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In vanilla versions of OPEX, some features linked to additionnal items can't work properly so they are automatically disabled:

  • Primary needs (because eating, drinking, sleeping requires some extra objects)
  • Arrest function (because arresting people requires some cable ties)
  • Task where you need to install a spy microphone (because a microphone is required)
  • Etc...

Also, vanilla versions are using vanilla content (uniforms, weapons, vehicles...) so the global atmosphere may be different from the original one.

 

R3F's AiComTarget script is automatically disabled if bCombat or ACE mods are detected. I didn't know VComAI mod but I'll add a command line in the next update so R3F's AiComTarget script will be disabled too in case VComAI is detected.

 

And yes, ACE medical system should only be enabled if the ace_medical pbo is detected.

 

Thank you for your feedback :)

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Hi, I'm having a problem: Running the mission on a dedicated server, I can not spawn units at the delivery point?

I don't get an error in game, they just don't appear.

Here is a relevant piece of the log from the *client*, there is no message in the server log when I try to order units. Ordering vehicles does work.

 

Spoiler

13:52:41 Error loading control mpmissions\__CUR_MP.Altis\description.ext/OPEX_buyUnits/Controls/OPEX_buyUnits_availableUnitsTitle/
13:52:41 Error loading control mpmissions\__CUR_MP.Altis\description.ext/OPEX_buyUnits/Controls/OPEX_buyUnits_availableUnits/
13:52:41 Sound: Error: File: scripts\TPW\sounds\dog3.ogg not found !!!
13:52:45 Error in expression <};
if (_selectedRole == "medic") then {[_unit] execVM "loadouts\full\medic.sqf"}>
13:52:45   Error position: <_unit] execVM "loadouts\full\medic.sqf"}>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File scripts\Gemini\fnc_buyUnits.sqf [Gemini_fnc_buyUnits], line 148
13:52:45 Error in expression <};
if (_selectedRole != "scout") then {[_unit] spawn Gemini_fnc_autoSilencer};

>
13:52:45   Error position: <_unit] spawn Gemini_fnc_autoSilencer};

>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File scripts\Gemini\fnc_buyUnits.sqf [Gemini_fnc_buyUnits], line 162
13:52:45 Error in expression <ly_AIskill] call Gemini_fnc_createUnit;
_unit allowDamage false;
[_unit] spawn {>
13:52:45   Error position: <_unit allowDamage false;
[_unit] spawn {>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File scripts\Gemini\fnc_buyUnits.sqf [Gemini_fnc_buyUnits], line 96
13:52:45 Error in expression <ch (OPEX_mapClimate) do
{
case default {_unit forceAddUniform (selectRandom OPEX>
13:52:45   Error position: <_unit forceAddUniform (selectRandom OPEX>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File mpmissions\__CUR_MP.Altis\loadouts\full\medic.sqf, line 35
13:52:45 Error in expression <ch (OPEX_mapClimate) do
{
case default {_unit addVest (selectRandom OPEX_friendl>
13:52:45   Error position: <_unit addVest (selectRandom OPEX_friendl>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File mpmissions\__CUR_MP.Altis\loadouts\full\medic.sqf, line 43
13:52:45 Error in expression <ch (OPEX_mapClimate) do
{
case default {_unit addHeadgear (selectRandom (OPEX_fr>
13:52:45   Error position: <_unit addHeadgear (selectRandom (OPEX_fr>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File mpmissions\__CUR_MP.Altis\loadouts\full\medic.sqf, line 51
13:52:45 Error in expression <ch (OPEX_mapClimate) do
{
case default {_unit addBackpack (selectRandom OPEX_fri>
13:52:45   Error position: <_unit addBackpack (selectRandom OPEX_fri>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File mpmissions\__CUR_MP.Altis\loadouts\full\medic.sqf, line 59
13:52:45 Error in expression < %1, expected %2, on index %3, in %4", [_par] call _fnc_getTypeName, [_x] call _>
13:52:45   Error position: <_par] call _fnc_getTypeName, [_x] call _>
13:52:45   Error Undefined variable in expression: _par
13:52:45 File A3\functions_f\Debug\fn_errorParamsType.sqf [BIS_fnc_errorParamsType], line 146
13:52:45 Error in expression <ncherMagazine"
];





removeAllWeapons _unit;
removeAllItems _unit;
removeAllAs>
13:52:45   Error position: <_unit;
removeAllItems _unit;
removeAllAs>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File mpmissions\__CUR_MP.Altis\loadouts\full\medic.sqf, line 18
13:52:45 Error in expression <
_weapon = _this select 0;









if (_weapon == "R3F_PAMAS") then {_silencer >
13:52:45   Error position: <_weapon == "R3F_PAMAS") then {_silencer >
13:52:45   Error Undefined variable in expression: _weapon
13:52:45 File scripts\Gemini\fnc_getWeaponItems.sqf [Gemini_fnc_getWeaponItems], line 51
13:52:45 Error in expression <_unit)) exitWith {}; 





while {alive _unit} do 
{

sleep 3;


_primarySilence>
13:52:45   Error position: <_unit} do 
{

sleep 3;


_primarySilence>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File scripts\Gemini\fnc_autoSilencer.sqf [Gemini_fnc_autoSilencer], line 34
13:52:45 Error in expression <;





_unit = _this select 0;





if (_unit == player) exitWith {};

if ((([pr>
13:52:45   Error position: <_unit == player) exitWith {};

if ((([pr>
13:52:45   Error Undefined variable in expression: _unit
13:52:45 File scripts\Gemini\fnc_autoSilencer.sqf [Gemini_fnc_autoSilencer], line 26
13:53:13 Sound: Error: File: scripts\TPW\sounds\dog7.ogg not found !!!

 

 

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OK I know why, sorry about that. It will be fixed with next update.

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OPEX has been updated to version 1.237.

 

Changelog:

  • Fixed: buying AI units is now working properly on dedicated servers
  • Fixed: buying supplies is now working properly on dedicated servers
  • Fixed: ALT key allows again to open/close bugged doors on Kunduz and Lythium maps
  • Fixed: dependency to CBA in Altis and Tanoa versions has been removed again
  • Fixed: double-clicking on food is working properly again
  • Fixed: an AI ambient soldier was standing instead of sitting on a stack of pallets (Isla Duala)
  • Fixed: a few minor errors in the .rpt file
  • Added: new wheel action to get weapon on hand after it has been get on back
  • Added: OPEX should now support VCom AI mod
  • Updated: the maximum amount of active civilians has been decreased to reduce slowdowns on modest computers
  • Updated: air vehicles are now exclude from the auto-cleaning function in order to allow compatibility with some extra mods (e.g.: ALiVE)
  • Updated: FAQ
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On 22/03/2018 at 3:02 PM, Gemini said:

OPEX has been updated to version 1.237.

 

Changelog:

  • Fixed: buying AI units is now working properly on dedicated servers
  • Fixed: buying supplies is now working properly on dedicated servers
  • Fixed: ALT key allows again to open/close bugged doors on Kunduz and Lythium maps
  • Fixed: dependency to CBA in Altis and Tanoa versions has been removed again
  • Fixed: double-clicking on food is working properly again
  • Fixed: an AI ambient soldier was standing instead of sitting on a stack of pallets (Isla Duala)
  • Fixed: a few minor errors in the .rpt file
  • Added: new wheel action to get weapon on hand after it has been get on back
  • Added: OPEX should now support VCom AI mod
  • Updated: the maximum amount of active civilians has been decreased to reduce slowdowns on modest computers
  • Updated: air vehicles are now exclude from the auto-cleaning function in order to allow compatibility with some extra mods (e.g.: ALiVE)
  • Updated: FAQ

 

When an ai squad mate is kia how do i deal with the body? Do I take it somewhere? Because it feels unnatural just leaving it on the ground back at the base camp.

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You can bring him back to the medical center. Maybe I'll think about adding a function to bury dead bodies in a near future.

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Hi Gemini,
I encounter some compatibility issue with c2. My team members are sometime not visible in the c2 command interface (tablet or map). Your mod is great but in single and without smart ai management it’s too difficult.
Do you already hear about this issue?


Envoyé de mon iPad en utilisant Tapatalk

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Hi Guillaume, sorry about this issue. I don't know how C2 is working, I'll try to take a look on it.

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Hi Guillaume, sorry about this issue. I don't know how C2 is working, I'll try to take a look on it.


Thanks, if you Play as singleplayer, c2 is a must to have, you are able to manage your team with detail formation, ask you guy to launch Grenade, rocket, manage heli pickup and roping, ..



Envoyé de mon iPad en utilisant Tapatalk

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Hellow. Im using vanilla version on Lithium map and get such issue: when I take mission "kill officers" vehicels in objective area spawn in each other and blow up, are there any way to fix it ? Aswell are there any way to edit (decrease) number of spawned enemies ? Thanks.

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Hi,

 I have a little problem with my opex on my nitrado server, All the ia on patrol are Americans. but r3f works because me and my friends are French.

I'm a little lost.

I can select a french package at the armory ,but inside the box, only American weapons.

the vehicles are also all American.

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@Guillaume Massé

I tried OPEX with C2 and even if I didn't play many hours it seems that the mod was working as intended. My teammates were properly displayed on the C2 tablet and on the radial menu. Anyway it would be hard to investigate deeper on that because this mod seems to be complex and I don't see anything in OPEX that would break it. The group system used in OPEX is quite basic and only uses simple ArmA commands.

 

@baton1990

It shouldn't, may it may happens sometimes if the randomly selected location is too small. Did you try to cancel the task and to restart it ? It should be ok with a different location.

The global enemy amount is random, it's totally volunteer. I don't like at all missions that are based on player amount because it's not the way I imagine war. But you can still edit the mission to limit and set parameters as you want.

 

@rerem2

If you have selected the "Complete" edition from the startup menu then all friendly AIs should be French. Maybe R3F is not properly installed on the server: player units are local to players computers whereas AI units and empty vehicles are local to the server.

I can only suggest to check again the server installation. If the problem is still there, please send me the .rpt file of the server.

 

@all the community

Thank you very much for all your feedbacks. I apologize about the late replies but time is going too fast.

In order to avoid possible bugs with custom missions, please ensure that the game and all mods you are using are properly installed and up-to-date.

If you encounter bugs, please report them with many details as possible (map, location, etc...). In some case (e.g.: flying vehicles...) please attach some screenshots. The more details you provide, the more I would be able to investigate and try to fix these bugs.

 

Anyway, please note that OPEX has been updated to version 1.238.

 

Changelog:

  • New: OPX is now translated in Russian (big thanks to Meh44 !)
  • Fixed: suspects loaded in vehicle should now not be able to disembark by themselves anymore
  • Fixed: handguns are now properly loaded again in weapon crates
  • Fixed: ordering drone at the delivery center is working properly again
  • Fixed: various other minor things
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The new option to play without any mods is really great! Also I was wondering if it would be possible to have a version that changes NATO with OPFOR, so that it would be possible to simulate a scenario where peacekeeping is done by Opfor?

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Error:
 

19:07:22 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.

r3f_uniformes

19:07:22 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.

ace_tacticalladder

 

@cba;@ace;@ADV_ACE_C;@ACRE2;@Gemini;@RHSAFRF;@RHSUSAF;@RHSAFRF_ACE;@RHSUSAF_ACE;@Project_OPFOR;@R3F_Armes;@R3F_unites;

 

https://pastebin.com/pdkDQHGd

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@nikssims

Thank you for your feedback. Well, it's not in my plans at this time but you can edit the files situated into the "settings" folder of the mission.

 

@jus61

Thanks for your feedback too. It seems that some mods are not properly detected by the game. Did you try some other custom missions on your server that would use on or several of these mods to see if the issue still happens ?

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New small update to version 1.239.

 

Changelog:

  • New: OPEX now supports Jets and Tanks DLCs
  • Fixed: vehicle music receiver is now working properly again
  • Fixed: storage crates in the armory are not locked anymore
  • Optimized: there should be less unexpected explosions due to the dynamical civilian vehicle spawn script
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Hi Gemini

 

I specifically created and account on this Forum, just so that I may congratulate and thank you on a very awesome, amazing and well planned job.

your work is inspiring and you have re-ignited a flame for Arma that i haven't felt since OFP and Arma 1.

thanks again GEMINI.

 

Can't wait for your next update or release.  

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Hi, is there any way to scale (down) the number of hostile units? I know it's one of the features of the mission not to know how strong the enemy is, but for my small group of 5 players it's sometimes too hard to run against 20+ units ;) And thanks for this awesome sandbox

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@Ronin2704

Thank you very much for your feedback, I really appreciate !

 

@Tobur

As you said, the randomness of enemy amount is desired. But you can edit the mission by yourself to modify some parameters. For example, you can reduce the amount of maximum enemy patrols by editing the "scripts\Gemini\fnc_ambientEnemyPatrols.sqf" file:

// DEFINING MAX AMBIENT PATROLS (DEPENDS ON HOW MANY HUMAN PLAYERS ARE CONNECTED)
	if ((count (allPlayers - entities "HeadlessClient_F")) <= 5) then {_maxPatrols = 3};
	if (((count (allPlayers - entities "HeadlessClient_F")) > 5) && ((count (allPlayers - entities "HeadlessClient_F")) <= 10)) then {_maxPatrols = 5};
	if ((count (allPlayers - entities "HeadlessClient_F")) > 10) then {_maxPatrols = 8};

Simply reduce the three _maxPatrols variables.

 

Other paramaters (enemy IEDs, ambushes etc...) are built the same way.

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@Tobur

I felt your pain, this information should be interesting for you :f:

 

OPEX has been updated to version 1.24.

 

Changelog:

  • Added: a virtual garage is now available in the delivery area (requires to be enabled at startup in the mission settings) - thanks to Tonic for his Virtual Vehicle Spawner (VVS) script
  • Added: a "low" parameter is now available for the ambient features
  • Fixed: the task "17 - Deliver humanitarian supplies" should not automatically failed anymore
  • Fixed: there shouldn't be unexpected deletion anymore of friendly gear, vehicles or drones
  • Fixed: earplugs and rangefinders are now available again into the support crate (for ACE users)
  • Fixed: binoculars are now available again into the support crate (for non ACE users)
  • Fixed: the correct language is now properly selected for civilians on Tanoa
  • Tweaked: the density and frequency by default of ambient functions have been adjusted
  • Tweked: the auto-cleaning function has been entirely rebuilt for better performances and results
  • Removed: the Russian translation has been temporarily removed because it was causing some issues for other languages

I hope you'll like it !

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Thanks for the update, will have a look. Just starting it I saw a difference from the previous version: in the mission settings screen at start you can change the equipment from realistic to "basic" (?). Well in the new version the second option next to realistic is blank. Don't know if this has an impact....

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Grrr sorry I fix it immediately. Thanks for the feedback.

 

Edit :

 

OPEX has been updated to version 1.241.


Changelog:

  • Fixed: both parameters for equipment settings are now displayed properly in the settings screen

 

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Hi Gemini, could you lay out the version 1.239, because as in the version 1.24 deleted russian translation. Thanks.

Sorry for my bad english.

 

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Hi Psychosocial,

 

Unfortunatley I had to remove the Russian translation because the man who made the translation did some mistakes in the stringtable.xml file that it was not possible to fix by myself. I don't know if he will be able and motivated to do it again.

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Hi,

 

I just updated this mission after not having played it for a long while, but...

 

To make it easy on me, I would start light.

I recruited a squad of Reco.

I went to the TOC to get a mission.

I selected a mission to deliver humanitarian supplies.

Within 1 minute (not sure how long after, but very quickly) the mission failed and I got penalized 1000 credits. I didn't even get to the supplies at HQ before that happened. I didn't even get a chance to fail, I just did.

I did it a few more times, just to be sure. On my fourth attempt, it didn't fail... At least not the 5 minutes I let it run.

 

WTF ??? :don11: What's up with that? :dontgetit:

 

Playing it in SP mode on KUNDUZ map.

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