barbolani 198 Posted December 29, 2015 Yes, just change to a civ one and you will see Share this post Link to post Share on other sites
Joubarbe 0 Posted December 29, 2015 Well thank you sir ! I've just watched your two tutorials, and it's really one of the most interesting scenarios, if not the most. This really deserves 1 hour and a half of tutorials :) Share this post Link to post Share on other sites
callmesarge 7 Posted December 30, 2015 Hi, this looks really interesting - i just watched all of the video tutorial, and I had a quick look at the mission files. How does the RHS-AFRF integration work? Edit: tested it and it just works - nice! In that case, I will ask a better question: Please can you provide more detail on how to port this mission to another map? Share this post Link to post Share on other sites
barbolani 198 Posted December 30, 2015 Haven't tried but mission is ready for that. On a second thought, I will explain deeper how it's done, as, on a second thought, I noticed is not as super-easy as I said. First step is a simple merge or copy paste of the units, gamelogics and objects, respecting whatever init and variable names they have. They are only a few. Mission is based on markers and arrays containing their names. The script in charge of creating the zones is initZones.sqf Each array has it's own explanation it's easy. - Some markers are placed automatically on zones which are automatically detected by the code, that's the case for cities and hills. Some island could need fine tune, script exceptions etc.. (Altis exception is Sagonisi, and absurd city in an small island) only experience will tell. - Some are placed manually. For example bases. An editor must pick all the map in built bases, put markerks covering the whole base, and name it in the way it's done in the script ("base_1","base_2" etc..) - Roadblocks are an exception: you can place them manually, in the same way you do with the other markers (with a very small size, let's say 20x20) but the game will also put some dynamically. Colors don't care. Be careful to not fill the array with more names than markers exist, game will search for those names and drop errors. Also try to put the same seaports than the Altis version, as it affects pricing on vehicles. Uhm, now the complicated things: banks and Radio Towers. Antistasi uses a positions array DB for their detection, you have to build your own (in the script you will find the snippet to do it). I cannot adapt it to each island because it would literally freeze your server init. Be careful with the building types, if the island does not use vanilla types, you will have to select which building type use as bank, radio tower etc.. That applies to mil buildings, if the island does not use the vanilla ones, the bases, outposts etc.. won't have static weapons on them. With all this, hopefully you have ported the game to any island in little time. Share this post Link to post Share on other sites
Joubarbe 0 Posted December 30, 2015 Could you give us some more informations on how the arsenal is updated ? I've seen the message "arsenal has been updated" twice, but nothing has been updated ; I still don't have the weapons I've put into the ammobox. Share this post Link to post Share on other sites
Pictou 0 Posted December 30, 2015 Is this mission playable with a coop game of only 2 players? Share this post Link to post Share on other sites
barbolani 198 Posted December 31, 2015 @Pictou: Or even just one :) @Joubarbe: That message reports something has been unlocked, but it can be anything, some magazine types, items, whatever. Arsenal is well explained in the tutorials you have seen and you have additional info on the briefing. Share this post Link to post Share on other sites
Joubarbe 0 Posted December 31, 2015 Well, sorry to bother, but IMO, the Arsenal should be updated as soon as you put something into the ammobox, and this something should be unlocked. Why ? Because in the current state of your mod, you can take something out of the ammobox, but you cannot actually put it back in, except if you have a vehicle ; then you need to put the weapon inside the car, and select "load in ammobox". And you can cheat this way by adding one grenade through the ammobox, then add a lot more with the arsenal and put it back to the ammobox. Not to mention that after loading a session, it's kind of a tedious to equip the playable character. The way I see it, the Arsenal should be for the player(s), and the player should never have to take something out of the box, keeping the stuff in there for the AI. Once you unlock something, it's unlocked for life. Or maybe you could consider having to spend money to unlock stuff (on a roleplay side, it would mean that you have someone that can bring you the gun at any time). (maybe the last option is the one I would enjoy more, after all ^^) Share this post Link to post Share on other sites
callmesarge 7 Posted December 31, 2015 Haven't tried but mission is ready for that. On a second thought, I will explain deeper how it's done, as, on a second thought, I noticed is not as super-easy as I said. ... With all this, hopefully you have ported the game to any island in little time. Thank you for the detailed response Barbolani! I think doing a map port is probably beyond my skills right now. I have a question re RHS. Looking through the mission code, it looks like there are no RHS vehicles in the mission - is this correct? If I wanted to, say, replace the Strider (I_MRAP_03_hmg_F) with a BTR60 (rhs_btr60_chdkz) could I go through all of the mission code and do a find and replace for the class names? RHS has independent faction vehicles like the class I just referenced. I appreciate any advice you could give on this, I am really looking forward to getting my group to play this. Share this post Link to post Share on other sites
barbolani 198 Posted December 31, 2015 @Joubarbe: There are some scripts to make that kind of actions useless. Don't worry about that. @callmesarge: It can be done but you may find some trouble, for example if you destroy one the economics script may mess up, or if not, at least AAF economics won't get reduced by that. After all, changing a vehicle is not a great addition IMHO. RHS has been integrated thinking about players wanting to be guerrilla soldiers with old AKs Share this post Link to post Share on other sites
callmesarge 7 Posted December 31, 2015 @callmesarge: It can be done but you may find some trouble, for example if you destroy one the economics script may mess up, or if not, at least AAF economics won't get reduced by that. After all, changing a vehicle is not a great addition IMHO. RHS has been integrated thinking about players wanting to be guerrilla soldiers with old AKs OK, I understand where you are coming from. I think it is cool to blow up Russian made vehicles, but I respect your vision for this mission. I will ask one last question and then I will shut up and play the mission! Are you aware of the r3f logistics set of scripts? https://forums.bistudio.com/topic/170033-r3f-logistics/ The movable objects here would allow you to fortify the HQ a little. I am not talking about building a massive base, just a bit of protection for the static commander. Do you think something like this could be integrated? I would suggest adding the creation factory to one of the base functional items, and limiting the player to a few simple items. Enough of my questions - thank you for taking the time to make this mission and share it with us, I cannot wait to dig into it deeper! Share this post Link to post Share on other sites
Guest Posted December 31, 2015 Are you aware of the r3f logistics set of scripts? https://forums.bistudio.com/topic/170033-r3f-logistics/ R3F Logistics... Rip beautiful 60 fps. That may be a good idea but you will need to disable the crazy loops for the vehicle loading. @barbolani You mission is already pretty good but I felt tired of waiting for the Arsenal refresh (when it does not bug out). So I reworked this part and yeah it works great. See by yourself. initPlayerLocal.sqf added caja addEventHandler ["ContainerClosed", { remoteExec ["arsenalManage",2]; } ]; http://hastebin.com/amomixazuw.tex arsenalManage.sqf added if (_updated) then { diag_log "Arsenal Updated !"; "Arsenal Updated !" remoteExec ["systemChat",0]; }; ]; + A dirty hack to screw up spamming kiddies http://hastebin.com/oxecatitab.coffee Description.ext Felt lazy to whitelist all the functions to get remoteExec to work so class CfgRemoteExec { class Functions { mode = 2; jip = 1; }; class Commands { }; }; Share this post Link to post Share on other sites
Guest Posted December 31, 2015 Well I tried something to fix the disapearing items in the arsenal. I added these in the "Open" mode in Municion\BIS_fnc_Arsenal.sqf [caja,unlockedItems] call BIS_fnc_addVirtualItemCargo; [caja,unlockedMagazines] call BIS_fnc_addVirtualMagazineCargo; [caja,unlockedWeapons] call BIS_fnc_addVirtualWeaponCargo; [caja,unlockedBackpacks] call BIS_fnc_addVirtualBackpackCargo; I commented out these lines in arsenalManage.sqf and yeah it works very well. http://hastebin.com/abocirepur.coffee I am going to play a little bit on my server I will tell you if it works as well as it looks. EDIT : The dedicated server does not allow to overwrite the BIS_fnc_arsenal function I had to rename it and all the occurences in the files to ASI_fnc_arsenal EDIT 2: It works well on a server alone. I need to test out with ppl. Share this post Link to post Share on other sites
Guest Posted January 1, 2016 Spotted another bug related to the counter attacks. In patrolCA.sqf and baseCA.sqf you create units in the same group as the driver of the vehicle but on the wiki it clairly says. where any units from other groups who are in cargo spaces of the original group's vehicles will disembark https://community.bistudio.com/wiki/Waypoint_types#Transport_Unload I quick fixed this by changing _grupoVeh = _vehicle select 2; to _grupoVeh = createGroup independent; EDIT : In my case the original vehicle group is not deleted, so I just added _grupoVeh = createGroup independent; after the _groupos. _grupoVeh = _vehicle select 2; _soldados = _soldados + _vehCrew; _grupos = _grupos + [_grupoVeh]; _grupoVeh = createGroup independent; _grupos = _grupos + [_grupoVeh]; EDIT 2 : I also came to fix the waypoints. Here are my baseCA.sqf and patrolCA.sqf http://hastebin.com/uvilesaleh.avrasm http://hastebin.com/jusunoxuzo.avrasm EDIT 3: It does not work some time on my dedicated server. Those broken AI are boring. Maybe I'm reading wrong things and it is not even related to the waypoints. Then we ll need to find a workaround. The weird thing is that is working perfectly in SP. I found another bug (but enough for today) which is when you die in Multiplayer and the zone is no longer loaded, it respawns the units while the other units are not deleted. _Harmdhast Share this post Link to post Share on other sites
barbolani 198 Posted January 1, 2016 wow haarmdhast, will check all your improvements. Don't mess with baseCA, if I remember well is not called, just there for nothing. The important one is combinedCA. Will check the waypoint thing anyway, because I've never noticed anything on that. Share this post Link to post Share on other sites
Guest Posted January 1, 2016 If you need more files / explainations let me now.Thé two main bugs I have for now are when you due un MP and the zone is unloaded thé AI respawns on thé other AI (I had a roadblock with 6 turrers and 20 guys.Ans also with thé counterattacks, at least with thé zamak only zone guy goes out of thé véhicule. It works well un SP tho.I will try to look forward for those bugs. Just let me know if you need me to investigate on smthing. EDIT : The captive thing where the units should move, they don't. If you have some time to explain me how the AI system works (what do you changed), on steam or wathever. Share this post Link to post Share on other sites
drredfox 11 Posted January 1, 2016 Hi, Whenever I save the progress of the mission on a Dedicated Server, I get this line on the rpt: Warning Message: Problem occurred when saving profile data. The file may be set to read-only or can be blocked by another instance of the game (e.g., dedicated server). There's only one instance of a3server.exe. Running several mods, and using -profiles for launch different instances. You can see the setup on the RPT attached.https://mega.nz/#!UtVDWaiQThanks, and happy new year. Share this post Link to post Share on other sites
Guest Posted January 1, 2016 Hi, Whenever I save the progress of the mission on a Dedicated Server, I get this line on the rpt: Warning Message: Problem occurred when saving profile data. The file may be set to read-only or can be blocked by another instance of the game (e.g., dedicated server). There's only one instance of a3server.exe. Running several mods, and using -profiles for launch different instances. You can see the setup on the RPT attached. https://mega.nz/#!UtVDWaiQ Thanks, and happy new year. Check if the server created the files for the profiles. Don't forget to use the -name="server1" parameter. Happy New Year. _harmdhast Share this post Link to post Share on other sites
ski2060 167 Posted January 1, 2016 Nice to see someone working on Arsenal fixes. I've managed to get the mission up and running (after Barbolani's great Hotfix for ACE the other morning), and my unit is really enjoying the mission.The constant issues with Arsenal resetting, or not saving correctly, or not allowing items we have plenty of in the box are a little off-putting. But, we're working with it and the guys are having fun.I saw where Barbolani mentioned it was OK to do some minor changing in the mission as long as he is attributed. We were wondering if it would be possible to change ACE medical from Basic over to Advanced, as our unit uses Advanced Medical in almost all our other missions.Will Advanced Medical cause major problems for AI medics and CLS? If not, will simply opening the PBO, changing to Advanced, and dropping the Advanced Module be enough?Thanks for the great work! We're really having fun imagining the mission as an ODA group dropped on the island to help locals overthrow the government forces. Share this post Link to post Share on other sites
Guest Posted January 1, 2016 Hey, If not, will simply opening the PBO, changing to Advanced, and dropping the Advanced Module be enough? You can extract the mission file and modify it as you like if you give all credits to the original author (read bohemia Q&A). That's what I did to provide the Arsenal fixes. But It could be better if the author would put the mission on github where we can work easier together. (Rip my english) _harmdhast Share this post Link to post Share on other sites
ski2060 167 Posted January 1, 2016 Well, I know jack squat (less than nothing) about coding. I'm just getting in to mission building in the crudest sense, but unit members are a bit more advanced in mission building and coding.Hopefully with your code and some testing, Barbolani will be able to incorporate those Arsenal fixes to provide stable Arsenal loading from Persistent save.The extent of my help has been "shit, ACE is broken on my server, here's the RPT" and " fix, please :)" Share this post Link to post Share on other sites
Guest Posted January 1, 2016 Well, I know jack squat (less than nothing) about coding. I'm just getting in to mission building in the crudest sense, but unit members are a bit more advanced in mission building and coding. Hopefully with your code and some testing, Barbolani will be able to incorporate those Arsenal fixes to provide stable Arsenal loading from Persistent save. The extent of my help has been "shit, ACE is broken on my server, here's the RPT" and " fix, please :)" I don't know ACE, I worked with it before but just for a few functionalities. But if you have problems installing the advanced medical part let me know. Mmmh... After some research it seems that you only need to enable it with a module in the mission http://ace3mod.com/wiki/missionmaker/modules.html- Part III So basicly you go with a medical module 3.3 (Medical settings) and you change Medical Settings from Basic to Advanced. Thats what I understood. I hope it helps. _harmdhast Share this post Link to post Share on other sites
ski2060 167 Posted January 1, 2016 Yeah, it's a simple addition/change with a module. I've got it working with an MCC/Zeus template mission I built on the Kunduz, Afghanistan map. I was just wondering if it would cause problems with the AI medics that you can spawn. I should be able to pull the file and drop the module down with some help from the guys in the unit. I'll let you know how that works out. Share this post Link to post Share on other sites
drredfox 11 Posted January 2, 2016 Hi, Whenever I save the progress of the mission on a Dedicated Server, I get this line on the rpt: Warning Message: Problem occurred when saving profile data. The file may be set to read-only or can be blocked by another instance of the game (e.g., dedicated server). ... Hi again, I've created one single profile for the server where im playing this mission and it's working now. ArmA 3 doesn't likes multiple profiles...Solved then. Thanks. Share this post Link to post Share on other sites
barbolani 198 Posted January 2, 2016 Hi guys, AFAIK ACE medical module + AI is not a good choice, not for Antistasi but for any mission. I think ACE med module aims some realistic med environment only for players. Indeed Antistasi disables automatically it's own revive when ACE is detected. Share this post Link to post Share on other sites