[GSF] Georgians 3 Posted January 30, 2022 will this mission work with ace and lambsdanger or vcom ai mods? and is in mission HC support? 1 Share this post Link to post Share on other sites
Tankbuster 1744 Posted January 30, 2022 1 hour ago, [GSF] Georgians said: will this mission work with ace and lambsdanger or vcom ai mods? and is in mission HC support? Lambs danger and VCOM, yes. I've used it in the past. ACE? Unlikely, as it wasn't designed to use it. It might do, try it 🙂 There's no support for an HC - it doesn't really need it, to be honest. Share this post Link to post Share on other sites
Tankbuster 1744 Posted May 1, 2022 Mission updated to 1.22.4920 Fixed some bugs and added a few features: There's a paradrop of enemies as players enter the AO. Made a few towns/bases that are really too small to support a primary target force into secondary mission only types Map now shows all friendly vehicles Spoiler 4888 Added a paradrop as players enter the AO 4891 Fixed: Forward not placed at beachhead after a restore 4893 Added LRR ammo to forward vehicle inventory 4894 Improved FOB deploy, ejects any driver, turns engine off and locks driver seat, nearobjects also less strict 4898 Try to fix the duplicated forward vehicle drop by adding a quit if not server. Not at all sure this is the fix 4900 Improved reinforcementchopper by seeing it up and improved it's termination when radar is dead 4901 In disguisedinfil SM, when doing retrieve game, players don't have to get as far as fob or airhead to complete 4902 Improved termination of dirindicator in disguiseinfi missions 4903 Simplified position of dead driver prop in bluconvoy mission 4904 kidnapplayer SM: Improved missionstring handling, improved IED veh slowing 4905 kidnapplayer SM: holdaction moved to smaddactions 4906 kidnapplayer SM: succeeds when rescued player is clear of town 4907 healsubmariner SM: improved sub waiting for player to be safely in helicopter 4908 Fixed ampersand bug in makediary 4909 Agia Triada no longer a PT 4910 Fixed bad syntax of createvehiclelocal placing helipad in reinforcementchoppermanager 4911 GVS radius from 10 to 11. helps with servicing of larger vehicles 4912 Map icons shown on friendly and stolen vehicles 4913 Athira, stavros more and zeloran mil bases now not PT, secondary only 4914 killlastfewai stuck check now checks distance in 3d 4915 Fixed bad position of topolia 4916 Added debug for kill1man and increased radius of its building finder 4918 Raised height that cmartyscore checks for alive vecs 4919 Disabled brakes on vehicles being towed 4920 Build and publish Share this post Link to post Share on other sites
jandrews 116 Posted July 22, 2022 Does the mission support other factions? Share this post Link to post Share on other sites
Tankbuster 1744 Posted July 22, 2022 18 hours ago, jandrews said: Does the mission support other factions? Not at the moment. What do you have in mind? Share this post Link to post Share on other sites
Tankbuster 1744 Posted August 30, 2022 Mission updated to 1.22.5006. Updated mission files in google drive links on first post. Bug fixes mostly Adding better support for players to use Darter Fired/hit ratio still not working Improved enemy paradrop when players first enter PT Spoiler 4922 Yet another fix for broken arty scoring. Was a locality issue 4924 Firedman EH removed from players when disguisedinfil mission ends 4926 Tried using hitpart for the fired hit ratio system 4929 More hitpart stuff, thanks to Harzach, dreadedentity and twiznak 4934 Created capturebullethits function for use in fired hitratio system (uses handledamage) 4936 Working client side system that counts shots fired 4939 Better serverside handling of full auto for fired hit ratio system 4942 Fired hit ration system working 4943 Simpler checking for nearby players when cleaning up old primary target assets 4944 Simpler choosing of mortar nest in killmortars SM 4946 Tweaked dynamic respawn timer system 4947 Barricadedefend made harder. will fail if all players are incap'd 4948 Added magazines to patrolboat (3x mimigun and 2 x GMG) in nastyboat SM 4949 Enlarged forward inventory to allow players to drop magazines into it 4950 SE fix 4951 On Tanoa, don't turn minibuses 90 degrees in their parking spaces 4954 fired hit ratio system added to opfo spawn by secondary missions 4955 Replacement for preservedvehicles system 4958 Fixed error in DEP cleanup 4960 Fixed syntax error in kidnappplayer 4961 Fixed syntax error in disguisedinfil 4962 Fixed syntax error in disguisedinfil 4963 Drone gunners can send tactical pings 4964 Disguiedinfil made easier, added a dep safezone to rp 4965 Fixed syntax error in primarytargetcleared. missing semicolon 4966 Added 3 screen computer to fob composition, for future use 4967 Fixed syntax error in spawnairdrop2, bad bracket 4968 Fixed paradrops arriving in cleared towns, especially those cleared by debug 4969 dep safezone marker moved out of the way when disguisedinfil finishes 4970 paradrops are tighter and closer to target to try to reduce water landings 4971 Added drone backpacks and controllers to forward vehicle inventory 4972 Fixed undefin'd variable if AI fires VLS 4973 Added default for hashmap to prevent error if player dies without firing a shot 4974 Fixed sending of helicopter reinforcements too often 4975 Wider succeed position for steal aircraft SM 4976 Paradrops start closer to PT if original drop point is wet 4979 Paradrops use slower aircraft 4981 Assets now cleaned up after nastyboat patrol 4982 If town is coastal, counterattack might feature boats 4983 Fixed restored missions not running some scripts 4984 Fixed disableBrakes command in towing that might be causing lag 4985 Fixed spelling 4986 Dying players are disconnected from UAV 4987 Dead of out of fuel UAVs are deleted 4988 Fixed fleet_armed_aircraft returning drones 4990 Less guard towers in disguisedinfil SM 4991 Remove enemies in delivery building in disguisedinfil SM 4993 SE fixes 4994 Support for admin debug of runwaywreckclear SM 4995 Client side stuff for debug of runwaywreckclear SM 4997 Remove runwaywreckclear markers when mission ends 4999 Fixed release hostage action not appearing (wasn't respawn persistent) 5004 PT mortar gunners shouldn't shoot at DEP 5005 Map icon for hostage shouldn't be drawn on map 5006 Build 2 Share this post Link to post Share on other sites
Tankbuster 1744 Posted January 27, 2023 MIssion updated to 1.22.5028 5007 Fix for 950182 broken respawn markers 5012 Diag log now says if mission is restored 5013 Fixed undef'd var on respawn 5017 Hopefully fix for kill1man not finding buildings 5019 Fix for craterclear stalling when there's too many bobcats 5020 Fix for paradrop aircraft being too hard to shoot down 5021 Fix for paradrops arriving after primary cleared (we kill them) 5022 SPTU cycles less in big towns, should fix lag. 5025 Better cooldown for cruise missiles 5027 Predamaging MBT in primary to make them easier to kill 5028 Build Share this post Link to post Share on other sites
Tankbuster 1744 Posted March 5, 2023 Mission updated to 1.22.5046 5029 Fix for van falling from bridge in protest flight SM 5032 Mortar camp shooudl spawn further from playyers in kill mortar camp SM 5034 Rhino wheels take no damage now 5036 Barricade defend mission enemy waves should stop when mission ends 5037 Improved bighouses array. Better choices, mostly taller buildings 5038 Barricade defend and kidnap player now use new bighouses variable 5040 Fixed bug where kidnap player broke down 5041 Removed some smaller Tanoan towns from primary target roster 5042 Boat position system in nasty boat patrol should quit better after mission ends 5043 Removed deprecated code that looked for nasty boat bumping into destination pier 5044 Better positioning of roadblocks in primary target. Shouldn't be on bridges now. 5045 Fix for drones getting orphaned when their pilot dies at the controls. Fix by gc8 5046 Build 1 Share this post Link to post Share on other sites
Tankbuster 1744 Posted March 11, 2023 Minor update because I had nothing better to do 🙂 5047 Removed debug that was spamming client rpt 5048 Removed debug from spawnairdrop that was spamming server RPT 5049 Added new airhead objects and textures 5053 Better termination of paradrop script when primary target is ended by debug 5054 Build 1 Share this post Link to post Share on other sites
Melody_Mike 130 Posted March 15, 2023 On 3/11/2023 at 11:31 AM, Tankbuster said: 5049 Added new airhead objects and textures I feel objectified. 2 Share this post Link to post Share on other sites
Tankbuster 1744 Posted May 16, 2023 MIssion updated to 1.24.5086 2 new secondary missions, both replacing the disguise infiltration mission which was too complex to maintain, play and write. Counterattack secondary only plays on Altis because of route finding isses for the enemy troops. Might come back to this. 5055 Fix for restoreflag variable potentially undefined on virgin run servers 5057 Removed some debug 5058 Fixed typo in do_counterattack 5060 Added some helmetcam stuff 5061 Added new SM. Patrol enemy town 5067 Added new SM. Recover deaddrop 5068 Reworked prize arrays, ordered them and removed some RHS prizes 5070 New prizes choosing system. More valuable prizes given when fewer SM's have been failed 5073 Counterattack SM doesn't play on Tanoa or Nam 5074 Improved landmine SM. Minefiedl bigger, more mines and better checking of mines spawning inside objects 5081 Added 556 magazines to forward loadout 5086 Build Share this post Link to post Share on other sites
Tankbuster 1744 Posted May 21, 2023 Another update because I got a much awaited feature working and I wanted to get it out there. Fired hit score now works and is session persistent. It's been a year since I first cobbled some code together and today, got it working as I'd originally invisaged. 5087 removed some debug and fixed spelling errors in documentation 5088 Better diagnostics at server startup 5090 Fired hit score now working. Yey. 5091 Build. Share this post Link to post Share on other sites
Tankbuster 1744 Posted August 9, 2023 MIssion updated to 1.24.5119 Spoiler 5092: Fixed bad size of marker in barricade defend SM. 5093: Helmetcam, sort of. Since abandoned. 5098: Fixed bad reset of shotcounter when entering a test server for developing mission. 5102: Player icons and other blufor side icons now black instead of blue to improve readability. 5103: Barricade defend mission now won't spawn in a friendly town. 5104: Player death in kill1man SM wasn't failing as it should, now fixed. 5105: Fixed reloaded servers not running airhead textures scripts. 5106: Made killvecdepot mission more resilient on tanoa and name, won't break if failing to find good location. 5107: Fixed dead drones being counted as wrecks on airfield in runwaywreckclear SM. 5108: Scaled back CQB troops slightly. Less houses have CQB and each house might have less enemies inside. 5109: Added debug_recoverFPS.sqf. Tries to cleanup mission by removing deads, also turns off some environment features. 5110: Optimised outsidemode in tky_findsafepos. 5111: Added button to admin panel that runs recoverFPS. George! 5112: RecoverFPS doesn't do a skiptime if it's already daylight 5113: Build Share this post Link to post Share on other sites
Tankbuster 1744 Posted August 31, 2023 Tiny update that fixed a noncritical bug that's been annoying me for years 🙂 Spoiler 5119: Status screen enemy counting now looks 80m outside primary to try to count roadblock assets too 5121: Fixed status screen bars inaccuracy 5122: Build 1 Share this post Link to post Share on other sites
Tankbuster 1744 Posted October 12, 2023 MIssion updated to 5129 Some bug fixes related to mission reload system and added some missing CLN classnames Spoiler 5123 Added some CLN classnames, tanks MIGs etc 5124 Removed deprecated restore script 5125 In restore2, destroyed vehicles being recreated are not named 5126 Destroyed fobvehicle has it's name removed 5127 Destroyed Fobveh replaced with actual wreck object 5128 Added periodic check of radar status 5129 Build 3 Share this post Link to post Share on other sites
Tankbuster 1744 Posted December 27, 2023 Mission updated to 5137 Just bug fixes relating to some secondary missions and removed a few towns that are too small from the primary target roster Spoiler 5129 Fix for patrol enemytown failing when there was only a few candidate towns 5130 Fix for sniper shot mission where objective man might run away 5131 Altis Agios Petros no longer a primary as it's too small 5132 Fix for syntax error breaking mission completion checking loop in slingloaddeliver secondary 5133 Altis Nifi, Ioanina and Delfinaki no longer primaries as too small 5134 Patrolenemytown now will only choose towns, used to be able to choose civilian installations such as Altis Airbase. Also removed debug 5135 Increased number of encounters in manroadblock secondary mission 5136 fixed issue where release action wasn't removed when player kidnapee was released 5137 Build 1 Share this post Link to post Share on other sites
Tankbuster 1744 Posted January 8 Teaser of new secondary mission Share this post Link to post Share on other sites
Tankbuster 1744 Posted January 12 Having spent time alone with my first bite on the Covid sandwich, it seemed like a good time to get down into the mission and write some stuff. Mission updated to 1.26.5157. Two new secondary missions, both quite good fun. KIll the enemy spy sub is teased in the above post - players are tasked with destroying an enemy SDV that is reconnoitering BLUFOR assets nearby. The sub comes to periscope depth near the shore, raises scopes, takes a few pics, then submerges and relocates before coming up again. It's quite hard to complete this one. I've found MAAWS HE rockets are the best way, and they are still hard to get accurate fire in. It might be possible to 'depth-charge' the sub with grenades from a boat if you can get accurate fire on it before it dives. I've not actually tried that particular method yet - having a drone overhead to help spot will help, it can see the SDV underwater quite well. Thermal only shows the mast and periscope when it's on the surface. The other new secondary is called mortar smoke. Friendlies have asked for fire support in the shape of a smoke screen while they attempt to break contact with the enemy. Mk6 mortars are the way to do this. Bit easier, this one. Few other fixes including making services at the vehicle depot easier by increasing its radius. Full changelog in spoiler below and new files on Google drive link on first post. Spoiler 5138: Fix for AI units spawning and getting stuck inside shipping containers. 5139: Increased radius so vehicles don't have to get so close to vehicle depot to be serviced. 5140: Tweaks to inhouse function so units and vehicles won't spawn inside dome_big and dome_small. 5142: Fixed minor bug in DEP when not playing a Prairie Fire mission. 5144: Players get more time to instruct airdrop crew where they want ne assets dropped. Was 60 seconds, now 90. 5146: Added data for subsspy secondary to secondary mission manager. 5148: Fixed bugged adding of magazines to BLUFOR boat in nastyboatpatrol secondary. 5149: Gave findriverroute function more time to run. Speeded up the 'park the boat at a pier' routine for nastyboatpatrol. 5151: Replaced first instance of Cheetah with Sandstorm in prize array. 5153 and 5154: Improved landmassid data on Tanoa. 5155: Added new secondary missions, killspysub and mortarsmoke 5157: build publish 1.26.5157 Share this post Link to post Share on other sites
Tankbuster 1744 Posted January 15 Ooops, fixed a couple of broken bits. ) MIssion updated to 1.26.5164 New secondary mission; recover space capsule Changelog below and google drive on first page updated Spoiler 5158: Fixed broken Secondary MIssion Manager. Ugh. 5160: Added invisible helipad to heli deck of destroyer. 5161: Fixed syntax error in sniper shot secondary mission 5163: Added new secondary mission; recover space capsule 5164: Build and publish 1.22.5164 1 Share this post Link to post Share on other sites
Melody_Mike 130 Posted January 22 On 1/15/2024 at 9:17 AM, Tankbuster said: Ooops, fixed a couple of broken bits. ) MIssion updated to 1.26.5164 New secondary mission; recover space capsule Changelog below and google drive on first page updated Hide contents 5158: Fixed broken Secondary MIssion Manager. Ugh. 5160: Added invisible helipad to heli deck of destroyer. 5161: Fixed syntax error in sniper shot secondary mission 5163: Added new secondary mission; recover space capsule 5164: Build and publish 1.22.5164 Will this mission include a billionaire manhunt? 1 Share this post Link to post Share on other sites
Tankbuster 1744 Posted January 24 On 1/22/2024 at 7:22 AM, Melody_Mike said: Will this mission include a billionaire manhunt? There is a manhunt secondary mission 🙂 Share this post Link to post Share on other sites
Tankbuster 1744 Posted March 18 Mission updated build1.26.5174 Mostly bug fixes and some optimisations Spoiler 5164 Added confirmation screen when players ask to scuttle FOB vehicle 5167 Removed deprecated secondary disgsuie inflitration mission 5168 Improved sensing of towns when driving in kidnap mission and kidnap occurs instantly if players roll their vehicle 5169 Fixed persistence of release hostage action after he'd been released, and some optimised code 5170 Optimised bighouse choosing in kidnap player secondary mission. Allowed kidnapped to take damage after release 5171 Removed old code, further optimisations for kidnap player 5172 Old UAVs are removed when server is empty or when admin runs recoverFPS script 5173 Fix for embassy building not being in the bighouses array 5174 Build and publish Share this post Link to post Share on other sites
Tankbuster 1744 Posted April 11 Mission Updated to 1.26.5186 5175 Added RF classnames for airbase compositions 5176 Added RF classnames to arrays for; manroadblock secondary mission, opforconvoytrucktypes, civcars and dep helicopters 5178 New format for prizes array, now contains an init string to change camo nets, slat armour etc <<<< Thanks to @Schatten 5183 New prize system works for airdropped land vehicles 5184 New prize system works for aircraft spawned out of airdrop containers 5186 Build Share this post Link to post Share on other sites
RumberO 9 Posted April 12 Hi @Tankbuster first of all, thank you very much for your time on this mission. I want to try it (Authority Altis) on a dedicated server, but when I try to connect it shows me "you have reached the max. number of players". Regards. 1 Share this post Link to post Share on other sites
Tankbuster 1744 Posted April 13 On 4/12/2024 at 11:25 AM, RumberO said: Hi @Tankbuster first of all, thank you very much for your time on this mission. I want to try it (Authority Altis) on a dedicated server, but when I try to connect it shows me "you have reached the max. number of players". Regards. Hi! First thing - are you running any mods? Don't run ACE or CBA, they can break the mission. Make sure the server isn't trying to autoinit the mission. Server CFG file, I think. I use FASTER launcher if it helps Also, the server max players might be set to zero, also in server.cfg If you're having issues, let me know and we'll see if you can join my serverr/ 1 Share this post Link to post Share on other sites