sqwishy 12 Posted January 2, 2016 Description: This project is no longer active.Cyclone is some sort of persistent cooperative scenario for ARMA 3. In the same spirit of Invade & Annex, but not nearly as mature. As a player, the point of it is mainly to fly/drive/halo to parts of the map where bad guys are and shoot them and disabled some contrived (plot) devices in the area. And then a new task is generated somewhere else so you can do the same thing over and over again forever. These objectives may be fleshed out later on to be a bit more interesting.A pbo of the latest release (v0.3.0-rc.3) is available at https://gitlab.com/sqwishy/Cyclone.Altis/uploads/673c95f8c4a92344718b285d6f02b4cf/Cyclone-v0.3.0-rc.3.Altis.pboA list of releases with notable changes and downloads is available at https://gitlab.com/sqwishy/Cyclone.Altis/tagsThe source code is at https://gitlab.com/sqwishy/Cyclone.Altis.A vanilla server running the mission (in eastern North America) is up at 158.69.23.19:2302.There is also a TeamSpeak 3 server at the same address, 158.69.23.19:9987. Feel free to use it to help communicate with others in the server.Changelog:A chronological list of notable changes and their associated releases can be viewed at: https://gitlab.com/sqwishy/Cyclone.Altis/tags.Features: The mission supports headless clients. (The demonstration server is not using them right now due to an bug with ARMA's dedicated server on Linux.) It uses an AI director that I wrote some time ago as a sort of alternative to DAC that does less and is more manageable. I don't know how it compares to DAC in practice because it hasn't seen much field testing, but at least the AI should be more interesting than vanilla AI with random patrols. It's also supposed to run efficiently, but how successful that has been is a bit of a mystery as explained below.Endeavour: At this point I've done about as much as I can on my own. I don't have the resources to test this in private with a large group nor to moderate a public server. So if anybody is interested in this enough to host it, or a derivative of it, you would be doing me a favour. I do intend to maintain the mission for some time. Share this post Link to post Share on other sites
I give up 152 Posted January 4, 2016 Looks interesting, but where is the enemy?Already went across all over Altis and I dont see a single enemy. What is supposed to do?Also, looking at your mission.sqf looks a bit messed, with some weird symbols or whatever is it.Any clue? Your concept sounds interesting and I would like to try. Share this post Link to post Share on other sites
sqwishy 12 Posted January 5, 2016 Already went across all over Altis and I dont see a single enemy. What is supposed to do? That's surprising. When you start it, it should produce some tasks somewhere on the map and populate the surrounding area with AI. They won't show up in the editor because they are spawned by a script. I'm not sure if you mean that they weren't in the game when you started the mission or if you mean that they weren't visible in the editor. Also, looking at your mission.sqf looks a bit messed, with some weird symbols or whatever is it. Any clue? I'm not sure. Weird symbols sounds like an issue with file encoding and text editors might handle them differently, but it seems to look normal in every program I use. When you say "mission.sqf", are you talking about the mission.sqm or the the various sqf files? I make heavy use of preprocessor macros -- that might be what you're talking about. var(_foo) = "bar" is just shorthand that expands to private ["_foo"]; _foo = "bar". LOGMSG and LOGVAR are a few others that I use fairly frequently. They are defined in cyclone/common/defines.h. Maybe those are what you mean by weird symbols? Share this post Link to post Share on other sites
I give up 152 Posted January 14, 2016 raP ÖS version Mission Z Intro QO OutroWin ÂP OutroLoose zR ÖS addOns a3_map_altis A3_Structures_F_Mil_Cargo A3_Characters_F_Mark A3_Modules_F_Curator_Curator A3_Weapons_F_Ammoboxes A3_Structures_F_Civ_InfoBoards A3_Air_F_Heli_Light_01 A3_Soft_F_MRAP_01 A3_Soft_F_HEMTT A3_Air_F_Beta_Heli_Transport_01 A3_Air_F_Heli_Heli_Transport_03 A3_Characters_F_BLUFOR a3_characters_f 3DEN A3_Modules_F_Multiplayer A3_Modules_F addOnsAuto 3DEN a3_modules_f_curator_curator A3_Characters_F_BLUFOR a3_characters_f A3_Modules_F_Multiplayer A3_Modules_F A3_Weapons_F_Ammoboxes A3_Structures_F_Civ_InfoBoards A3_Air_F_Heli_Light_01 A3_Soft_F_MRAP_01 A3_Soft_F_HEMTT A3_Air_F_Beta_Heli_Transport_01 A3_Air_F_Heli_Heli_Transport_03 a3_map_altis randomSeed ²xE Intel i Groups q Vehicles - Markers óI Sensors ¬M QO timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<q $items # Item0 Item1 ' Item2 ï Item3 ¯ Item4 o Item5 / Item6 ï Item7 ¯ Item8 o Item9 / Item10 ï Item11 ¯ Item12 o Item13 / Item14 ï Item15 ¯ Item16 o Item17 / Item18 ï Item19 ¯ Item20 o Item21 / Item22 ï Item23 ¯ Item24 o Item25 / Item26 © Item27 ## Item28 ' Item29 h( Item30 3) Item31 þ) Item32 É* Item33 â€+ Item34 _, - side LOGIC Vehicles > ' items Item0 [ ' position `; è5 args ê id side LOGIC vehicle ModuleCurator_F leader lock UNLOCKED skill Å¡â„¢? text zoos ' items Item0 ( Item1 p Item2 « Item3 é ' value #adminLogged parentCls ModuleCurator_F typeName Owner p value parentCls ModuleCurator_F typeName Name « value 2 parentCls ModuleCurator_F typeName Addons é value 0 parentCls ModuleCurator_F typeName Forced ' side WEST Vehicles G ï items Item0 d ï position Û6Fg)·Aˆƒ9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAYER COMMANDER leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position jÕ6F6·At}9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position Ñ6FI·A£w9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position -Ã6F3·Aêr9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position È6Fåþ¶A©n9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position ŒÃ6F³ö¶Aéj9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position >â6Fù'·A¦9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position ¡Ü6FÔ·A‘y9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position HØ6Fñ·AÄs9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position _Ô6FÚ·Ao9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position 4Ã6Fsþ¶AÂj9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position ÃÊ6F`ö¶Ag9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position yç6F†$·AÆ’z9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position Ùá6F]·Ajt9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position oÃ6Fv·A¤n9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position Ù6FX·Aæi9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position pÔ6Fû¶A¡e9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position ÃÃ6Fâò¶AÃa9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position ªë6FH!·Av9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position æ6F/·Aüo9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position á6FD·A4j9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position ÆÃ6F.·Aye9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position §Ø6Fá÷¶A9a9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position .Ô6F¶ï¶Az]9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side LOGIC Vehicles P © items Item0 m © position ·F¨ôlAÜÿ¨F args D id side LOGIC vehicle ModuleRespawnVehicle_F leader lock UNLOCKED skill Å¡â„¢?syncId synchronizations © items Item0 Ä Item1 Item2 Z Item3 ¤ Item4 æ Item5 - Item6 x Item7 ¼ Item8 Item9 W © value 30 parentCls ModuleRespawnVehicle_F typeName Delay value 400 parentCls ModuleRespawnVehicle_F typeName DesertedDistance Z value parentCls ModuleRespawnVehicle_F typeName RespawnCount ¤ value parentCls ModuleRespawnVehicle_F typeName Init æ value 0 parentCls ModuleRespawnVehicle_F typeName Position - value 0 parentCls ModuleRespawnVehicle_F typeName PositionType x value 1 parentCls ModuleRespawnVehicle_F typeName Wreck ¼ value 0 parentCls ModuleRespawnVehicle_F typeName ShowNotification value 0 parentCls ModuleRespawnVehicle_F typeName ForcedRespawn W value 0 parentCls ModuleRespawnVehicle_F typeName RespawnWhenDisabled © side LOGIC Vehicles Ê ## items Item0 ç ## position þý6FŸe·AwÅ’9F args ¾ id side LOGIC vehicle ModuleRespawnVehicle_F leader lock UNLOCKED skill Å¡â„¢?syncId synchronizations ## items Item0 > Item1 Æ’ Item2 Ô Item3 ! Item4 `! Item5 §! Item6 ò! Item7 6" Item8 …" Item9 Ñ" ## value 30 parentCls ModuleRespawnVehicle_F typeName Delay Æ’ value 400 parentCls ModuleRespawnVehicle_F typeName DesertedDistance Ô value parentCls ModuleRespawnVehicle_F typeName RespawnCount ! value parentCls ModuleRespawnVehicle_F typeName Init `! value 0 parentCls ModuleRespawnVehicle_F typeName Position §! value 0 parentCls ModuleRespawnVehicle_F typeName PositionType ò! value 1 parentCls ModuleRespawnVehicle_F typeName Wreck 6" value 0 parentCls ModuleRespawnVehicle_F typeName ShowNotification …" value 0 parentCls ModuleRespawnVehicle_F typeName ForcedRespawn Ñ" value 0 parentCls ModuleRespawnVehicle_F typeName RespawnWhenDisabled ## side LOGIC Vehicles D# ' items Item0 a# ' position 4Ë´Fö(L@új“F args 8$ id side LOGIC vehicle ModuleRespawnVehicle_F leader lock UNLOCKED skill Å¡â„¢?syncId synchronizations ' items Item0 ¸$ Item1 ý$ Item2 N% Item3 Ëœ% Item4 Ú% Item5 !& Item6 l& Item7 °& Item8 ÿ& Item9 K' ' value 30 parentCls ModuleRespawnVehicle_F typeName Delay ý$ value 400 parentCls ModuleRespawnVehicle_F typeName DesertedDistance N% value parentCls ModuleRespawnVehicle_F typeName RespawnCount Ëœ% value parentCls ModuleRespawnVehicle_F typeName Init Ú% value 0 parentCls ModuleRespawnVehicle_F typeName Position !& value 0 parentCls ModuleRespawnVehicle_F typeName PositionType l& value 1 parentCls ModuleRespawnVehicle_F typeName Wreck °& value 0 parentCls ModuleRespawnVehicle_F typeName ShowNotification ÿ& value 0 parentCls ModuleRespawnVehicle_F typeName ForcedRespawn K' value 0 parentCls ModuleRespawnVehicle_F typeName RespawnWhenDisabled ' side LOGIC Vehicles ¾' h( items Item0 Û' h( position `; 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_0 h( side LOGIC Vehicles ‰( 3) items Item0 ¦( 3) position Ä; 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_1 3) side LOGIC Vehicles T) þ) items Item0 q) þ) position (< 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_2 þ) side LOGIC Vehicles * É* items Item0 <* É* position Å’< 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_3 É* side LOGIC Vehicles ê* â€+ items Item0 + â€+ position ð< 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_4 â€+ side LOGIC Vehicles µ+ _, items Item0 Ã’+ _, position T= 5 id ! side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_5 _, side LOGIC Vehicles €, - items Item0 , - position .; R5 id " side LOGIC vehicle Logic leader skill Å¡â„¢? text SERVER_LOGIC - "items ! Item0 ¤. Item1 Å’/ Item2 Q0 Item3 ð0 Item4 2 Item5 3 Item6 ¸3 Item7 ÃŒ4 Item8 Ãœ5 Item9 {6 Item10 7 Item11 ½7 Item12 Â¥8 Item13 l9 Item14 : Item15 ; Item16 /< Item17 Ó< Item18 ç= Item19 ÷> Item20 –? Item21 7@ Item22 Ø@ Item23 ÀA Item24 ‡B Item25 &C Item26 :D Item27 JE Item28 îE Item29 G Item30 H Item31 ±H Item32 RI óI position Æ6FQ ·ARw9Fazimut ~%kà special NONE id # side EMPTY vehicle B_supplyCrate_F skill Å¡â„¢? init ["AmmoboxInit", [this, true]] call BIS_fnc_arsenal; this allowDamage false; this enableSimulation false; Å’/ position -Ã¥6Fq·A*d9Fazimut ©Rdà special NONE id $ side EMPTY vehicle MapBoard_altis_F skill Å¡â„¢? text mapboard init this allowDamage false; this enableSimulation false; Q0 position ø7Fü¼¶Aô9Fazimut xD special NONE id % side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations ð0 position s6FÇ+·A½‡9Fazimut 0§Â special NONE id & side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations 2 position Ãh6FE·AMy9Fazimut 0§Â special NONE id ' side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations 3 position É™6FÜ÷·Aü¿9Fazimut ºHÜà special NONE id ( side EMPTY vehicle B_Truck_01_transport_F skill Å¡â„¢?syncId synchronizations ¸3 position óŠ6F‡·Ax¤9Fazimut /ÿßà special NONE id ) side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ÃŒ4 position ~6FE[·AÈ•9Fazimut 9ßà special NONE id * side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations Ãœ5 position 37Fh·A?_9Fazimut l¿A special NONE id + side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations {6 position O7Fõ¸AçÌ9Fazimut B|FÄid , side EMPTY vehicle B_Heli_Transport_01_F leader skill Å¡â„¢?syncId synchronizations 7 position ãâ6F,ˆ¹A :Fazimut nzkÄid - side EMPTY vehicle B_Heli_Transport_03_F leader skill Å¡â„¢?syncId synchronizations ½7 position ßÄ´Fö(L@ð{“Fazimut ‰Ç¬B special NONE id . side EMPTY vehicle B_supplyCrate_F skill Å¡â„¢? init ["AmmoboxInit", [this, true]] call BIS_fnc_arsenal; this allowDamage false; this enableSimulation false; Â¥8 position ÞÑ´Fö(L@>|“Fazimut 1mºB special NONE id / side EMPTY vehicle MapBoard_altis_F skill Å¡â„¢? text mapboard_1 init this allowDamage false; this enableSimulation false; l9 position þž´Fö(L@"‡“Fazimut n+ÃC special NONE id 0 side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations : position *§´Fö(L@ô5“Fazimut £›tC special NONE id 1 side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ; position 먴Fö(L@ÀQ“Fazimut ÃuD special NONE id 2 side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations /< position †£´Fö(L@Â¥]“Fazimut …±ðà special NONE id 3 side EMPTY vehicle B_Truck_01_transport_F skill Å¡â„¢?syncId synchronizations Ó< position y©´Fö(L@_H“Fazimut bºï special NONE id 4 side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ç= position ¨´Fö(L@Ã>“Fazimut Æ¡ì special NONE id 5 side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ÷> position •¥´Fö(L@}›“Fazimut )ä‡C special NONE id 6 side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations –? position Žö´Fö(L@$t“Fazimut †l4Äid 7 side EMPTY vehicle B_Heli_Transport_01_F leader skill Å¡â„¢?syncId synchronizations 7@ position ªî´Fö(L@>0“Fazimut RiaÄid 8 side EMPTY vehicle B_Heli_Transport_03_F leader skill Å¡â„¢?syncId synchronizations Ø@ position ªF¥ŠmAÉô¨Fazimut &.yC special NONE id 9 side EMPTY vehicle B_supplyCrate_F skill Å¡â„¢? init ["AmmoboxInit", [this, true]] call BIS_fnc_arsenal; this allowDamage false; this enableSimulation false; ÀA position F’F¢ÌlAÕó¨Fazimut ôÜ special NONE id : side EMPTY vehicle MapBoard_altis_F skill Å¡â„¢? text mapboard_2 init this allowDamage false; this enableSimulation false; ‡B position CMFmAŸæ¨Fazimut ¯mC special NONE id ; side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations &C position *F‚A¨°¨Fazimut ^}õC special NONE id < side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations :D position ãF‡’‚A:´¨Fazimut ^}õC special NONE id = side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations JE position Ã’FÕ,„AĤ¨Fazimut y0 C special NONE id > side EMPTY vehicle B_Truck_01_transport_F skill Å¡â„¢?syncId synchronizations îE position ŸæFsÆ’AjǬFazimut à ýB special NONE id ? side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations G position 3ùF¶ƒAô¨Fazimut ? C special NONE id @ side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations H position fF_pAôèFazimut îJÅ’B special NONE id A side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations ±H position F™ùvA¿ï¨Fazimut ·Äid B side EMPTY vehicle B_Heli_Transport_01_F leader skill Å¡â„¢?syncId synchronizations RI position Û}FfZgAÕ%©Fazimut ßG%Äid C side EMPTY vehicle B_Heli_Transport_03_F leader skill Å¡â„¢?syncId synchronizations óI items Item0 hJ Item1 ½J Item2K Item3 aK Item4 °K Item5 L Item6 VL Item7 ÄL Item8 0M ¬M position yÕ6F¼Ô¶AI9F name respawn_vehicle_west type Empty angle ÃLÃýJ position Ö6FM·Al9F name respawn_west type Empty angle ‚IÃK position *Ì´Fö(L@ox“F name respawn_vehicle_west_1 type Empty angle 5q_CaK position ÔË´Fö(L@}“F name respawn_west_1 type Empty angle ‚ÃðB°K position F^–jAà ©F name respawn_vehicle_west_2 type Empty angle cý„CL position ›Fñ6mAò¨F name respawn_west_2 type Empty angle ÂxÅ¡ÃVL position ÃŒN7F·A9,9F name OUTPOST_FRISKY text OUTPOST FRISKY type o_hq colorName ColorWEST ÄL position cÃFrè‚A´Â¨F name OUTPOST_PANDA text OUTPOST PANDA type o_hq colorName ColorWEST 0M position šÑ´Fö(L@6„“F name OUTPOST_LIFE_IS_MEMEINGLESS text OUTPOST CISTERN type o_hq colorName ColorWEST ¬M items Item0 ßM Item1 aN Item2 ÙN QO position 1Ã¥6Fš·AÃj9Fa è b è angle Õv¾Ãinterruptable age UNKNOWN name SAFE_ZONE Effects [N aN aN position hôFö(L@s“Fa „ b „ interruptable age UNKNOWN name SAFE_ZONE_1 Effects ÓN ÙN ÙN position õªF=ýmAŠï¨Fa ¼ b ¼ interruptable age UNKNOWN name SAFE_ZONE_2 Effects KO QO QO addOns a3_map_altis addOnsAuto a3_map_altis randomSeed ëz Intel Â¥O ÂP timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<ÂP addOns a3_map_altis addOnsAuto a3_map_altis randomSeed ª*) Intel Q Markers R zR timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<R items Item0 3R zR position ®œFð±CìžF name PLACE text PLACE type Empty zR addOns a3_map_altis addOnsAuto a3_map_altis randomSeed w(p Intel ÃŽR ÖS timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<ÖS Hi mate, thanks for your reply and sorry for late response. The above is what I see in your mission.sqm. Opening the mission nothing starts, dont know if is related. Share this post Link to post Share on other sites
sqwishy 12 Posted January 15, 2016 Hi mate, thanks for your reply and sorry for late response. The above is what I see in your mission.sqm. Opening the mission nothing starts, dont know if is related. The PBO I made was rapified. I've rebuilt the latest release without that rapification business and uploaded it to: Cyclone-v0.2.0-norap.Altis.pbo. If you extract that one, the mission.sqm file should look as intended. I will also update the original post and make sure my PBOs aren't rapified in the future to avoid incompatibility with other PBO unpackers. Thanks. Share this post Link to post Share on other sites
I give up 152 Posted January 15, 2016 Ah, ok, thanks mate. I have one more question, can you speak a little about "artifex" and its purpose? Share this post Link to post Share on other sites
sqwishy 12 Posted January 15, 2016 Oops. That wasn't supposed to be inclued in the PBO. It's a tool I wrote a while ago for project management. Now it's just a glorified shell script that runs makepbo to assemble the PBO file. The source code is here if you're really curious but it's not particuarly valuable and the goals I wrote it for originally aren't important anymore. It is not required for the mission to work. Anything in artifex/ misc/ and tests/ don't need to be there for the mission to play properly and I shouldn't have included them in the PBO, they're just handy for development. Share this post Link to post Share on other sites
I give up 152 Posted January 15, 2016 Ok mate. I am playing it and is a dam of a nice job. Surely it will provide a awesome MP experience, my kind of mission,I like it. Congrats. Share this post Link to post Share on other sites
kendar 65 Posted January 29, 2016 Nice one. I modified it with Bone's recruit and tried SP, and i've got a very good time ;) could you explain how to change ennemy faction ?, would like to change adversity a bit... Thanks for sharing yoour work ;) Share this post Link to post Share on other sites
sqwishy 12 Posted January 29, 2016 could you explain how to change ennemy faction ?, would like to change adversity a bit... Somewhere in the fn_PressureWasher_ai.sqf file there are a few calls to INEPT_fnc_newAOI. The second argument is an array of three numbers, such as [6, 1, 1], that specifies the roughly the quantity and arrangement of baddies in terms of infantry, armour or anti-armour, and aircraft and anti-aircraft respectively. The actual units that are selected are sampled from data in depot_opfor_pool.sqf. That file is a pain to edit by hand, so I wrote a tool to help generate those entries. I should provide more information for doing that. I'll update this post in the next 24 or 36 hours when I do. That infantry recruitment script you mentioned looks like an interesting way of making single-player more enjoyable. Thanks for letting me know! 1 Share this post Link to post Share on other sites
kendar 65 Posted January 29, 2016 Ok, see it. Indeed, the "depot_opfor_pool.sqf" modification seems obscure as it has the equipement listed for all the men ? Wow... And for the bone's recruit script, yes it's a killer one, i use it in all coop mission and it permit to play alone with AI. Thanks for sharing your work. Share this post Link to post Share on other sites
sqwishy 12 Posted January 30, 2016 Indeed, the "depot_opfor_pool.sqf" modification seems obscure as it has the equipement listed for all the men ? Wow... The equipment listed there doesn't effect the loadouts of the units spawned. It's really just a promise of what equipment will probably have if it is spawned. It's used by logic in the Depot code and the ineptifex library to estimate what units would be useful against what targets. I updated a script that was used for generating the entries in that file. It's in the git repository if you have it checked out; or you can download it here https://gitlab.com/sqwishy/Cyclone.Altis/raw/master/misc/generate_depot_pool.sqf and place it in a "misc" directory in the root of the scenario's folder. There is a bit of info at the top of that file that explains how to use it. It should work to spawn some guys in zeus, place them in a group, and run something like: [group this] call compile preprocessFileLineNumbers "misc\generate_depot_pool.sqf" in the unit script box when you double click on any unit in the group in zeus. That puts the code for one element in that thingy_pool.sqf file in your clipboard. 1 Share this post Link to post Share on other sites
kendar 65 Posted January 30, 2016 Ok thanks, will try tonight ;) [edit] tried it, it works but let me a question: it doesn't generate the configfile line (as configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OI_reconPatrol") Should i put this line for the group myself or it is not necessary ? Share this post Link to post Share on other sites
sqwishy 12 Posted January 30, 2016 it doesn't generate the configfile line (as configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OI_reconPatrol") Should i put this line for the group myself or it is not necessary ? You shouldn't need to specify the CfgGroups entry - that's just one way of doing it. List the class names of the vehicles to be spawned should also work. So for that first line you could use, for example, configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OI_reconPatrol" or ["O_recon_TL_F","O_recon_M_F","O_recon_medic_F","O_recon_F"] and both should do the same thing. Most of the entries in the depot_opfor_pool.sqf file use the first style, but the last three use the second style. Share this post Link to post Share on other sites
kendar 65 Posted January 31, 2016 It works. How can i express my happiness, you made my game !!! Many many thanks for your work :) 1 Share this post Link to post Share on other sites
I give up 152 Posted February 5, 2016 All looks cool, nice performance, but how do you disable this? https://www.youtube.com/watch?v=FtDrA5lPlfc Share this post Link to post Share on other sites
kendar 65 Posted February 5, 2016 Never got this problem, and played multiples party... Normally they all have a desactivation done by pressing the Space Bar near them Share this post Link to post Share on other sites
sqwishy 12 Posted February 5, 2016 All looks cool, nice performance, but how do you disable this? As what kendar said, there should be prompt that shows up on the screen and turns into a progress bar when you hold down space. I've just been using the stable branch, and it looks like you are using the development branch. Maybe something changed that broke the UI. I'll switch to the development branch and check. (Edit: Yeah it's broken because of some changes BIS made in the development branch.) That being said, it really ought to be destroyed if you detonate an explosive next to it. Some of the other buildings, such as towers, automatically respond to damage. But that particular model does not and seems to be invincible, so I might have to add an event handler or something to make that work right. It's neat seeing the mission on a different terrain. :) I've been meaning to port it over and try it out on some others but haven't gotten around to it. Hopefully it isn't completely bonkers. Share this post Link to post Share on other sites
I give up 152 Posted February 5, 2016 Ok, thanks. Maybe is related with the build. Do you think it is related with this error? http://i.imgur.com/rjpSvf8.jpg I get this when I get close in these, but with these I usually place a couple of charges and its done Share this post Link to post Share on other sites
kendar 65 Posted February 5, 2016 I've been meaning to port it over and try it out on some others but haven't gotten around to it. Hopefully it isn't completely bonkers. I ported it to Chernarus and Takistan, it works well from my single player side ;) Share this post Link to post Share on other sites
sqwishy 12 Posted February 5, 2016 Do you think it is related with this error? Yes. I've made some adjustments that should fix that. I haven't made a pbo yet but the only file I changed was cyclone/fn_keyHold.sqf. You can download it here https://gitlab.com/sqwishy/Cyclone.Altis/raw/v0.2.2/cyclone/fn_keyHold.sqf and replace the existing file in your copy of the mission. Or merge it in if you are using git. I ported it to Chernarus and Takistan, it works well from my single player side ;) Nice. I hope it manages to hide the pressure washer objective inside of buildings on Chernarus. There aren't quite as many enterable buildings on that map. Share this post Link to post Share on other sites
I give up 152 Posted February 5, 2016 Mate, You are a genius. Working perfectly. https://www.youtube.com/watch?v=YVlw9tyiy_4 Great mission. Thank You. 1 Share this post Link to post Share on other sites
kendar 65 Posted February 20, 2016 Hi, Tested the medical mission. Nice one. My only grief is that sometimes it's hard to find the wounded (in town). i Lost one civilian killed by opfor helicopter, acheived most of the civilian healed but the mission doesn't disapear... lost all my men, but never manage to find the last civilian wounded. But great idea !!! Share this post Link to post Share on other sites
sqwishy 12 Posted February 21, 2016 Tested the medical mission. Nice one. My only grief is that sometimes it's hard to find the wounded (in town). Thanks for the feedback. The civilians shouldn't move when they're injured, so it's not like you will have to chase them around. And they should generally be within a few metres of each other in an open area. Sometimes they are on the other side of rock walls that divide some of the residential properties. That has made it a bit tough for me to find the civilians on a few occasions. Maybe when the script places them it should try a bit harder to avoid dividing them with walls. Another possibility is, if the medical mission sub-tasks weren't being completed, maybe you weren't fully healing the civilians? That would happen if you didn't had a medical kit and were not using ACE. I believe somewhere in the task briefing it says you need a medkit, but it's very easy to miss. Probably a better solution is to display a hint to the player if they try healing a civilian without a medikit. But if you were treating them and afterwards they got up and started walking around, then you were healing them enough for it to count. Share this post Link to post Share on other sites
kendar 65 Posted February 21, 2016 I don't use ACE. I didn't myself heal the civilian, i gave order to my CLS, and they all stand up after being healed. I think i will retest the mission and see if i manage to have better result. Thanks for your work Share this post Link to post Share on other sites