DA TO 0 Posted April 30, 2017 taskObjective_07 bug report.. Protect the village I created the mission but it fails as soon as I arrive. Share this post Link to post Share on other sites
DA TO 0 Posted April 30, 2017 and.. I want to fix the mission. Where do I need to change to increase mission units? I enjoy having fun thanks to you. Share this post Link to post Share on other sites
highwave 1 Posted April 30, 2017 Bonjour Gemini, First of all, i would like to congratulate you for your amazing job, the game design is excelent and all source code are so clear and nicely commented that it become so easy to customize your map. Btw i'm so far from your arma's coding skills that i just try to adapt and integrate existing mods or scripts to match my game point of view : I'm actually applying those modifications on my dedicated server : ACE3 Advanced Sling Loading (heliportage) R3F Advanced Logistic (for towing and object placement & factory building) TFAR TM4 Fuel Uptake (increase fuel consumtion) It seems that the R3FADL script conflict cargo with your R3F script, so im wondering if i can reach my needs with your onboard R3F. My next step (maybe you can integrate the idea for next release) is to integrate a tuned version of r0ed_SurvivableCrashes, wich purpose is to eject all onboard players from crashed vehicules : - Every player are randomly ejected and randomly wounded (enough to give some hard jobs to medics) - The vehicule is 0.9 damaged so it is not destroyed and can be repaired, SFX (fire + smoke) from vehicule emited randomly from 300 to 600 secs (help for long distance crash localisation) - All players loose radio + gps + map - Crashed vehicule long range radio is disabled until damage is lower than 0.5, then after radio range is linked to damage % (ex: 0.5 damage = opérational LR with16km range, 0.2 damage = 25km range) : Purpose is to give jobs to Repair Specialist slots. - Random area marker around crash site (1.6km circle) with priority "Search and Rescue" mission popup for all players Encore une fois merci d'avoir partagé ton excellent travail avec la communauté Greatings HighWave Share this post Link to post Share on other sites
DA TO 0 Posted April 30, 2017 bug report. 1. PATA - Protect the village - I created the mission but it fails as soon as I arrive. - The enemies will not move. 2. altis - Protect the village - The enemies will not move. ver1.102 Share this post Link to post Share on other sites
Gemini 359 Posted May 1, 2017 @Boreas In case you want to modify the shop scripts to add a new vehicle, you have to look for the fnc_buyVehicles and fnc_dialog_buyUnits files into Gemini/scripts folder. But for information, there's already a mobile respawn system implemented in OPEX: you just have to deploy a tent (available into the armoury) by double-clicking on it into your inventory. @DA TO Thank you for the reports and for your feedback, I will take a look on that. If you want to increase the modify tasks, you have to look into the tasks folder. @highwave Thank your for your message. R3F logistic script is already implemented in OPEX, you should disable it when playing this mission. Thank you for the suggestion about crashes, I will think about it but don't excpect this soon, I already have a very long to-do list before working on that. Share this post Link to post Share on other sites
DA TO 0 Posted May 1, 2017 What parts need to be modified to increase the enemy? I would appreciate it if you could help me. I am so funny and I want to fix it. // ========================================================================================================= // SPAWNING ENEMIES // ========================================================================================================= private ["_maxWaves", "_currentEnemyWaves"]; aliveEnemies = []; if (assignedTask) then { for "_i" from 1 to (ceil random 12) do { // LOOKING FOR A VALID POSITION (THAT IS FAR ENOUGH FROM VILLAGE AND PLAYERS) private ["_checkPos"]; _checkPos = _locationPos; while {(_checkPos distance _locationPos < (_locationSize + 500)) || ({_checkPos distance _x < 500} count (playableUnits + switchableUnits) > 0)} do {sleep 0.1; _checkPos = [[[_locationPos, _locationSize + 2000]], ["water"]] call Gemini_fnc_randomPos}; // SPAWNING SQUAD private ["_squad"]; _squad = [ _debug, // (BOOL) debug (true/false) enemy_side2, // (STRING) squad side (can be: "west" or "east" or "indep") [ "infantry", "infantry", "infantry", "infantry", "infantry", "infantry", "infantry", "infantry", "infantry", "infantry", "motorized", "motorized", "mechanized","mechanized", "armored" ], // (ARRAY) squad types (can be: "infantry", "motorized", "mechanized", "armored") _checkPos, // (POSITION) center of spawning area 50, // (NUMBER) maximum radius of spawning area "attack", // (STRING) squad mission (can be: "defend" or "attack" or "patrol" or "hold") _locationPos, // (POSITION) squad's destination _locationSize + 1000, // (NUMBER) radius around destination (used only for patrol mission) enemy_skill, // (ARRAY) skill range [0.25,1], // (ARRAY) ammo range random 360, // (NUMBER) squad azimuth [5, 0.5 + (random 0.5)], // (NUMBER) amount of mandatory units 1.00 // (NUMBER) probability to spawn squad (0.0 = 0% / / 0.5 = 50% / 1.0 = 100%...) ] call Gemini_fnc_spawnSquad; Share this post Link to post Share on other sites
Gemini 359 Posted May 1, 2017 for "_i" from 1 to (ceil random 12) This line means that there will be randomly between 1 and 12 squads that may spawn. [5, 0.5 + (random 0.5)], // (NUMBER) amount of mandatory units This line is for the amount of units in each squad (first number is the minimum amount of units that will spawn, second number is the % of chance the other units have to spawn (it MUST be between 0 and 1). 1 Share this post Link to post Share on other sites
DA TO 0 Posted May 1, 2017 bug report FATA map Secure the hideouts, The enemy unit is in an invisible position. Share this post Link to post Share on other sites
Gemini 359 Posted May 1, 2017 @DA TO Thank you again, I will check it out. Could you confirm if you have activate manually the debug mod ? As you shouldn't be able to have the red triangle on your GPS. @All OPEX has been updated to version 1.11. Here is the changelog: Fixed: task "07: defend the village" should now work properly (enemies were not moving to the village because of the dynamic simulation module) Fixed: a few AI ambient animations were bugged in MP and should now work properly - unfortunately I'm still looking for a way to fix the last ones (especially the "sit_sad1" animation) Fixed: player's animation when sitting then deconnecting and reconnecting to server Fixed: customed textures should now appear properly for clients in MP Fixed: some debug markers (grey and green dots) were still visible for users Updated: changed debug variable name to avoid conflicts with some mods Updated: mobile respawn point (tent) has not to be guarded anymore Updated: task "09: capture the suspect" should be now easier to succeed (suspect localization has been improved) Updated: civilians are now moved to an empty position when disembarking from a vehicle Updated: new entries in the FAQ 1 Share this post Link to post Share on other sites
DA TO 0 Posted May 1, 2017 40 minutes ago, Gemini said: @DA TO 다시 한번 감사 드리며, 나는 그것을 점검 할 것이다. 디버그 모드를 수동으로 활성화했는지 확인할 수 있습니까? 마찬가지로 당신은 당신의 GPS에 빨간색 삼각형을 가질 수 없어야합니다. @모든 OPEX이 버전 1.11 로 업데이트되었습니다 . 변경 로그는 다음과 같습니다. 고정됨 : "07 : 마을 방어"작업이 올바르게 작동해야합니다 (적군이 동적 시뮬레이션 모듈 때문에 마을로 이동하지 않음). 고정 : 일부 AI 주변 애니메이션이 MP에서 도청 당했고 이제는 제대로 작동합니다. 불행히도 마지막 애니메이션 (특히 "sit_sad1"애니메이션)을 수정하는 방법을 계속 찾고 있습니다. 고정 : 플레이어의 애니메이션이 앉아서 서버에 다시 연결하고 다시 연결할 때 MP에서 클라이언트에 맞게 맞춤 텍스처가 올바르게 표시됩니다. 수정 됨 : 일부 디버그 마커 (회색 및 녹색 점)가 사용자에게 계속 표시됨 업데이트 됨 : 일부 MOD와의 충돌을 피하기 위해 디버그 변수 이름 변경 업데이트 : 모바일 respawn 포인트 (텐트)는 더 이상 지키지 않아야합니다. 업데이트 됨 : "09 : 용의자 캡처"작업의 성공이 더 쉬워졌습니다 (현지화가 개선되었다고 생각됩니다) 업데이트 : 민간인이 이제 차량에서 내릴 때 빈 위치로 이동합니다. 업데이트 : FAQ의 새로운 항목 Yes I enabled debug mode. debug = true; // true (if yes) or false (if no) - default: no Share this post Link to post Share on other sites
Gemini 359 Posted May 7, 2017 Hi there, OPEX has been updated to version 1.12. Here is the changelog: Fixed: task "06 - Defend the fuel truck" is not validated three times anymore when succeeded Fixed: in task "11 - Bring back or destroy an armored vehicle" the unit that destroys the vehicle is not considered as a renegade anymore Fixed: transported dead units were sometimes appearing on the top of the vehicle Fixed (Tanoa version): "thanks_OFP.jpg" was not found Updated: it is now possible to enlist AI units from ambient friendly patrols Updated: player body is now deleted from server when after disconnection Updated (Tanoa version): boats in hangar have been removed (there were randomly damaged because ArmA's engine doesn't like boats be on the ground) Updated: civilians fleeing function (added a few new animations to bring more variety to their reactions) Updated: new entries in the FAQ Updated: a few other minor things Added: training center, to learn specific skills (medic, engineer, explosive specialist) Added: task "14 - Attack the training camp" Added: a drone is now available at startup in the HQ Added: parachutes in the armory and in air vehicles Added: panel to thank donaters (thank you very much michaelnbc !) Added: poster to thank MrRatSuper for the videos on YouTube For French speaking visitors, maybe you would be interested to know that MrRatSuper, a famous French YouTuber, has started a serie of videos that introduces OPEX ! 6 Share this post Link to post Share on other sites
baton1990 30 Posted May 8, 2017 Hellow Gemini. Ive tried to port your mission on map Lythium. I get such error, mabye you know what can cause it ? This error appear after task spawn. Share this post Link to post Share on other sites
Gemini 359 Posted May 9, 2017 Unfortunately it's not so easy to port OPEX to other maps because map makers are not using same standards to define some parameters. When you are in the editor, could you please open the debug console and confirm is these variables are returning a result ? mapCenter mapRadius Also, in order to make OPEX work on another map, you'll have to add a few more parameters specific to the new map into the "custom___general_parameters\maps.sqf" file. Anyway, Lithium should be one of the next map I'll port OPEX to. 2 Share this post Link to post Share on other sites
baton1990 30 Posted May 9, 2017 Thanks for reply. For Lythium map I used this code in maps.sqf: " if (worldName == "lythium") then {mapRadius = 10000}; ". All works fine but I get same error message. Share this post Link to post Share on other sites
Gemini 359 Posted May 9, 2017 So maybe it's the mapCenter variable which is not defined ? Share this post Link to post Share on other sites
baton1990 30 Posted May 9, 2017 Sorry Im not so good in scriting and variables. I find this line in maps.sqf: mapCenter = getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"); . As I understand it mean that its automaticly find centre position on map. What I need to write if it dont find map centre automaticly ? Share this post Link to post Share on other sites
Gemini 359 Posted May 9, 2017 That's true, it should find automaticly the centre of the map. But as I said previously, map makers are not always defining every map parameters like it should. Depending on maps, I have to check for every portage: if map center is defined and if it's truly the map center if map size is defined and if it's truly the real size if locations are defined and how - and fix it to make it fit the way OPEX is built (this part is very long because almost none of map makers are defining locations properly) Anyway, that's why I asked you if these variables were defined. You can easily know that in the editor: run the mission, then press escape and write the variables in the debug console: it should gives you some data I would like to check. Share this post Link to post Share on other sites
baton1990 30 Posted May 9, 2017 Sorry for stupid question... but whitch command I need to write in debug console ? Ive tried both "mapCenter" and "mapRadius". No effect from them. Share this post Link to post Share on other sites
Gemini 359 Posted May 10, 2017 Just copy it into the "watch" section. Share this post Link to post Share on other sites
baton1990 30 Posted May 10, 2017 Here what I got (my maps.sqf file https://vk.com/doc11601161_445099787?hash=bb97325e67143e92d4&dl=9f6e0c84a6333ef60f ) Share this post Link to post Share on other sites
Applejakerie 45 Posted May 12, 2017 When I run this mission on my server, everyone gets persistent memory crashes every 10-15 minutes? Also the AI at base take a while to spawn in and an added ammo box (with virtual arsenal) doesn't appear to stick when pre-placed either? We are really looking forward to trying this out, would appreciate any help. :)) https://pastebin.com/D0wcLEWR There's a couple error, they didn't seem game-breaking though. I've tried FATA and Kunduz, hoping I'm just missing a mod I don't know about? Like I say, persistent memory crashes doing nothing specific. Share this post Link to post Share on other sites
Gemini 359 Posted May 13, 2017 Thank you for your feedback and sorry about the inconvenience. You're the first to report crashes, so I would think about a hardware issue. How much RAM is on your server ? I see "VirtMem: 4 Gb", if it's the case, I would say it's too low to host such missions wich are using many scripts. Could you also confirm what type of server is this (dedicated, headless client...) ? And what version of OPEX you are playing (version number and map) ? Finally, I can see you are running some other mods (enhanced movements, advances rapelling etc...). I don't think there could be a compatibility issue but did you try to test without these mods to be sure ? Share this post Link to post Share on other sites
Applejakerie 45 Posted May 14, 2017 Don't worry about it, hopefully it's something we can rectify. PhysMem: 160 GiB, VirtMem : 4.0 GiB, AvailPhys : 90 GiB, AvailVirt : 3.9 GiB, AvailPage : 31 GiB - This points to my server hardware, I have an available 160GB of RAM, I've used 3 different paid hosts and all have only given up to 4GB of virtual RAM which is graphical RAM, if I'm not mistaken. - I did try without those mods to the same extent, I'm also 101% sure they're not incompatible as they don't touch the mission file, or editorial map whatsoever. - Mission versions and maps are these two: https://steamcommunity.com/sharedfiles/filedetails/?id=907976383 http://steamcommunity.com/sharedfiles/filedetails/?id=907998746 I'm going to give it another shot later tonight.. :)) I'll let you know if I find anything but anything you've got to offer is more than appreciated. Thank you! Share this post Link to post Share on other sites
Gemini 359 Posted May 14, 2017 @Applejakerie OK thank you for this information. So, unfortunately I have to say that at this time I don't know what could causes this trouble. @everybody OPEX has been updated to version 1.13. Reminder: you have to quit and start again Steam to proceed to the update. Here is the changelog: Fixed: mission was not starting on Isla Duala version Fixed: training center marker was missing on Isla Duala version Fixed: task "13 - Install a spy microphone" a debug hint command was not disabled Fixed: malus when arresting innocent civilian was not calculated properly Fixed: customed markers were auto-deleted by auto-cleaning function Fixed: air strike support was not assigned properly Fixed: some tasks were broken after loading a saved game Fixed: support were not properly assigned after loading a saved game Fixed: HQ markers were not working anymore after loading a saved game Added: drone operator skill in the training center Added: AI crewmen can now be recruited Added: instructor uniforms in the armory Added: a few FÉLIN optics in the armory Added: mission parameters to allow customization of a few things when playing in MP (enabling/disabling Virtual Arsenal, starting time, time multiplier, starting credits, available supports...) Updated: default time speed is now slower to allow better weather and light transition Updated: ambient civilian density has been increased Updated: drones are not pilotable by drone operators Edit: Hotfix version 1.131 has been uploaded on Steam. Changelog: Fixed: drone terminal in the armory is now the proper one Edit: Hotfix version 1.132 has been uploaded on Steam. Changelog: Fixed: actions in the training center were not working anymore after respawn 2 Share this post Link to post Share on other sites
scimitar 221 Posted May 15, 2017 @Gemini I've been playing the new Taunus version for the past week or so and I'm very impressed. Fighting in thick forests is difficult and intense at times but I much prefer this to the barren landscape of the FATA mission. As I've been playing, I've been thinking of a few possible fixes or features to suggest be considered for addition to the mission. These are mostly in reference to SP gameplay but some could apply to MP as well. 1. Transportation Fix: I would like to see a fix in regards to the default helicopter transport provided. Until the chopper arrives, I have no idea what type is coming or how many troops it will hold. On a number of occasions, I've had a chopper show up that didn't have the capacity to transport my entire squad. When that happens, I either have to leave guys behind or work around the issue but that is time consuming and a bit hazardous. It would be nice if the mission checked my squad size and provides transportation that has the capacity to carry my entire squad plus one or two captives on the return trip. 2. Crate Fix: I don't know if everyone has this problem but once I've removed an item from the crates in the armory, I can't put it back. Because of this, I wind up with loose weapons and gear lying all around the armory. 3. Prebuilt Squads: It would be great to have an option to recruit a full prebuilt squad when requesting units. I like the option to build my own but it would be nice if a one click option existed for a light infantry squad when expecting to just encounter enemy infantry or a heavy infantry squad when expecting enemy armor or some other mix tailored for different types of situations, such as stealth (all with suppressors). urban combat, night missions (NVGs) ambush scenarios or recon, etc. 4. Forward Operating Bases: A really cool feature that I would like to see would be the ability to find a suitable location near certain combat zones where I could build an FOB. On the Taunus map, the main base is in the far north-east corner of the map and transport for many of the missions requires traveling a long way. If I had FOBs to work from that were AI defended and provided minimal support while out in the field, that would be very useful. I tried acquiring some vehicles and a captured weapons cache to build my own temporary FOB inside a walled industrial compound but without a proper way to create fortifications and defend it, I had to eventually abandon it because enemies kept showing up trying to kill us. Alternately, mission created FOBs would be acceptable as well. 5. Random Side Missions: While in the field or in the base, it would be interesting if there were randomly occurring scripted or dynamic missions that need to be carried out immediately, that your squad could be asked or ordered to carry out. This could range from targets of opportunity, such as ambushing an enemy convoy that has been reported or killing an enemy commander that intel has reported will be in an area for only a short period of time. These would only happen randomly and would reward the player in some way if completed and perhaps result in a fine if they are declined if an order has been given. IMO it would add a bit of life and realism to the mission if the player didn't always feel like he was calling the shots and deciding when to go into combat. 6. Actionable Intel Reports: If I just want to go off on my own with a squad and engage targets of opportunity, it would be great if I could consult periodic or time sensitive intel reports to see where I'm most likely to encounter enemy forces and what I'm likely to encounter. I have a few other possible suggestions that I'm thinking about but those are the ones that I've given some thought to. Hopefully you will give them some consideration. Thanks again for creating such a great gaming experience and for your willingness to accept user input. Share this post Link to post Share on other sites