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Nikander

[COOP] Vigilancia Aeternum

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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.

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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

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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.

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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

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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.

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Will be playing it this weekend.

Nice, any feedback would be much appreciated. I'm glad you enjoy the mission !

Nikander

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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)
		};
	};
};

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2016-12-31_0.jpg

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

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2017-01-23_2.jpg

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

 

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2017-01-17_1.jpg

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

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2017-01-23_1.jpg

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

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2017-02-07_1.jpg

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

 

 

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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)

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2017-02-09_1.jpg

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

 

 

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nice, thank you. i'll gonna give it a try now. :)

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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?

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2017-02-17_1.jpg

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

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2017-03-10_1.jpg

 

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)
		};
	};
};

 

 

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Nice mission but I have two concern, it would be nice if we could disable the ACE fatigue system and the unconscious AI.

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