post Share on other sites
swoop 15 Posted June 2, 2015 Re: The disappearing mortar. Issue has not reoccurred, must have been caused by an unknown factor, unable to recreate. Had another issue manifest itself last night though, don't think it'll be anything to do with your mission but I'll post anyway just in case: Had a player get a total game freeze when attempting to loot an enemy, the others on the server were fine until I (the host) got a message saying Player Kicked due to steam tick check failure (or something, went by pretty quick) and then my game froze, total freeze, no response to any inputs, only fix was hit the reset button on the PC. As I say, this is probably an Arma / Steam issue and nothing to do with this excellent scenario but posting here for reference. Share this post Link to post Share on other sites
barbolani 198 Posted June 2, 2015 Fortunately nothing with Antistasi, I haven't scripted anything regarding looting enemies etc.. The mortar thing I bet you it was just KIA. Sometimes I find myself placing my HQ in a safe spot and find my mortar guys unconscious due to any barefoot infantry patrolling the nearest zone. Share this post Link to post Share on other sites
neofit 65 Posted June 2, 2015 OK, I understand now. I didn't make the link between the Y key and its statistics report and the status line at the top at the screen, I thought that by 'statistics report' you meant the kill statistics we have on the map screen. After resetting the Y key on the map at the camp, I hit the Statistics button on the Y window and the top status line reappeared as if by magic. Semantics semantics ;). Eagerly awaiting the possibility to re-enable either the status line or the Y key (or both) in the field, not just at the camp. Re: undercover. I am losing undercover status in the civilian truck as soon as I ask my AIs to enter the vehicle too, even before they start moving to embark. It's fine when I am alone in it. So this explains that. Maybe eventually there will be a way to keep undercover status with AIs inside too? At least when AIs are inside a close vehicle, not in open trucks? Maybe even without having to undress and disarm then, dealing with them takes more time than with a baby :), just presume they do it automatically as they enter the car? Share this post Link to post Share on other sites
barbolani 198 Posted June 2, 2015 heh, is not a hard task, but dealing with that will mean an intensive check on each AI in the same way the player does (are you in a vehicle?, what type?, is enemy close?, do you wear Nightvision? etc..) plus handling all the gear limitation with the AI (no googles, no handgun etc..) would be a pain in the ass for the player. What I do in SP is to move them a bit apart with no fire orders and call them whenever I need. Share this post Link to post Share on other sites