x39 101 Posted June 24, 2015 puhh ... dats a lot of stuff lemme try to answer: yeah ... forgot that, could you raise a bug on the github page if you find stuff like this? ty ^^ blame BI ^^ its using the normal respawn module that sometimes bugs deadly for some reason see 1 no script introduced yet to do that thus nop, no idea whats wrong on your scripts you use You can change it in the Insurgency game logic you skiped this one not yet, just sync them to the insurgency module not as simple as you would think though A bug ... should be destroyable with a normal satchel, will check it asap They dynamically spawn and despawn thus something either moves wrong with an addon youre using or youve been in a spawn zone of em with ton of em spawned Share this post Link to post Share on other sites
dum3d0 11 Posted June 25, 2015 2. blame BI ^^ its using the normal respawn module that sometimes bugs deadly for some reason - I've never used this module before, I'll try to play with some settings. I always use Light Vehicle Respawn Script with no problem. 4. no script introduced yet to do that thus nop, no idea whats wrong on your scripts you use - No? and this code in init.sqf what is for? //Auto-Load saved inventory if(!isDedicated) then { [] spawn { waitUntil{!isNil {player}}; waitUntil{!isNull player}; waitUntil{alive player}; player addEventHandler["Respawn", {if(!isNil "Mission_var_SavedInventory") then {[_this select 0, Mission_var_SavedInventory] call BIS_fnc_loadInventory;};}]; }; }; 5. You can change it in the Insurgency game logic - I think I found something: this setVariable ["deathTimeout", 150]; I need to set this to 0 to -1 or I need to remove the code? 6. you skiped this one - I wanted to see if you paid attention to what I wrote. 8P (was too late I were too tired) 7. not yet, just sync them to the insurgency module - I presume you mean "Insurgency game logic" 8. not as simple as you would think though - No? I can't place an enemy Fennec GMG maybe and sync to the "Insurgency game logic" like the "missile specialist (AA)" ? Share this post Link to post Share on other sites
x39 101 Posted June 26, 2015 theres a nice wiki telling you all you need to know about the insurgency module http://wiki.unitedtacticalforces.de/index.php/X39_GM_Insurgency_Module (it is a module ^^ just without the UI :) ) for vehicle spawning the code would have to be altered quite a lot (unless you want to have quite stationary vehicles inside of buildings) which is not in scope for current developement phase for the code ... yeah checked the wrong version (yep ^^ "VERSION" ... got 3 on my computer and moved to the non-git based one ... still it should not affect your experience unless you set exactly that variable) maybe i will throw the respawn module out ... its your decision here anyway due to the fact that its "just" the basic base that is provided quick note: will release update tomorrow which fixes quite a lot: Version 1.2 Fixed |- Intel spawning inside of buildings was not working (thx TDC-Insane https://github.com/X39/XInsurgency/pull/2) |- ALTIS: Enemy friendly with Bluefor (https://github.com/X39/XInsurgency/issues/3) |- ALTIS: Vehicle position in base (https://github.com/X39/XInsurgency/issues/4) |- Save Inventory & auto-load inventory after death |- AmmoCaches cant be destroyed (THANKS ARMA ... rename some more classnames please!), also made it possible that they are being destroyed now with normal explosive charges \- Script issue when all AmmoBoxes got destroyed Added \- non-optional GarbageCollector Removed Changed currently just thinking about how i can put as much as possible into the mission parameters without chaning whole lot of code Share this post Link to post Share on other sites
dum3d0 11 Posted June 26, 2015 Sorry I still can't understand "RespawnTimeout", you type a value in seconds, ok. But what I have to type if I don't want the enemy respawn? I'll try to comment the code under //Auto-Load saved inventory in init.sqf and see if ACE saveloadout works Tnx Share this post Link to post Share on other sites
x39 101 Posted June 26, 2015 Sorry I still can't understand "RespawnTimeout", you type a value in seconds, ok. But what I have to type if I don't want the enemy respawn?I'll try to comment the code under //Auto-Load saved inventory in init.sqf and see if ACE saveloadout works Tnx it was never planned to disable the respawn add a feature request and thats it Share this post Link to post Share on other sites
dum3d0 11 Posted June 27, 2015 Sorry, where is version 1.2? The one on github? Share this post Link to post Share on other sites
x39 101 Posted June 27, 2015 (edited) Release 1.2 Stratis Altis Version 1.2 Fixed |- Intel spawning inside of buildings was not working (thx TDC-Insane https://github.com/X39/XInsurgency/pull/2) |- ALTIS: Enemy friendly with Bluefor (https://github.com/X39/XInsurgency/issues/3) |- ALTIS: Vehicle position in base (https://github.com/X39/XInsurgency/issues/4) |- Save Inventory & auto-load inventory after death |- AmmoCaches cant be destroyed (THANKS ARMA ... rename some more classnames please!), also made it possible that they are being destroyed now with normal explosive charges \- Script issue when all AmmoBoxes got destroyed Added |- Multiple options to change the behaviour of the mission to missions parameters \- non-optional GarbageCollector Removed Changed Sorry, where is version 1.2? The one on github? was not released yet (thus just on github) Edited June 27, 2015 by X39 Share this post Link to post Share on other sites
rok87 10 Posted June 28, 2015 (edited) Hello I found a big error. Yesterday we've played the map with 20+ people. We had round about 200 enemys in a little village. Not at the beginning but they spawned continuous. No way to get the village cleared. It was like we had a whole army in this little village. I have already changed the parameters to lower values. did'nt help. The craziest thing was, that we were facing a building in which the enemys were respawing every second. After shooting round about 80 fresh spawned enemys the location was clear. Edited June 28, 2015 by Rok87 addition Share this post Link to post Share on other sites
x39 101 Posted June 28, 2015 The respawn position is picked randomly Increasing the respawn time should help on such issues Share this post Link to post Share on other sites
rok87 10 Posted June 28, 2015 Ok I think that was the problem. There are two more things: 1. Units spawning at 400 meter distance from player. The players can see, that they are spawing. Is there a option to increase this distance? 2. Units are spawning as a group. This means, that all units in a town will stick together. Means they are moving a bit more but the all units are leaving there positions. Without the leader. Share this post Link to post Share on other sites
dum3d0 11 Posted June 29, 2015 @X39: 1- Enemy don't shoot at you when you are in a vehicle, only grenadier sometime fire at vehicle with grenades. How to reproduce: Pick an armed MTV from base, drive throught several red sector. 2- Not clear how to rearm repair refuel vehicles, land vehicles can be rearmed/refueled/repaired by the three service truck, but what about helicopters? (haven't tryed planes). 3- Is your "XLib Resupply" module available inside this mission? Can I try to place a gamelogic inside the xinsurgency we have on our server? Share this post Link to post Share on other sites
x39 101 Posted June 29, 2015 @X39: 1- Enemy don't shoot at you when you are in a vehicle, only grenadier sometime fire at vehicle with grenades. How to reproduce: Pick an armed MTV from base, drive throught several red sector. 2- Not clear how to rearm repair refuel vehicles, land vehicles can be rearmed/refueled/repaired by the three service truck, but what about helicopters? (haven't tryed planes). 3- Is your "XLib Resupply" module available inside this mission? Can I try to place a gamelogic inside the xinsurgency we have on our server? the resupply module is highly experimental and non-functional currently thus nop for 1. its a BI issue and nothing i can adress (the AI already sees you as hostile thus nothing i could fix) for 2 well you got the land vehicles and thats everything inside of the mission currently to service any vehicle Share this post Link to post Share on other sites
dum3d0 11 Posted July 1, 2015 @X39: Yesterday we did another session on ver. 1.2 (modified with our modset), I changed the enemy respawn to 60 minutes (so we have no respawn per sector) We where 9 players, I was medic so I was in the rear. I report what my clanmates report to me during and at the end of the mission. 1. "The (enemy) spawn is quite ludicrous, sometime they materialize, vanish and then materialize again 10mt away or inside a building. My team had to wait 3 waves of spawn in a single sector at 50mt from it before we could clean the sector. In a city you don't see this because you have many buildings, and here you can have a convincing fight. I saw an enemy AT take up their launcher and suddenly take up their rifle again and there where none of our vehicle next. In my opinion insurgency system is good in cities like the old ArmA2 Falluja insurgency, because enemy spawn at 250mt from the sector. A map like Altis give the feeling to be in a wilderness but suddenly you find a hut with 20 enemy coming out from it" Now some other problems: 2. Sometime we see 1 enemy in underwear with no weapons. 3. Still no reaction from AT and AA (I sync also one AA and one TL to the gamelogic) to our land and air vehicle, they only fire with rifles. My teammates just cleared a sector driving over enemy units. So we decided to use only unarmed MTV to reach enemy sectors. No chopper or tank or armored vehicles otherwise only gunners could have some fun. As I said in other posts only grenadiers trow grenades to us. 4. I had all the time good and stable FPS (above 30) during most part of the mission (we were 9 players), we attacked only isolated area composed of 2/3 sector and we destroyed 3 enemy ammobox. In the last part of the mission, we were 6 player and we decided to attack Sofia from the military outpost on the hill NW from the city. 5 sector around the hill was active and the mission was still playable, but then we started to attack the city heading for the center. With many active sector FPS dropped to 15 and less (for me and also for all other players), I was unable to aim, and go through a building was very difficult (you have to center the doors open it and go through). Too many enemy spawn I think, you need to think something different otherwise the mission is unplayable. 5. Some sectors are still red after killing all enemy. When it happen, sometime we hear enemy voice from a bulding but there is no one. Maybe they are stuck underground? 6. Vehicle spawn at base: is it possible to have only bluefor vehicle available to spawn? I had a look at the code with no luck. Share this post Link to post Share on other sites
x39 101 Posted July 1, 2015 A lot of rewrite is planned for after my exams (where i am in preparation currently which is why currently no progress archived anywhere) reduce the max units per player count and it should be fine Share this post Link to post Share on other sites
lovemotion 10 Posted July 3, 2015 You can make a sp version? Share this post Link to post Share on other sites
x39 101 Posted July 3, 2015 You can make a sp version? just run it in SP Share this post Link to post Share on other sites
callmesarge 7 Posted July 5, 2015 I ported this to Isla Duala and played with my group - it is great X39, best ArmA 3 Insurgency I have played so far! We only had one issue - we never found any intel drops. Method was set to default (drop by enemy) and 40%. I used a few mods - RHS and Aggressors 1.5 for the insurgents. Any ideas what might cause this? Love the mission, think we will keep playing regardless! Share this post Link to post Share on other sites
x39 101 Posted July 6, 2015 I ported this to Isla Duala and played with my group - it is great X39, best ArmA 3 Insurgency I have played so far! We only had one issue - we never found any intel drops. Method was set to default (drop by enemy) and 40%. I used a few mods - RHS and Aggressors 1.5 for the insurgents. Any ideas what might cause this? Love the mission, think we will keep playing regardless! most likely you just did not saw the intel (its a small item and no large box like back in arma 2) Share this post Link to post Share on other sites
chains 11 Posted July 7, 2015 most likely you just did not saw the intel (its a small item and no large box like back in arma 2) We managed to kill 200+ insurgents.. :( did not see any intel.. Share this post Link to post Share on other sites
dum3d0 11 Posted July 9, 2015 @Chains: Intel are small documents and it's color sometime is similar to terrain color, also you have vegetation that may hide those documents. every time you clear a sector you should walk next or over all dead enemys and you should find intel. Note that only the player who found the intel get a message for founding it, other players can see if any intel is found by checking the map and looking for distances indication in red. It's like this: Share this post Link to post Share on other sites
chains 11 Posted July 21, 2015 @Chains: Intel are small documents and it's color sometime is similar to terrain color, also you have vegetation that may hide those documents. every time you clear a sector you should walk next or over all dead enemys and you should find intel. Note that only the player who found the intel get a message for founding it, other players can see if any intel is found by checking the map and looking for distances indication in red.It's like this: https://community.bistudio.com/wikidata/images/d/d6/Arma3_CfgVehicles_Land_File1_F.jpg Ok thanks, we tried the original mission and the intel dropped. Then we found the cache, but it was not possible to blow up.. :) Maybe because we used CAF insurgent the intel would not drop? Share this post Link to post Share on other sites
x39 101 Posted July 21, 2015 Ok thanks, we tried the original mission and the intel dropped. Then we found the cache, but it was not possible to blow up.. :)Maybe because we used CAF insurgent the intel would not drop? as long as the units have the baseclass CAManBase it should work maybe forgot to copy the ammo cache gamelogic? Share this post Link to post Share on other sites
callmesarge 7 Posted August 11, 2015 Sorry for the slow reply - ammo cache gamelogic is present. Have tried it with CAF Agressors and another insurgent mod - could not get insurgents to drop intel. I can post the mission files, but there are a few mod dependencies in there... Share this post Link to post Share on other sites
SavageCDN 231 Posted August 11, 2015 Most likely it's an issue with that particular faction (CAF Aggressors are known to be problematic) - perhaps it has something to do with extended EH not firing on these units? Easy way to test is to use a vanilla faction - if they drop intel then you know it's a problem with the units themselves. Share this post Link to post Share on other sites
callmesarge 7 Posted August 12, 2015 Thanks Savage, will test further and report back Share this post Link to post Share on other sites