J0K3R 5 93 Posted September 12, 2016 Lots to catch up on !!! I have no problems what so ever if anyone whats to mess about the missions files, if you have found a way to improve things. All I ask is to please share with everyone, Im still learning with all this so mistakes / bugs will happen. Please just bare with me, until I can fix the problem or someone else can. Anyway Ive just got back, and will start looking at getting fixes done soon as. 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 12, 2016 Have a good holiday mate .. thanks for the update. Will test now. Any word on how to fix the player death? The revive aspect isnt working :( EDIT: just had a little play as commander ... HC mode works well UNTIL the leader is killed (where he the respawns and the rest of his troops run back to the spawn point!) EDIT (overnight sleeping thoughts!): To get around the problem with AI running from their respawn point, could you code them to use the HALO if they are not actual human players ? Further playtesting edit: Automedic is WONDERFUL (however he tends to run and try to heal the enemy - so reset him to "WEST" rather that _this select 1 and see if that helps. First on list, will look into this tonight Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 12, 2016 Mostly a lurker here, but longtime modder. This mission is an absolute blast. It's a great way to get to know Tanoa and a blast for our relatively small clan. Huge thanks to the dev for putting this mission together and maintaining/updating it regularly. With @kaysio out of town I wanted to offer the following regarding the fatigue not being disabled, especially after respawn. I was able to fix the issue on my dedi by modifying the following: 1. Fix initial spawn not having fatigue disabled when the option is set: - There's a typo in Line 36 of initPlayerLocal.sqf. - it should read: if (PARAMS_PlayerFatigue == 0) then {_null = [] execVM "Scripts\PlayerFatigue.sqf";}; 2. Fix respawn players not having fatigue disabled: - Inside onPlayerRespawn.sqf, add the same line below the gearload call: if (PARAMS_PlayerFatigue == 0) then {_null = [] execVM "Scripts\PlayerFatigue.sqf";}; That fixed it for me at least. YMMV...and all that jazz. ETA: no disrespect meant to the dev re: a minor fix for playability. Huge props for a ton of work that we greatly appreciate! Thankyou :) Will put this into next update Share this post Link to post Share on other sites
kremator 1065 Posted September 12, 2016 I'll see about uploading my fixes kaysio. I'm quite far down the line with tweaking and it seems to be working pretty well. I've changed things in the recruit script, medic and revive scripts. 2 Share this post Link to post Share on other sites
kremator 1065 Posted September 16, 2016 Ok guys, Here is my edit that has completely working autoheal and autorevive. https://www.mediafire.com/?d7bb4h5di9m0t45 kaysio can now upgrade it further :) 2 Share this post Link to post Share on other sites
kremator 1065 Posted September 17, 2016 OK still looking into this. Generally seems to be fine on the dedi server when I join. However if I join the server in team leader slot and take a few squares, then rejoin as the commander all the support menu functions are gone :( Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 18, 2016 New version uploaded to google drive + steam bug fixes from kremator + supahg33k added 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 18, 2016 OK still looking into this. Generally seems to be fine on the dedi server when I join. However if I join the server in team leader slot and take a few squares, then rejoin as the commander all the support menu functions are gone :( Cheers m8, will look into this aswell Share this post Link to post Share on other sites
kremator 1065 Posted September 18, 2016 Excellent .... working on putting civilians (via COS) into it as the place looks quite deserted! I've noticed that there are no static weapons placed, even though they are enabled in EOS ... wierd. I DO recommend using the amazing C2 by madcheese https://forums.bistudio.com/topic/177967-c2-command-and-control-form-asm/ for this mission when using AI ... it REALLY helps with multiple fireteams. The other thing that I'm looking at is removing AI (cleanly) from your team if you disconnect from mission. Trying to do it via the bon_recruit fsm ... we'll see how this goes. 1 Share this post Link to post Share on other sites
sowens 71 Posted September 18, 2016 looking good! The one thing we have found is ai will not heal us when we are down. Share this post Link to post Share on other sites
kremator 1065 Posted September 19, 2016 The AI should indeed heal you and revive you automatically - this was my major driver for changing the mission. Will have to check if kaysio put all my changes in, as I've modified FSMs and other code to make sure they do their job. Works perfectly for me. EDIT: kaysio hasn't included all my fixes .. will upload the newest version - I've done further tweaking of the automagic healers :) NEW DOWNLOAD LINK https://www.mediafire.com/?xce4isv2qz0w4v6 2 Share this post Link to post Share on other sites
sowens 71 Posted September 19, 2016 Well thanks for the upload! Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 19, 2016 Fix version uploaded to google drive + steam civs + traffic added, select in the lobby / params 1 Share this post Link to post Share on other sites
kremator 1065 Posted September 19, 2016 Nice one mate ... lots of changes to take into account :) 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 19, 2016 Another update. VCOMAI script version has been added, its off by default. Just select in the lobby / params. It did give me problems in the past, so hopefully with the recent fixes it will play nice for us. Download from my google drive. 1 Share this post Link to post Share on other sites
kremator 1065 Posted September 20, 2016 Nice ... just messing around with these medics. Should they be given a waypoint, but then someone needs a heal/revive they will do that then continue to where you wanted them. Just testing now. 1 Share this post Link to post Share on other sites
sowens 71 Posted September 20, 2016 Do the supply box drops get cleaned up with the garbage collector? I dont want to litter... =) 1 Share this post Link to post Share on other sites
sowens 71 Posted September 20, 2016 vcomai is nice because if you have arty on the map they will actually call for fire. Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 20, 2016 Do the supply box drops get cleaned up with the garbage collector? I dont want to litter... =) short answer no. Though wrecks + dead bodies get cleaned up, I can fire in a garbage script in the next update, if there is a need for it. Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 20, 2016 new update. weapon pool fixed / static weapons, tested with vcomai. the ai will now use static weapons against you - 50cals, mortar 1 Share this post Link to post Share on other sites
kremator 1065 Posted September 20, 2016 I'm glad I use C2 to help counter all these nasties. The googledrive version is the updated, as it looks the same as before (doesn't contain the VCOM_AI stuff)? EDIT: now the googledrive is updated ... thanks mate ! Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 20, 2016 I'm glad I use C2 to help counter all these nasties. The googledrive version is the updated, as it looks the same as before (doesn't contain the VCOM_AI stuff)? just checked, showing the correct version to me :mellow: Share this post Link to post Share on other sites
Reaper_ 1 Posted September 21, 2016 Its been a while so I now have Arma 3 updated. Tried your mission out and have a question. When I launch the mission it starts in Zeus, I have tried every thing I can find but can never get into the mission from there. So what an I missing to get things rolling? Share this post Link to post Share on other sites
kremator 1065 Posted September 21, 2016 I have modified the mission.sqm so that Commander is top slot, followed by the two squads, and the Zeus option is on the Virtual tab. Fixed :) Will be releasing my fixes, so that kaysio can then tinker with it. EDIT: The simple thing Reaper_ is to click on the blue BLUFOR button at the left .. that will give you access to the slots. 1 Share this post Link to post Share on other sites