victor1234 4 Posted June 24, 2017 20 hours ago, neofit said: Hi, What setup are you guys using to go on patrol? With this mod carrying an atmosphere of realism, I am trying to get into the mood as well. I mean I'm not just a civilian, a rebel, a paramilitary, a PMC, a zombie fighter or whatever else other dynamic missions make me play, but a soldier, so I need a proper vehicle. But I can't seem to decide on one. First off, I believe a proper patrol into or close to enemy held territory must have more than 4 people, but Arma's MRAPs can barely carry that many, and atm Opex doesn't seem to allow any of the larger ones, I've only found the 4-seat Hunters so far, be it around the base or for sale (Altis). Sure, I can use armor like a Marid or an M2, but this is way too OP IMHO, their cannon and armor feel like god mode. Or I can use two Hunters for more than 4 people, but the AI dummass drivers still getting stuck on one single tree in a desert, 4 years after launch, make this impractical due to the amount of micromanagement. Large trucks like the Kamaz are a bit too heavy and don't feel good when RP-ing a patrol. Right now I feel the most immersed when I use a transport chopper. Or maybe "borrow" a civilian pickup - with 6 passengers it carries the minimum I'd take on patrol or to invade a compound, but I wouldn't feel much like a western soldier riding in one. Also it would be nice if the mission allowed us to purchase something else than a 4-seat Hunter (or better yet, first have a couple for free on the main base). For instance: * From Apex: a prowler, 6 seater * From RHS: an M113, 13(?) seats * From Arma3/jackFrench: Panther, an HMG feels less "godmody" than a cannon. * My Kingdom for a VAB Mephisto :) So what are you guys riding on your patrols? I have 3 setups: Generic patrol: The VAB APC with 3 crewmen and 7 troops (the regular 5 man squad plus an extra heavy machine gunner and grenadier) for an 8 man foot patrol including me. I know you mentioned the cannon makes it feel like godmode, but a single RPG hit (every ambient patrol I've come across has at least one RPG guy) will disable it and two will destroy it completely. Besides, if you feel so strongly about it, set the crewmen to do not fire mode and the APC won't fire at all, then you just dismount whenever you get attacked with the foot patrol. Another advantage of the VAB is that it's amphibious, so if you're playing on the Kunduz map and have to cross the main river, the AI won't kill all of you by using the water instead of the bridge.... Usual helicopter patrol: The armed Panther Marine with 2 pilots (actually crewmen) and the 8 man patrol from above. For a map like Altis, I'd actually go with this considering that it would take far too long to get anywhere with the VAB and the terrain means the VAB sometimes gets stuck. For the rescuing the pilot mission, I'll take the MH-6 Littlebird equivalent. 2 crewmen as pilots, the medic in the back seat, myself, the marksman, a grenadier and a heavy machinegunner sitting on the benches. I like doing the mission at night because the pilot has a little beacon that flashes and makes it easier to find him in the dark. On the Altis map, if you go near to where the medical center is, you'll find a line of vehicles with more capacity than the Hunters. On one side you'll have the tanks lined up and on the other, 2 VAB APCs and a Pandur available from the start, for free. Share this post Link to post Share on other sites
Gemini 359 Posted June 26, 2017 @HeroesandvillainsOS I'm glad you appreciate the ambience of this scenario 1. There's a transport chopper available at startup when playing in SP. In MP, some supports will be available by succeeding specific tasks (this one is still work in progress). Or you can also activate all of them in the mission parameters (support = unlimited). 1a. I think it's because of the remapping of the map. I had to hide a large amount of objects to entirely rebuilt the airport area because I didn't understand the way it has been built by the FFAA team. I'll check if I can improve the way the AI behaviour. 2. As I said, some people like it, some others don't. I won't be able to satisfy everybody on this point. I hope Bohemia will make the MP parameters available in SP someday, so you will be able to set it as you would like to. 3. As I said it too, I don't know how ArmA saves are working exactly. It's in my to-do-list to think about the best way to save progression. But OPEX has been built a way it souldn't be a big problem to restart from scratch from time to time. 4. Yes, you can leave arrested civilians in the jail (you should have a hint message to confirm they have been arrested). They will be deleted later when no player will be nearby. 5. Yes, you have to select the unit (Fx key) and select the "resest" action (radio 6). 6. Spy microphone: you'll have a scroll wheel option when in the proper house. @Remy Lebeau It's not so easy, remember that OPEX is also MP compatible. The way you propose to use the skipTime command means that any player would be able to skip time. It could be annoying for public servers. And I understand your second comment but as HeroesandvillainsOS said, it's because it allows more possibilities for group managing. @scimitar If you want to force time acceleration to 1 (real time), just edit the initServer.sqf file and delete the 3 lines on the section called "Time Multiplier" (at this time it should be about lines 159, 160 and 161). @neofit Currents vehicles (from JackFrench mod) will be replaced by more realistic ones when Operation Frenchpoint (OFrP) will be released Anyway, I apologize guys, next update should take much more time to arrive than the previous ones, I don't have as much as free time than these last months. I'll do my best to fix last bugs you have reported and to improve OPEX as much as I can. 4 Share this post Link to post Share on other sites
scimitar 221 Posted June 27, 2017 (edited) 12 hours ago, Gemini said: @scimitar If you want to force time acceleration to 1 (real time), just edit the initServer.sqf file and delete the 3 lines on the section called "Time Multiplier" (at this time it should be about lines 159, 160 and 161). Thanks, Gemini. That seems to have done the trick. I'm guessing that the "initServer.sqf" file needs to be edited in addition to the "hpp_params.hpp" file? In the past, whenever I've just edited the "initServer.sqf" by itself, it didn't change the time multiplier. Just to be on the safe side, I deleted all of the lines concerning "setTimeMultiplier" in the "hpp_params.hpp" file as well. I do realize that forcing "real time" pretty much negates the "needs" functions, but I would rather have the longer day/night cycles so that I can plan my missions around daylight or darkness, without either coming on unexpectedly while in the heat of battle. Thanks for being so helpful and forthcoming with the needed information to allow each of us to play the missions in the way that we would like. Not many mission makers are so accommodating. This whole experience has been educational as well, as I'm learning a bit more about how A3 works and how certain things can be edited to an individual's tastes. ***edit*** Well, I ran into another problem but I think that I found a solution. After I quit the game (save and exit) and later restarted A3, I found that the loaded save had reverted back to accelerated time. After a bit of searching for a solution, I edited the "init.sqf" file and enabled debug mode by changing "OPEX_debug = false;" to "OPEX_debug = true;". I loaded A3 and then restarted the mission and waited awhile to see if it would switch back to accelerated time but it didn't. I then saved, exited A3, restarted and then loaded my save and it was still in real time. Just to be sure, I exited and disabled debug and then loaded again. With debug disabled, accelerated time returns every time. I don't know why it requires that debug be enabled but for some reason it does. It does clutter the scroll wheel menu just a bit but I can live with that. ***edit*** Well that didn't work. Enabling debug creates a huge number of problems. Whenever I click on the map, I teleport there and the tasks don't initialize. Oh well, I give up for now. ***edit*** After posting all of that, another idea came to mind. Have you given any thought to incorporating airborne operations into the mission? I understand if you haven't or don't feel that it's needed, as it's not exactly a feature that's a necessity but it would be an interesting and possibly useful addition. Edited June 27, 2017 by scimitar more information Share this post Link to post Share on other sites
scimitar 221 Posted June 27, 2017 On 6/21/2017 at 2:52 PM, neofit said: BTW, just in case, I've enabled Teamswitch in OPEX by adding two lines. In fnc_enlist.sqf: if ((alive _unit) && (group _unit != _group)) then { _unit switchMove ""; _unit setCaptive false; _unit allowDamage true; addSwitchableUnit _unit; And in init.sqf enableTeamSwitch true; // ========================================================================================================= // ENDING SCRIPT // ========================================================================================================= Officially the latter is supposed to be the default value but I found it not to be true. Thanks for that bit of information. As I'm also editing a few files to adapt certain mission elements to my style of play, I've added those lines as well. It will make team load outs and rearming a bit more convenient. Share this post Link to post Share on other sites
neofit 65 Posted June 27, 2017 12 hours ago, Gemini said: Anyway, I apologize guys, next update should take much more time to arrive than the previous ones, I don't have as much as free time than these last months. I'll do my best to fix last bugs you have reported and to improve OPEX as much as I can. Please by all means. I think people understand that it's better to have a longer time between updates than an abandoned project because the modder/developer burnt out. 2 Share this post Link to post Share on other sites
Gemini 359 Posted June 27, 2017 @scimitar - TimeMultiplier problem: the only other place that this command is used is in the "scripts\code34\real_weather.sqf" script. I'll force it into the next update to "setTimeMultiplier timeMultiplier" to be sure that the value that is used is the one that has been defined when the mission starts. I think it should solve any trouble. - Team switch feature: as I said previously, it's already ready for the next update :) @neofit Thanks for your understanding, that's exactly what is happening. I'm not far from a burn out, there's so many things I have to do. I really need to have a break before next update. But I confirm I'm not abandoning this project, I will keep you informed as soon as possible. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 27, 2017 class Timeacc { title = "Time Acceleration"; values[] = {1,5,10,15,20,25,30,35,40,45,50,55,60}; texts[] = {"1x (1game min. = 1real min.)","5x","10x","15x","20x","25x","30x (1game min. = 2real sec.)","35x","40x","45x","50x","55x","60x (1game min. = 1real sec.)"}; default = 30; function = "BIS_fnc_paramTimeAcceleration"; }; in the description.ext I dont know if i help you with this , i saw there was an issue with that ? 1 Share this post Link to post Share on other sites
scimitar 221 Posted June 28, 2017 @Gemeni Thanks for the response. I'll take a look at that file. I'm looking forward to when you get the time and motivation to update again but there's no rush of course. I restart each time there's an update so the wait will give me time to get some quality game play time in before the next update anyway. Any thoughts on possibly adding airborne operations at some time in the future? Just curious. @GEORGE FLOROS GR Thanks for that bit of info. I'll edit that file as well and check it out within the next few days. ***Edit for an update*** I had a bit of extra time this morning, so I went ahead and edited those files and gave it a try. I don't think that the weather script could be causing the accelerated time but I went ahead an changed it to use normal real time weather, just in case and because I prefer that setting anyway. The lines from the post above don't exist in the "description.ext" file for the Taunus version of the mission (should they?), so I added them and then loaded the mission. I get an error message that says "File Missions\OPEX.xcam_taunus\description.ext, line 92:;: Member already defined" but it doesn't affect the loading of the mission. Once in the mission, time seems to be moving at a normal rate. Just to be a bit more certain that it wouldn't reset as soon as I left the base, I took a ten minute ride on an ATV and checked again and time still seemed to be progressing at a real time rate. I then saved and exited and quit the game. I restarted A3 and then resumed the mission and everything still seems to be running the way I want it to. I'm guessing that the error means that the time multiplier values are being repeated (perhaps from one of the other already edited files) but the new values seem to be taking precedent over any other values. I won't know for certain until I've had more time to test it out but it seems very promising so far. Thanks again guys for the assistance. 1 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted June 29, 2017 Ah bummer. The Lythium and/or JBAD update makes it so I can't continue my scenario on Lythium. :( Oh well. It's great enough I'll start again! :) Quick question. My brother contacted me (he's playing OPEX on FATA and Lythium) asking why recruited AT units won't engage APC's with their launcher. I only had time to run a quick test with an APC and a French unit manually in the editor and they did fire with their launcher. I then opened OPEX real quick wondering if maybe the AT recruits are or aren't carrying ammo for their launchers but I can only open their backpacks and not see their full default gear. So quick question. Are OPEX AT recruits able to fire their launchers in the scenarios right now for anyone? 1 Share this post Link to post Share on other sites
scimitar 221 Posted June 29, 2017 @HeroesandvillainsOS That's a good question. I was playing the Taunus version a few days ago and I ordered two AI teammates with launchers to fire on a BRDM-2 but they never did. I just figured that they weren't in a proper position to engage (but I'm not so sure now), so I took it out myself with an RPG-7 that I scavenged. I rarely go out with AT gunners but on the occasions that I have, I don't recall them ever using their launchers. I know that the enemy AI will use their launchers but I'm not so sure about friendlies. BTW, does anyone know if there is a way to acquire transportable mortars in the mission? I haven't encountered any but there have been occasions when they would have been very useful. 1 Share this post Link to post Share on other sites
neofit 65 Posted June 29, 2017 4 hours ago, scimitar said: I know that the enemy AI will use their launchers but I'm not so sure about friendlies. I don't have that much experience with Opex. I've only had team mates using the French Eryx AT launcher. Never tried an RPG. Also, I never had enemy armor pop up on us at close range. What I have tried: At about 600 and 500 meters, no reaction, "Target BMP-1" + "Engage" gives no result At about 200 meters, still no reaction, "Target BMP-1" + "Engage", and he condescends to obey my order At what range does he start thinking that the armor is a threat and takes initiative, I haven't figured out. Share this post Link to post Share on other sites
Gemini 359 Posted June 29, 2017 Fore sure, AI AT teammates should engage armored vehicles. I'll check it, maybe there's a problem with their ammo. @scimitar Yes, you can buy transportable mortar in the delivery area (from the "Buy vehicles" menu). 2 Share this post Link to post Share on other sites
neofit 65 Posted June 29, 2017 4 minutes ago, Gemini said: Fore sure, AI AT teammates should engage armored vehicles. I'll check it, maybe there's a problem with their ammo. Oh, I forgot, I was rearming my AT guys manually after teamswitching. Indeed, the AT specialists purchased from the delivery area have an empty launcher and no ammo in the backpack either. Share this post Link to post Share on other sites
Gemini 359 Posted June 29, 2017 OK so if I understand, they didn't want to engage despite they have an armed AT launcher ? If yes, it's more serious that I thought. I already noticed that AI units have sometimes problem to select the proper weapon after scripting their loadouts. I'll have to check it. For the purchased units I'll check and update their loadout so they'll have a rocket loaded in their launcher. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted June 29, 2017 My best guess is the purchased AT guys don't actually have ammo for their launchers. But that's just a guess. I can check later unless you get a chance, Gemini. I see teamswitch isn't bound to the default button in OPEX(U opens one of your custom menus). I know you planned on adding it. Is that in yet? If so, what's the button? Otherwise I'm not sure how to check recruited AI's full gear. Share this post Link to post Share on other sites
Gemini 359 Posted June 29, 2017 Team switch feature will be available on the next update :) 1 Share this post Link to post Share on other sites
Gemini 359 Posted July 6, 2017 Hi guys, I'm working hard on the next update to fix remaining bugs. But this time I would need your help. The time acceleration problem seems to be due to the MP customed parameters (defined in the "params.hpp" file) that are always forced to the default values when mission starts, even if the administrator is selecting different values in the lobby. Would you have any idea about what could cause this ? 1 Share this post Link to post Share on other sites
Jack Ost 124 Posted July 7, 2017 Amazing mission this evening with : https://arc-arma.fr Thanks for your work @Gemini 2 Share this post Link to post Share on other sites
Jack Ost 124 Posted July 7, 2017 On 06/07/2017 at 10:39 PM, Gemini said: But this time I would need your help. The time acceleration problem seems to be due to the MP customed parameters (defined in the "params.hpp" file) that are always forced to the default values when mission starts, even if the administrator is selecting different values in the lobby. Would you have any idea about what could cause this ? https://community.bistudio.com/wiki/Arma_3_Mission_Parameters Try to use function and isGlobal field. dont forget : https://community.bistudio.com/wiki/setTimeMultiplier -> 0 is not a possible value, maybe you want to use 1 as default value ? Share this post Link to post Share on other sites
Gemini 359 Posted July 8, 2017 I hope the mission has been a success despite remaining bugs I'm trying to fix. Nice, picture by the way (even if I'm worried about the flying object on the right, they are not supposed to be like that !). About the setTimeMultiplier command: yes I already noticed that but unfortunately it doesn't change anything. It really seems that the customed MP parameters are not loaded at mission startup. The isGlobal command would be usefull if I was using a function in the params section, but I'm not. Here is how I made it: Description.ext: #include "scripts\Gemini\hpp_params.hpp" hpp_params.hpp: class Params { class params_timeMultiplier { title = $STR_params_timeMultiplier; // Param name visible in the list values[] = {1, 3, 6, 12, 24}; // Values; must be integers; has to have the same number of elements as 'texts' default = 3; // Default value; must be listed in 'values' array, otherwise 0 is used }; }; initServer.sqf setTimeMultiplier ("params_timeMultiplier" call BIS_fnc_getParamValue); Even if the user selects a different value in the mission lobby, this is the default one that is running (3). Edit: I precise that it's the same problem for every parameter defined in my params.hpp file (e.g.: daytime, weather, virtual arsenal, patrols...), it's always the default value that is loaded. Edit 2: after performing more tests, I think that the problem is because the server is not waiting for the administrator's settings. I'm looking for a way to fix this but it drives me totally crazy ! Edit 3: I finally got it ! It was because persistent mod was activated on my dedicated server. I made some tests on, SP, MP (local server) and MP (dedicated server), time multiplier should now work properly ! Stay tuned, the next update should arrive soon :) 2 Share this post Link to post Share on other sites
Jack Ost 124 Posted July 8, 2017 4 hours ago, Gemini said: I hope the mission has been a success despite remaining bugs I'm trying to fix. Nice, picture by the way (even if I'm worried about the flying object on the right, they are not supposed to be like that !). Edit 3: I finally got it ! It was because persistent mod was activated on my dedicated server. I made some tests on, SP, MP (local server) and MP (dedicated server), time multiplier should now work properly ! Stay tuned, the next update should arrive soon :) Yes, mission win, not easy with VCOM AI but 3 tasks completed ;) (More screenshots of the second part : https://www.facebook.com/media/set/?set=a.847637058726952.1073742006.225432500947414&type=3) Glad to know that you have solve the issue :) For now, I'm not on pc with arma but I noticed flying objects on isla duala only. 1 Share this post Link to post Share on other sites
Gemini 359 Posted July 11, 2017 Hi eveybody, OPEX has been updated to version 1.18. Changelog: Added: team switch function (default: enable in SP and disable in MP but can be set up in MP mission parameters) Added: penalty for abandoned friendly dead bodies on the battlefield (default: disable for SP / enable for MP - can be set up in MP mission parameters) Added: penalty for abandoned friendly vehicles on the battlefield (default: disable for SP / enable for MP - can be set up in MP mission parameters) Added: interpret speciality (available in the training center), to talk with any local people Added: incognito function (players can now use civilian clothes to look incognito - but be aware that standing too close of an enemy or a civilian, holding a visible weapon/backpack/vest/NVG or running/crouching/crawling will generate suspicions and could lead to being spotted) Fixed: action to drag/load/unload wounded/dead units should now work properly Fixed: there shouldn't be any incompatibility issue anymore with Badbenson's Enhanced Movement mod Fixed: current player's loadout should now be properly reloaded after a respawn Fixed: no friendly vehicle should disappear anymore when returning to base Fixed: objects loaded in vehicles should not disappear anymore Fixed: AT friendly units should now be able to engage enemy armored vehicles Fixed: time acceleration should now work properly when selecting real time (1) in MP mission parameters Fixed: Zeus should now still be available after a respawn Fixed: HQ fences/fortifications should now be properly displayed on Lythium map Fixed: AI should now be able to enter into the heliport on Lythium map Fixed: medical center's marker is now properly positioned on Tanoa map Tweaked: squad / high command management Tweaked: auto cleaning function (thanks to Jack OST for his help) Updated: supports (artillery strike, air support...) are now available again after succeeding each task Updated: ambient functions (civilians, patrols...) density can now be set up in MP mission parameters (even if it's recommended to use default settings) Updated: a few AT4 and LGI are now available at startup into the launcher crate at the armoury Updated: a few ACE3 objects have been added into the support crate at the armoury (only for ACE3 users) Updated: Taliban faction has no tank platoon anymore Updated: added a few more ambient objects on Isla Duala's Tactical Operation Center Updated: FAQ Updated: donaters list (big thanks to Maxime Gms !) Enjoy ! 4 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted July 11, 2017 Hell yes! Nice changelog, Gemini! Share this post Link to post Share on other sites
victor1234 4 Posted July 12, 2017 Fantastic news! New releases are awesome. Any chance of a 1 time upload not on steam workshop, like you did for version 1.14? Share this post Link to post Share on other sites
Gemini 359 Posted July 12, 2017 Check the download section in the first post, I have added another link Share this post Link to post Share on other sites