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sqwishy

[COOP-24] Cyclone.Altis

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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This project is no longer active.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.pbo
A list of releases with notable changes and downloads is available at https://gitlab.com/sqwishy/Cyclone.Altis/tags
The 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.

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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.

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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?

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raP       ÖS   version 
    Mission Z    Intro QO   OutroWin 
­P   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  
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typeName Delay      value 400  parentCls 
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value   parentCls ModuleRespawnVehicle_F  typeName Init æ    
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Item4 2   Item5 3   Item6 ¸3   Item7 
ÃŒ4   Item8 Ãœ5   Item9 {6   Item10 7   
Item11 ½7   Item12 Â¥8   Item13 l9   Item14 
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Item31 ±H   Item32 RI  óI   position 
Æ6FQ Â·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 íh6FE·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 àýB 
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 ‚íðB°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 
­xÅ¡ÃVL   position ÃŒN7F·A9,9F name OUTPOST_FRISKY  text 
OUTPOST FRISKY  type o_hq  colorName ColorWEST ÄL   position 
cÃFrè‚A´­¨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  ­P   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<­P   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.

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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.

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Ah, ok, thanks mate.

I have one more question, can you speak a little about "artifex" and its purpose?

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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.

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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.

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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 ;)

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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!

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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.

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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.

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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 ?

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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.

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It works.

 

How can i express my happiness, you made my game !!!

 

Many many thanks for your work :)

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Never got this problem, and played multiples party...

 

Normally they all have a desactivation done by pressing the Space Bar near them

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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.

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 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 ;)

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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.

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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 !!!

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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.

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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

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