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Tankbuster

Authority 20 player coop.

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MIssion updated to build 2222 on SW and dropbox. (edit. Dropbox links in first post)

 

Spoiler

2201: Removed deprecated file (followleader2)
2202: Added (but WIP) new 2ndary mission, do_counterattack
2203: 2ndary mission manager should never choose the same mission as the one just before.
2204: New 2ndary mission exclusion system. Instead of removing non-doable missions (ie can't do sink trawler w/o attack aircraft or cant do naval mine clearance when inland) from mission array, it makes an array of excluded missions and ensure they are not chosen.
2205: Individual airfields airhead compositions replaced by a common one.
2206: Added (but later disabled GVS indicator lights)
2215: Improved fleet helivtol function that checks to see if players have a helivtol available. Now checks for empty fuel tank.
2216: Improved bluconvoy failure checking when a convoy vehicle is destroyed.
2217: Smmanager will say "You've done enough 2ndarys". When the SM array is nearly empty, regardless of how many SMs are still left to do to prevent possible script runaway condition.
2219: Tuvanaka Blubase composition moved away from treeline and closer to taxiway.
2220: Added (and later disabled) showlight function to control GVS lights
2221: Removed now unused blubase composition data.
2222: Build and publish

7

Primarily a maintenance release, I've made a few scripts less likely to crash, particularly the secondary mission manager and associated secondary mission files.

I spent the best part of a week trying to get some status indicator lights on the GVS (generic vehicle service) pad, but gave up, I think the locality of the lights makes it too laggy and I was getting lots (30-40 a second) of warnings in the RPT, so I've removed that system and written off the time taken to make it.
I'm moving on to some more secondary missions now. There will be an OPFOR counterattack mission, and a roadside IED clear mission soon too.

 

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Mission updated to build 2288 on Steam Workshop and Dropbox.

Release highlights;

Added new counterattack secondary mission.

Full changelog in spoiler.

Spoiler

2226: Fixed bad logic that was occasionally preventing Secondary Missions spawning.
2229: Fixed possible crash in SM mission manager when a lot of exclusions were in force.
2234: Added Koumac to Primary Mission roster.
2237: Increased chance of seeing suicide bombers.
2239: Removed seabed mines from naval mine clear mission as they sometimes spawn in rocks.
2240: Added fleet check boats function.
2241: If players don't have a boat in fleet, one is spawned at nearest jetty/quayside
2246: Heal men secondary mission excluded if no medic playing
2252: Vehicles spawned by DEP should not be cleaned up if they've been entered by players.
2255: GVS triggers won't delete (for unknown reasons) so workedaround in the trigger activation.
2258: Civilian assets not removed by cleanup in primary mission locations.
2262: Added new OPFOR counterattack SM.
2274: Counterattack SM switched to Independent.(So not really a counterattack any more)
2283: Vehicle gunners and turrets in counterattack vehicles now in a more aggressive group.
2285: Removed deprecated code and speeded up movebase
2287: Build and publish.

4

 

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5C91C586628324070159DC99089CA856EECE8F16

 

Looks safe enough. Just go right in, soldier...

 

27E88A53ABF7408B14B2E045B347490D3A2DE78E

 

What could possibly go wrong?

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Mission updated on Steam Workshop and Dropbox to build 2346.

Release highlights;

Added tripmines and bobbytraps to some buildings on Tanoa (other islands will follow)

Enemy AI easier to kill. Won't take six or more 6mm rounds to kill them anymore. (Thanks to @nomadd for help with this.)

Full changelog in spoiler

 

Spoiler

2289: Added new CQB troop placement script.
2297: Fixed crash opp where some part of counterattack script weren't quitting at end of SM
2298: Improved checking for decided if to give plaer bobcat for craterclear SM.
2299: Improved explan text shown to players for above.
2300: Removed non urban camo guys from opfor cqb array.
2307: Added tripines to more houses for Tanoa.
2310: Added debug script to count and order numbers of each house type.
2313: Added debug script to make markers.
2314: Fixed dir of tripmines not be propagated to players.
2320: Removed deprecated cqb, windowpos and other scripts.
2321: Upgraded to buildingpos -1 command across the entire mission.
2322: Upgraded to getpos array command across entire mission.
2323: Upgraded to selectrandom command across entire mission.
2325: Added boobytraps for tripmines behind doors.
2332: Added Panthera datafile (future expansion)
2336: Added Panthera compositions (future expansion)
2338: Prewounded enemy AI.
2339: Added nomadd's damage increaser for enemy AI. trying to make their killability closer to that of players.
2340: Slowed PT mortar shooters and made them more likely to miss.
2444: Fixed syntax error breaking the blu convoy SM.
2445: Changed lobby text of remove vests param.
2346: Build and publish.

18

 

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No update today due to logistical issues.

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Despite the logistical issues (hangover and dicky tummy)...

 

MIssion updated on Steam Workshop and Dropbox.

 

Full changelog in spoiler. Release highlights below

New secondary mission - VIP escort.

Added @pedeathtrian's pointInBox function

Slingload missions now use Blackfish instead of Huron.

 

Spoiler

2347: Added tripmine locs for Altis buildings.
2348: Added new secondary mission, VIP escort.
2353: Added safety to kill pt radar or hq if they spawn long way from primary target.
2356: Fixed spelling mistakes in landmineclear SM.
2357: Optimisations for fleet checking functions.
2358: Fixed possible unintentional deletion of objects when undeploying FOB.
2361: Added more positions for bombmaker to spawn in kill1man, esp for Altis.
2364: Optimisations and improvements to followleader and hostage rescue
2365: Removed Diary references to objects long since removed from airhead.
2367: Added and modified pointinbox function by pedeathtrian
2370: Removed a few trucks from airfield compositions. Removed the GVS lights and the broken scripts with them.
2371: Koroni on Altis changed from a primary target to a secondary (its too small).
2373: Tripmines now deleted when assault phase of PT completed.
2375: Slingload SM uses Blackfish, not Huron.
2377: Removed a lot of debug.
2378: Removed some backpack counting from missionsetup.
2380: Removed a CUP classname from a composition. Updated some GVS functions to newer functions and commands.
2381: Build and publish.

14

 

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Bug fix release of build 2401 on Steam Workshop and Dropbox

 

Full changelog in spoiler below. Thanks to @fn_Quiksilverfor help detailed in revision 2400

 

Spoiler

2383: Added 10Rnd_50BW_Mag_F and 30Rnd_65x39_caseless_mag_Tracer to forward vehicle.
2384: Removed civilian van_01 from bluconvoy missions because they are too vulnerable.
2385: Added tky_fn_dirIndicator func.
2387: Added story_eod to viplist.
2388: dirIndicator shows when vip escort man is in a vehicle with the vip, in the viprescue mission and within 500m of the destination.
2392: Revive time set to 30sec for soldier and half that for medic.
2393: Added publicvariable slingloader classname and switched it back to the Huron.
2394: tky_findsafepos now sues strict mode when lokking for a place to spawn sling load container. (It was cospawning and clip spawning too often).
2397: Spawnairdrop now uses tky_findsafepos.
2400: Underslung container now made local to pilot of liftchopper. Fixes warp, rubberbanding issues.
2401: Build and publish.

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Bug fix release of the previous bug fix release build 2407 on Steam Workshop and Dropbox.

 

Fixed bug that meant only the player who deployed the FOB could use it's vehicle service point.

 

Spoiler

2402: removed wrong classname from init-vehicle loadout script.
2404: Player driven civilian vehicles can be serviced on service points.
2405: GVS trigger replaced with software trigger. (fixes locality bug where on FOB deployer can use service point)
2407: Build and publish.

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The sink trawler secondary mission spawns conveniently close to shore (it's supposed to be an air attack mission in deeper water), so Westerncenter engages the first of two ships with an unlocked Titan AT shot.

 

Apologies for the poor recording of my TS transmissions - still trying to batter ShadowPlay into submission.

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Build 2422 is on Steam Workshop and DropBox.

 

Release highlights;

Added new secondary mission, destroy vehicle depot.

Added Tanks DLC content (still more to come).

Destroyed HQ objects removed from previous primary target.

Naval mine clear secondary mission made easier by addition of marker buoy.

 

Full changelog in spoiler below.

 

Spoiler

2413: Added new kill vehicle depot 2ndary mission
2414: Naval mine clear 2ndary mission now spawns a buoy at the approximate minefield location
2515: Addaction for deploy/undeploy changes colour to show deploy/undeploy status
2515: HQ wrecks cleaned up by primary target cleanup.
2515: Fixed bug in tky_findsafepos
2515: Fixed spelling mistake and added better explan text for deliver sling load 2ndary.
2515: Added missing failtext for steal aircraft 2ndary
2515: Added global variables for classnames for kill vec depot 2ndary
2515: Fixed broken cfgGroups spawning of bugged groups in primary targets.
2416: Heli and aircraft fleet checking now looks for vehicles on base.
2417: Added Tank DLC classnames to global variables list of MBT that can spawn in primary targets.
2418: Better choice of camo on prize vehicles chosen according to terrain in use.
2419: Removed Hunters from prize array. Players prefer more powerful prizes.
2420: Added Tanks DLC magazine classnames to forward vehicle.
2421: Added some more enemy forces to kill 1 man 2ndary.
2422: Build and publish

 

 

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Build 2426 is on Steam Workshop and DropBox

 

This is a bug fix release. Apologies :)

 

Spoiler

2423: Removed unused (and accidentally cloned) file.
2425: Fixed missing semicolon causing empty inventory inn Prowler forward vehicle.
2426: Build and publish.

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0810435b7f.png

Westerncenter_UK (he's obscured by my Nightstalker)  skillfully pops an RGO grenade through an open window into a building full of enemy while Tankbuster provides overwatch (cowers in fear in case it goes tits up)

@Champy_UK

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Build 2500 is on Steam Workshop and will be on Dropbox just as soon as my server recovers from the latest Windows critical update.

 

Release highlights;

Added new Secondary Mission, low-level flying battle damage assessment flight.

Added Tanks DLC content.

 

Full changelog in the spoiler below. Warning: It's quite dull.

 

Spoiler

2427: Removed RPG-7 ammo from Forward vehicle.
2431: Less tripmine boobytraps spawn in Primary Targets.
2432: Direction indicator in VIP escort shuts down more reliably.
2434: Initial commit of battle damage assessment mission.
2440: Added fleet fixed wing function.
2441: Added exclusions for BDA flight mission.
2444: Followleader function made more generic so it can work with both VIP and hostage mission
2445: Rewrote followleader function using get/set variable for better reliability.
2454: Added Tank DLC independent vehicle classnames to DEP scripts.
2456: Added Tank DLC independent vehicel classnames to counterattack vehicles.
2459: Removed zero fuel as a failure criteria for slingload container mission (GVS does this while servicing).
2460: Counterattack vehicles that get stuck outside the target are killed after 5 mins.
2461: Updated classnames for new Marid vehicle.
2462: Destroy radio tower mission can now choose existing towers (and will repair them afterwards).
2463: Removed roadblock objects that clutter the roads and might obstruct counterattack vehicles.
2464: Destroy radio tower mission looks for flatter ground if it's spawning a tower.
2465: Added interestingobjects array to support bda mission.
2471: Fleet check functions now look across entire map, not just at airbase.
2473: Added Malden datafile for future expansion.
2480: Added failure conditions for BDA mission.
2482: Fixed bad location data for Red Spring Mine.
2485: Fixed bad location data for (Tanoa) Comms Alpha and Bravo.
2492: Added IDAP faction to fleet checking.
2494: Added defence forces near BDA objective.
2495: Added self healing fuel tanks to all vehicles.
2496: Removed addon type buildings to objectsofinterest.
2498: Added script to return locality of driverless vehicles to server.
2499: Fob flagpole removed from blueflags array so a replacement FOB won't be dropped where the FOB used to be.
2500: Build and publish.

19

 

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DropBox now updated.

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79122F81443EE0278799D98E8D7DF003DC665A79

Idiots Do A Patrol.

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We really enjoyed this mission.  Can't believe we didn't spot this earlier.  It is a little hard if only  2 of us are playing, even with with settings toned down.  Great fun though

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52 minutes ago, Normal Norm said:

We really enjoyed this mission.  Can't believe we didn't spot this earlier.  It is a little hard if only  2 of us are playing, even with with settings toned down.  Great fun though

Thank you. :)

 

I am in a small team so inevitably, my mission is aimed and indeed tested and played by a small group - we rarely have more than 8 players in a session. We find it's tough with any less than 3 people. You really need, at a minimum, a medic and an engineer, a grenadier and someone who knows what they're doing. :)

 

That said, the mission will scale itself, so the more players you have, or the more assets you have, the more enemy you'll come up against and they'll be better equipped. In a similar vein, the mission won't spawn secondaries that need to to go abroad if you don't have helicopters. If you don't have an engineer, you won't see the engineer specific missions. Likewise for the dedicated medic missions.

 

Stay tuned for more updates in the coming days - I'm finishing up a new secondary mission right now.

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Build 2612 is on SW and DropBox

 

Release highlights;

New secondary missions, Heal submariner and destroy ammocache.

Improved failure criteria and conditions for slingload container and destroy radio tower missions.

A number of 'under the bonnet' optimisations.

 

 Full changelog in spolier below.

Spoiler

2501: Made enemy air assets fly lower.
2504: Fixed surface naval mines spawning on the seabed in navalmineclear secondary mission (SM).
2506: New SM. destroy ammocache in primary target (PT) town.
2511: Removed deprecated functions and some debug.
2512: Changed a load of == to isEqualTo.
2515: CHanged a load of select to #.
2517: Added defending OPFOR to ammocache for destroy cache SM.
2520: Tweaked ammocache spawn position so it's less likely to spawn on a balcony or porch.
2525: Server diaglog reports if the server is in text mode, or not.
2527: Added some more objective buildings to the BDA flight SM.
2528: New SM: Added healsubmariner mission.
2532: Added a rectangular location (namelocal) that covers the entire map.
2535: Added a big capture of sea depth data that runs during mission init for later use by SMs.
2537: (WC) Added some more Malden data. (WIP)
2540: Fixed bad classname in couterattack vehicle array.
2548: Sinktrawler SM uses new seadepth data. Also added some defending OPFOR for well populated servers.
2550: Navalmineclear SM uses new seadepth data. Also added some defendinf OPFOR for well populated servers.
2552: (WC) Added some more Malden data. (WIP)
2558: Removed deprecated client_texttiles file.
2559: Submarine in healsubmariner SM now sails away and dives after mission end.
2563: Added fleet check fnc that counts slingloading aircraft using the supplied weight threshold.
2566: Fixed unexpected failure of Slingload container SM because of bad fleet checking.
2568: Empty Taru now available to the steal aircraft SM (It's the best slingloader in the game)
2571: Fixed possible runaway conditions for Blackfish respawn.
2572: Fixed dist&dir fnc finding non existing logic at [0,0,0].
2574: Added fleet check fnc for helicopters for use in healsubmariner SM.
2577: Better detection of 'mission underway' for slingload container SM.
2578: Fleet functions now include 'preserved vehicles' (vehicles that players have been in).
2579: Tweaked SM exclusions for slingload container mission.
2583: Replacement Forward vehicle is dropped at FOB, if it exists.
2585: All players ratings reset before VIP SM starts.
2586: Removed Bua Bua from PT roster as its lack of access roads confuses roadblock system.
2587: All fleet checking functions ignore UAVs.
2588: Removed all UAVs from 'preservedvehicles' array.
2595: Generic Vehicle Service (GVS) points now have an asterisk type ground marker.
2598: Fixed bad failing of slingload container SM where script didnt take into account unassembled aircraft.
2600: Fixed bug in fnc finding position for spawned radio tower SM.
2603: debug end PT script will now wait for spawn of radar and hq.
2605: Mission dialog will say "All dead" when PT is empty of live OPFOR.
2606: SM manager won't choose bluconvoy SM in server where theres only 1 player.
2607: Added a fake laser target to trawlers in sinktrawler SM to allow DAGR locks.
2608: 'Prizecounter' variable now public'd during init.
2609: Fixed possible SM manager selection of navalmineclear mission when PT is well inland.
2612: Build and publish

 

 

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Build 2697 is now on Steam Workshop and Dropbox.

Highlights:
Added @duda123  Towing scripts.
Players now choose the dopzone for some airdrops.

Thanks to @Grumpy Old Manfor help with broken sethit and to @pierremgi   for help with my crappy trigger coding.

Complete changelog in spoiler


 

Spoiler

 

2613: Added a time limited, one time teleport for JIP players so they can get to the FOB or Forward Vehicle easily.
2615: Landmine clear mission less picky about where it can make a minefield.
2616: Mission now makes a big array of meadows during mission init. (See footnote)
2617: Added Devas convoy scripts. WIP.
2619: Removed debug from destroy primary target ammo cache mission.
2620: Made mission less likely to stall if a PT doesn't make any roadblocks.
2621: Removed debug from tky_initvec.
2623: Convoy secondary mission creates convoy OK. WIP
2625: Counterattack mission now only clear when all enemy vehicles have been destroyed.
2628: Slingload can now fail if the container dies.
2629: Convoy SM chooses better destination. WIP.
2635: Marker buoy now despawns after naval mine clear mission.
2636: Added Advanced Towing by Duda.
2637: Debug makemarkers can now accept a colour.
2638: Mission now makes big array of road bridges during mission init. (See footnote)
2640: Added new Protestflight SM. WIP.
2641: Kill1man SM now kills target man if the buildign he is in is destroyed.
2649: Improved safety of airdrop position choosing.
2653: Better handling of killing of empty OPFOR vehicles on airbase.
2661: Removed function to move empty vehicles back to server locality.
2668: Civilian vehicles can now use Generic Vehicle Service points.
2671: Added player info about the GVS.
2674: Players now get to choose drop pos of land vehicles.
2682: tky start/end debugs now give their locality.
2683: Fob and Forward killed EH's dont run during their respawn phases.
2686: Player choosing drop pos now has 60 second timeout. (NB This is buggy during first 5 minutes of mission due to BI bug)
2687: Removed routine to find ILS points as they are never used.
2690: Fixed failing kill1man mission (was passing inhouse AGL when it requires ASL)
2691: Roadblock Ifrit gunners less likely to bail in combat.
2692: Self healing fuel tanks fixed (Thanks to Grumpy Old Man)
2693: Kill1man spawns more OPFOR in heavily populated servers.
2697: Build and publish.

Note that these big data arrays are grabbed during mission init so that they don't have to be done while the mission is active, potentially causing lag. This does make the mission slower to start up and JIP is slower too.

 

 

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What is this, if I may ask?

2640: Added new Protestflight SM. WIP.

Thanks

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