Nikander 123 Posted September 20, 2016 Insurgency now expanding to Da Krong district, see full changelog here. Download v0.88 at Vigilancia Aeternum homepage. Nikander Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted September 22, 2016 These missions keep getting better and we're really happy to see new maps being added. Just updated our server to 1.64 and tested v0.88 on Tanoa, had enemy ai spawning right in front of me, no more than 20 meters away. The only mods running were CBA_A3, ShackTack UI, and KHlowgrass. Any chance something has changed with this new release of the game that might affect how close the enemy spawn to a player? Thanks, and keep up the great work. 1 Share this post Link to post Share on other sites
Nikander 123 Posted September 22, 2016 tested v0.88 on Tanoa, had enemy ai spawning right in front of me, no more than 20 meters away Thank you for reporting this, there has been no changes to the AI spawning process recently, but this means changes obviously are needed. I assume this close ai spawning occurred in a built-up area ? Nikander Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted September 22, 2016 It was along a paved road, just after entering a hot (red) zone. But it was not that close to any structures, meaning none within immediate visual range. Sorry, probably should have grabbed a shot of the map to show where I was. It happened three times in short succession, I killed the first group of four, within a few seconds three more spawned, killed them, and then two more spawned a few seconds after that. 1 Share this post Link to post Share on other sites
Nikander 123 Posted October 7, 2016 Mission now ported to James2464's map Kunduz, Afghanistan Download new Vigilancia Aeternum v0.89, see full changelog here Example for dedicated server configuration class Missions { class va_altis { template="mp_coop_va16.Altis"; difficulty="Custom"; class Params { Daytime = 18; // 6 = Dawn, 18 = Dusk, 4 = Moon Skill = 2; // 6 = Recruit, 4 = Regular, 2 = Veteran Markers = 1; // 0-1: Disabled, Enabled Vehicles = 0; // 0-4: Standard, CUP BAF, CUP GER, CUP USA, RHS USA Career = 1; // 0-2: Disabled, Standard, Career XP (Weapons arsenal) Parachute = 1; // 0-1: Disabled, Enabled Headquarters = 0; // 0-n: Base Camp, FOB Alpha, FOB Bravo ... ACELevel = 1; // 1-2: Basic, Advanced (ACE3 Medical Module) ACEMedic = 1; // 1-2: Basic, Advanced (ACE3 Medics Simulation) }; }; }; Nikander Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted October 7, 2016 Hey, Thanks again for all the continued progress on this mission. It's the default mission on our groups server. And thanks for incorporating some of my suggestions. Will be playing it this weekend. 1 Share this post Link to post Share on other sites
Nikander 123 Posted October 8, 2016 Will be playing it this weekend.Nice, any feedback would be much appreciated. I'm glad you enjoy the mission ! Nikander Share this post Link to post Share on other sites
Nikander 123 Posted November 8, 2016 Persistent career mode changed to contractor gameplay mode, overriding headquarters to private military company base. Download Vigilancia Aeternum v0.90, see full changelog here. Configuration template for dedicated server class Missions { class va_altis { template="mp_coop_va16.Altis"; difficulty="Custom"; class Params { Daytime = 5; // 5 = Dawn, 18 = Dusk, 4 = Moon (Hour) Skill = 2; // 6 = Recruit, 4 = Regular, 2 = Veteran Markers = 1; // 0-1: Disabled, Enabled Vehicles = 0; // 0-4: Standard, CUP BAF, CUP GER, CUP USA, RHS USA Weapons = 1; // 0-2: Disabled, Standard, Contractor Parachute = 1; // 0-1: Disabled, Enabled Headquarters = 0; // 0-n: Base Camp, FOB Alpha, FOB Bravo ... ACELevel // 1-2: Basic, Advanced (ACE3 Medical Module) ACEMedic // 1-2: Basic, Advanced (ACE3 Medics Simulation) }; }; }; Share this post Link to post Share on other sites
Nikander 123 Posted December 14, 2016 High Command added to latest release, among other tweaks and fixes. Download Vigilancia Aeternum v0.91 1 Share this post Link to post Share on other sites
Nikander 123 Posted December 31, 2016 Added on-screen sector timer to remind the player of ongoing insurgency expansion. Toggle using your wristwatch key. Weather forecast and view distance options now added in the multiplayer lobby. Please notice the Unsung version of this mission has less features available. Configuration template for dedicated server Spoiler class Missions { class va_altis { template="mp_coop_va16.Altis"; difficulty="Custom"; class Params { Daytime = 5; // 6 = Dawn, 18 = Dusk, 4 = Moon (Hour) Skill = 2; // 6 = Recruit, 4 = Regular, 2 = Veteran Markers = 1; // 0-1: Disabled, Enabled Vehicles = 0; // 0-4: Standard, CUP BAF, CUP GER, CUP USA, RHS USA Weapons = 1; // 0-2: Disabled, Standard, Contractor Parachute = 1; // 0-1: Disabled, Enabled Headquarters = 0; // 0-n: Base Camp, FOB Alpha, FOB Bravo ... Weather = 50; // 0-100: Sunny,Cloudy,Overcast,Rainy,Stormy Visibility = 1600;// 800 m, 1200 m, 1600 m, 2000 m, 2400 m ACELevel = 1; // 1-2: Basic, Advanced (ACE3 Medical Module) ACEMedic = 1; // 1-2: Basic, Advanced (ACE3 Medics Simulation) }; }; }; See full changelog here. Download Vigilancia Aeternum v0.92 1 Share this post Link to post Share on other sites
Nikander 123 Posted January 15, 2017 New release v0.93 now available for download Configuration template for dedicated server Spoiler class Missions { class va_altis { template="mp_coop_va16.Altis"; difficulty="Custom"; class Params { Daytime = 12; // 6:00, 12:00, 18:00, 04:00 (Hour) Skill = 2; // 6 = Recruit, 4 = Regular, 2 = Veteran Markers = 1; // 0 = Disabled, 1 = Enabled Vehicles = 0; // 0-4: Disabled, CUP BAF, CUP GER, CUP USA, RHS USA Arsenal = 1; // 0-2: Disabled, Standard, Contractor Parachute = 1; // 0 = Disabled, 1 = Enabled Headquarters = 0; // 0-n: Base Camp, FOB Alpha, FOB Bravo ... Weather = 50; // 0-100: Disabled, 25%, 50%, 75%, 100% (Rain) Visibility = 1600; // 800 m, 1200 m, 1600 m, 2000 m, 2400 m ACELevel = 1; // 1-2: Basic, Advanced (ACE3 Medical Module) ACEMedic = 1; // 1-2: Basic, Advanced (ACE3 Medics Simulation) }; }; }; See full changelog 2 Share this post Link to post Share on other sites
Nikander 123 Posted January 17, 2017 Updated the mission with MRZR 4 and M1232 from the newly released RHS 0.4.2 US Forces modification. Spoiler CHANGELOG --------- v0.94 17-JAN-2017 Fixed: error 'sound not found' upon collecting intel Fixed: evac chopper and CAS map markers were missing Fixed: rooftop guns throw 'undefined variable' error Fixed: listing AI crew on vehicle map markers failed Fixed: incorrect headquarters listed in lobby params Added: new vehicles from RHS USAF 0.4.2 modification Tweak: mod-specific ambulance as mobile hospital now Tweak: marker color for group, side, support & empty Download Vigilancia Aeternum v0.94 Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted January 17, 2017 Hey Nikander, The download link on the site leads to a 404 error. 1 Share this post Link to post Share on other sites
Nikander 123 Posted January 23, 2017 Mission now ported to Nremik's terrain Clafghan Spoiler CHANGELOG --------- v0.95 23-JAN-2017 Fixed: dead crew would change car marker color green Fixed: AI group members spawned only at NATO base HQ Fixed: undefined variable error on fuel truck 'azim' Added: exported mission to Nremik's terrain Clafghan Tweak: better optimized script to spawning AI groups Tweak: decreased probability for spawning enemy APCs Tweak: lobby parameter 'Contractor' is now under HQs Tweak: full Arsenal access for General as contractor Tweak: AI group members now respawn with HQ loadouts Tweak: added possibility civs carry lantern at night Tweak: roadside IED ambushes now in red sectors only Download Vigilancia Aeternum v0.95 Share this post Link to post Share on other sites
yxman 90 Posted January 23, 2017 your download link @http://cybercorps.org/vigilance/ links to http://cybercorps.org/vigilancia.zip Not Found (404) instead of http://cybercorps.org/vigilance/vigilancia.zip 1 Share this post Link to post Share on other sites
Nikander 123 Posted January 31, 2017 Scenario update v0.96, mission ported to Sahrani now Download link repaired, thank you Tuskegee_99th and yxman 1 Share this post Link to post Share on other sites
Nikander 123 Posted February 7, 2017 Vigilancia Aeternum v0.97 ported to Lingor Island Spoiler CHANGELOG --------- v0.97 07-FEB-2017 Fixed: shoothouse targets scoreboard failed on Altis Fixed: player inventory lost upon parajump sometimes Fixed: number of parked empty cars appeared too high Added: action menu option to examine cars for intel Added: jumpmaster command audio and title text style Tweak: tk punish sets score 0 or kick when score < 0 Tweak: objective detection marker shown only on foot Tweak: mission events cycle delay increased by 4 sec Tweak: entity disposal procedure more optimized now 2 Share this post Link to post Share on other sites
yxman 90 Posted February 8, 2017 Congrats on the new release, one question. Could you change the enemy faction if a specific modset (example RHS) is selected via parameter so that the enemys spawn as (AFRF/GREF etc) 1 Share this post Link to post Share on other sites
Nikander 123 Posted February 10, 2017 Scenario update v0.98 supporting RHS GREF units, thanks for the tip yxman ! Spoiler CHANGELOG --------- v0.98 10-FEB-2017 Added: enemy spawning as Green Forces RHS GREF 0.4.2 Tweak: insurgent AOs scatter depending on difficulty Tweak: using RHS or CUP mods changes evac helo model Tweak: RHS and CUP mods affecting air traffic models 2 Share this post Link to post Share on other sites
yxman 90 Posted February 10, 2017 nice, thank you. i'll gonna give it a try now. :) 1 Share this post Link to post Share on other sites
Mashroom 6 Posted February 16, 2017 Hello, tried this with my group and there was stuff spawning everywhere, groups appearing 100-200 meters away, constant technicals and quad bikes riding in Mad Max style, literally infinite. We were playing on Takistan with RHS vehicles. Is this supposed to happen? 1 Share this post Link to post Share on other sites
Nikander 123 Posted February 17, 2017 11 hours ago, Mashroom said: constant technicals and quad bikes riding in Mad Max style, literally infinite. The enemy are relentless in their effort to reign supreme so yes, they are kind of "Mad Max" about it Share this post Link to post Share on other sites
Nikander 123 Posted March 10, 2017 Scenario update v0.99 now available for download Dedicated server configuration template below Spoiler class Missions { class va_altis { template="mp_coop_va16.Altis"; difficulty="Custom"; class Params { Daytime = 12; // Hour Skill = 2; // 6 = Recruit, 4 = Regular, 2 = Veteran Markers = 1; // 0 = Disabled, 1 = Enabled Arsenal = 1; // 0 = Disabled, 1 = Enabled Parachute = 1; // 0 = Disabled, 1 = Enabled Headquarters = 0; // 0-5: Default, CUP BAF, CUP GER, CUP USA, RHS USA, Contractor Weather = 50; // 0-100: Probability raining Visibility = 1600; // Meters ACELevel = 1; // 1-2: Basic, Advanced (ACE3 Medical Module) ACEMedic = 1; // 1-2: Basic, Advanced (ACE3 Medics Simulation) }; }; }; Share this post Link to post Share on other sites
jus61 54 Posted March 11, 2017 Comes the Taunus map 1 Share this post Link to post Share on other sites
papanowel 120 Posted March 11, 2017 Nice mission but I have two concern, it would be nice if we could disable the ACE fatigue system and the unconscious AI. Share this post Link to post Share on other sites