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Tankbuster

Authority 20 player coop.

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On 5/19/2020 at 4:55 AM, Tankbuster said:

😊

This is more about players having the technology that we think would be available to soldiers in the game at the time it is set.

There is VR goggles and similar eyewear that would likely have functionality like this.


I mean, that's what the tactical glasses/shades are for, right? SA cues, video feeds, etc. 

 

//I'm not a "hardcore" guy
 

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1 hour ago, Harzach said:


I mean, that's what the tactical glasses/shades are for, right? SA cues, video feeds, etc. 

 

//I'm not a "hardcore" guy
 

I'm not hardcore either.

We are still working through exactly what the speciual goggles will actually do. At the moment, I am saying that the cameraon the goggles wouldn't be able to do a quick freind or foe ID to place a red, blue or purple marker on the display. Haz says in 2035, it will be able to do that. I wonder if BLUFOR  will all carry some transponder that will identify them to other friendlies.

We also don't agree on if it should be a single, unified panel, or seperate ones.

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Mission updated to 1.10.3940

 

Optimisations and bug fixes. Hopefully some new features and secondary missions coming soon.

 

Dropbox links on first post.

 

Highlights from this release;

Better HMD. It shows name, health and role of nearby teammembers.

Airdrop system improved. Now insists on the airdrop being near players or freindly areas.

Vehicle scuttle. Allows player to destroy their own vehicles without penalty.

Improved cleanups, mostly they happen while the server is empty.

 

Known issue> The mission restore is still broken, lots of WIP there.

 

Spoiler

[3836] Fixed: HMD no longer shows other sides.
[3837] Changed: HMD only shown for players on foot and in first person.
[3837] Fixed: Release hostage holdaction still being shown to players after hostage released in kidnapplayer SM.
[3839] Fixed: Bad classname (had spaces).
[3840] Changed: KIdnapplayers mission now tells players they must use blufor vehicles.
[3841] Added: Fleet check functions for tracked (not MBT) and wheeledarmoured (APCs).
[3842] Changed: Kidnapplayer mission now chooses the safehouse at the start of the mission, not after the ambush.
[3843] Changed: fnc_inhouse now checks for walls regardless of roof check result. Should improve accuracy.
[3844] Fixed: Invisible hostage but, using setposasl.
[3845] Removed: Diary entry about assembla.
[3846] Changed. Kidnapplayer mission won't kidnap the first engineer in the vec.
[3847] Added: Forceflagtexture adds clan pennant to forward and fobveh.
[3849] Changed: Removed Syrta Military from PT roster. It's too small and too close to Syrta.
[3850] Fixed: Malformed pushback statement breaking healsubmariner mission.
[3851] Changed: Some secondary missions now able to choose blacklisted towns as objective.
[3852] Added: Short description of each mission. smshorttext to every secondary.
[3853] Added: Secondary mission setup progress variable (smsp) to every secondary.
[3854] Added: Stall checking to fail a broken SM that takes too long to get to playing status.
[3856] Changed: Reworked bluconvoytoab convoy gap monitoring. Now cleaner code and able to cope with bigger convoys.
[3859] Added: Scuttle function. Allows players to destroy forward or fobveh without penalty.
[3861] Added: Scuttle action. Fixed: Missing scrollbars when secondary mission text overflows dialog box.
[3862] Changed: Scuttle now available only from commanders seat.
[3863] Fixed SE in secondary mission manager.

[3865] Added: Maximum distance airdrops are allowed from friendlies Also added lobby param.
[3867] Removed: Reference to alpha_1 when directioning AI in kill1man secondary mission.
[3871] Fixed: Duplicate mention of wheeled vehicles in enemy strength system in mission dialog.
[3872] Fixed: Various logic and syntax errors in AI primary target road reinforcement system.
[3873] Rewrite: Spawn airdrop system.
[3876] Changed: Should be able to deploy FOB in congested areas now.
[3878] Changed: Assetrespawn now provides vehicle name to spawnairdrop.
[3879] Fixed: Malformed sortby command in system that nudges stuck vehicles in convoykill SM.
[3880] Removed: Debug in AI PT airreinforcement system.
[3881] Fixed: Syntax error in repair local building SM.
[3883] Changed: Vehicle scuttle system now only tells players once what is happening.
[3884] Added: Engineers ability to repair damaged FOB service building.
[3885] Removed: Explosion eventhandler when the script ends.
[3886] Fixed: Bad logic in system that adds cosmetic explosions to plummeting aircraft.
[3901] Fixed: Destroyed FOB service point now despawns when FOB is undeployed.
[3902] Optimised: Choose next primary system.
[3904] Added: Choose next primary now occasionally checks for enemy towns left long way behind BLUFOR lines and selects them as primary.
[3910] Optimised: Better termination of custom follow leader AI scripts in VIP escort and hostage rescue SM.
[3912] Removed: Debug in destroy PT weapons cache SM.
[3916] Changed: SM repair system should fixed collateral damaged buildings in laser designate car SM.
[3917] Changed: Buildings repaired when server is empty.
[3918] Improved: Cleanup of old radar and HQ buildings. Cleanup of old reoadblock assets.
[3920] Improved: Composition for Aeroporto Tanoa now doesn't spawn trucks in car park. Prevents clipping/cospawn with car park filler system.
[3925] Removed: Semicolon from __tky_starts macro.
[3927] Improved: Blacklisted Zeloran base from being used in convoy kill SM. Wierd routefinding problem.
[3928] Improved: Faction choosing of men inside convoy trucks.
[3930] Improved: Termination of spawned helpers in convoy kill mission.
[3922] Improved: Stragglers in PT now hunt players instead of being deleted.
[3936] Improved: Reviveforcerespawn delay (the time you have to hold spacebar) reduced to 4 seconds and respawn delay changed to 26. Overall respawn time still30 seconds.
[3937] Improved: Better handling of empty/enclosed vehicle that have their crew killed in primary targets.
[3938] Fixed: Bad classname when trying to repair buildings in empty server.
[3939] Improved: Better explanatory text in runway crater clear SM. Players need to command the airdrop of the bobcat.

[3940] Build and publish.

 

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Mission updated to 1.10.3952. DropBox links on first post.

 

Added new secondary mission, Player Kidnap. While driving, the player vehicle is damaged in an ambush and one randomly selected player is removed and stashed in a safehouse, guarded by OPFOR. Remaining players have to rescue him. (This mission only spawns when there's at least 3 players on the server)

Bug fixes. In particular, don't commit untested code late at night.

 

Known issue: Because of a data formatting error 4 years ago, some civilian installations (factory complexes etc) can't be chosen as secondary mission objectives. This is going to require a non trivial rewrite of the island datafiles and the parser that reads them.

 

Spoiler

[3941] Fixed: building repair system that runs when server is empty.
[3943] Removed: Silly counter that showed thousandths of seconds remaining before respawn
[3944] Added: Kidnap player secondary mission. (requires 3 or more players on server)
[3945] Fixed Bad variable names (note, never commit untested code duh).
[3946] Fixed: convoykill secondary mission now uses setEffectiveCommander.
[3950] Improved: Independent convoys in convoy kill secondary mission escorted by transport trucks, can't make APC or MRAP convoy.
[3952] Build and publish.

 

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MIssion updated to 1.10.4086. Dropbox links on first page updated.

 

Bug fixes and performance fixes using new BI scipting commands, statements and functions. There's no real highlights in this release - mostly fixes and tweaks.

 

The rewrite mentioned in the previous post didn't need to happen in the end.

 

A new secondary mission where players are tasked with going plain clothed in a civvy car to sneak around an enemy held town has taken longer than expected to finish. I was hoping to have it ready for this release, but it has turned out to be a really big and complex mission so it'll be in a subsequent version.

 

Fantastically dull changelog in spoiler below.

 

Spoiler

[3953] Improved: Predamaged targets in kill vehicle depot secondary
[3954] Removed: Deprecated file spawnairdrop.sqf
[3956] Changed: Players never asked for airdrop position of Bobcat. It is always dropped at airhead
[3959] Added: Lots of new locations and tweaked others for Altis
[3960] Added: Some new locations for Tanoa, plus some new ones
[3963] Changed: New type and status values to improve choosing of smaller locations for player orientation and smaller secondary missions.
[3964] Improved: Markers for alllogics. These would not normally be seen
[3965] Added: Helper for better driving on bridges of convoy vehicles
[3970] Added: Debug function to show informatative markers on each logic
[3971] Changed: Charkia Storage changed type from blacklist to secondary missions only
[3972] Added: Test3 mission. Internal use only
[3973] Added more blacklists for start/finish points for convoy kill secondary. Improvements to SI driving helpers.
[3974] Added: Provisional code for disguised infiltration mission. System that works out players covert score depending on their loadout
[3977] Improved: ai_popultateCQB adapted so it can be used by other than primary target scripts
[3978] Added: Some data for independents to globals and indi spawn system for disguised infiltrate secondary
[3980] Added: More covert score calculating
[3982] Improved: Independent assets now use vehicleinit which randomises their appearance (cages, camo net etc)
[3983] Added: Guard towers on approach roads for disguise infiltration seconday
[3984] Fixed: Guard towers cospawning in buildings
[3987] Improved: Disguised Infiltate covert scoring system pefers players use civilian cars and hatchback/SUV even more
[3992} Removed: Mortars from spawning in disguised infil target town
[3993] Improved: Reduced activation distance and spawn numbers in disguised infil to lower difficulty
[3994[ Removed: CQB in-building spawn of assets in disguised infil mission. Added LOS calcuation for covert scoring so enemy couldnt be alarmed by players behind them.
[3996] Improved: Lower all covert scoring factors because disguised infil mission still too hard
[3998] Removed: Debug for patrol game in disguised infil mission. Added succeed and fail conditions for same
[3999] Improved: Prevented completion of VIP escort secondary when overflying objective.
[4000] Improved: Increased covert score penalty for drving fast in disguised infil town
[4001] Added: Hints for players when they are too close to enemies in disguised infil
[4002] Added: Firednear EH so players who shoot in the disguided infil town are instantly non covert
[4007] Improved: Removed Nasua from primary target roster, it's too small
[4008] Improved: Cleanup of assets in steal aircraft secondary
[4009] Improved: Cleanup of assets in destroy radio tower secondary
[4010] Improved: Cleanup of assets in VI{P escort mission
[4011] Improved: Positioning of arty and VLS systems on destroyer deck
[4012] Added: Succeed condtion for patrol game in disguised infil mission
[4013] Added: Fail condition if players die within disguised infil town
[4014] Added; Mission string for disguised infil delivery game
[4020] Added: holdaction for players to hand over delivery object in disguised infil delivery mission
[4022] Added: Failure conditions for disguied infil delivery mission
[4023] Improved: Airdrop cargo allowed to freefall for longer
[4027] Workedaround: Wierd naming system of magazine items in dsiguised infil delivery and search game
[4029] Improved: Dsiguised infil delivery guy should spawn on fire escapes
[4030] Added: Data for disguised info search game to ide objects in many terrain objects
[4033] Fixed: Ammobox won't take damage
[4035] Added: New makeclassnamefromp3d function
[4038] Added: New fixexplodingtrucks script that explode continously after being destroyed
[4039] Improved: Exploding trucks fix won't activate if there's a player nearby
[4041] Fixed: Found missing bracket. Not sure of fix though.
[4042] Added: tky edit of fnc_initinspectable
[4047] Added: Uncommented code that disables vehicle randomisation in description.ext
[4048] Fixed: Search action not appearing on search object was because you cant add actions to terrain objects. Am hiding terrain object and replacing it with createvehicle object
[4050] Added: Flag on search object that shows when inspect is complete
[4051] Added: Succeed and fail for delivery game in disguise infil
[4053] Added: unsuccessful attempt to track delivery object around players. It can'y cope wioth dead players as their inventory is emptied when they die
[4054] Improved: List of delivery and search objects now only objects that are actually magazines
[4056] Fixed: Bug where choosenextprimary could choose a blacklisted logic
[4057] Added: Basetable is name given to picnic table at airhead
[4058] Improved: Removed defunct code. Infil object now spawns on basetable for disguised infil mission
[4060] Improved: More names added to list of servers that run the mission in testmode
[4066] Improved: Added dirindicator for delivery game of disguised infil
[4067] Added: System that tracks delivery/search object through everyones inventory made into a function
[4070] Improved: Added dirindicator to searg game of disgsuied infil
[4071] Improved: Assets inside primary targets that are killed with debug should not be on fire (not sure this works)
[4073] Added: Succeed and fail conditions for delivery game of disguised infil
[4074] Improved: Search game of disguised infil can now hide object in car wrecks
[4075] Improved: Ground weapon holder of actual search object spawns closer to player after inspection so it isn't buried in larger search objects
[4076] Added: System that allows players who are captive false to return to captive true if the hide for long enough
[4077] Improved: Removed testing code from sm manager and debug from watchtower creation in disguised infil
[4080] Improved: Reduced enemy skill a little
[4081] Fixed: Logic error breaking destroy radio tower secondary mission
[4082] Fixed: Undefined variable error breaking VIP escort secondary mission
[4084] Fixed: Undefined error stopping cleanupoldprimary from removing old primary target roadblock assets
[4085] Improved: If no start position is sent to spawnairdrop, it now chooses the nearest map corner to start the airdrop flight

[4086] Build and publish

 

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Mission updated to 1.10.4129 Google drive links on first page for downloads.

 

This is mostly a bug fix release.

 

Spoiler

[4087] Fixed: Movebase script was sending bad data to spawnairdrop script
[4088] Added: Saved my own copy of fn_groupindicator so I can fiddle wtth it a bit
[4089] Improved: Tracking of killed civilians and slowed primary target spawn system t try to mitigate spawn lag
[4092] Fixed: Nug where spawnprimarytargetunits script was emptying a cleanup array too early
[4093] Removed: All the trees in the middle of Feres AB
[4095] Fixed: Sending bad data to stalk function
[4097] Improved: use of expanding radius in destroy radio tower secondary
[4098] Improved: Finding and killing of straggler men from primary target, probably wandered away from PT
[4101] Improved: Chaing enemies more likely to forget player in disguised infiltrate secondary mission
[4102] Improved: Remove any itmes from joining players inventory that might confuse disguise infiltrate mission
[4103] Fixed: Internal documentation
[4104] Fixed: Bug in airdrop script that denied player chosen airdrop script when it was plaved near players who were in vehicles.
[4105] Fixed: bad text spacing in notifications in laser designate car secondary
[4106] Improved: Sea mines should now not spawn in shallow water
[4107] Improved: Fixing forever exploding dead trucks
[4109] Added: Notifications for mid mission during disguised infiltrate patrol mission
[4112] Added: Notifications for mid mission during disguised infiltrate deliver mission
[4115] Added: Falling rocks particles for destroy asset when road bridges are target
[4118] Improved: Vehicle service system trigger made bigger to prevent vehicles collisions with vehicle depot object
[4120] Added: 2 mindetectors to Prowler inventory
[4121] Fixed: Potential for blu convoy mission failing to find a start point
[4123] Changed: Laser desig asset secondary mission no longer finds and offers bridges as targets (this will be a seperate, new mission WIP)
[4125] Changed: Laser desig asset secondary mission no longer offers wind turbines or geo domes as targets
[4128] Changed: Test missions to help gather dta in preperation for new PT have polygones rather than radii system
[4129] Build and publish

 

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MIssion updated to 1.12.4187. Google drive links on first page.

 

This version adds 2 new secondary missions.

1. Players are sent to a building for a meeting and while they are there, OPFOR attack them in force.

2. Players are tasked with finding and destroying an enemy mortar emplacement.

 

Other new features:

Dynamic respawn timer. Players who have respawned recently will have a long respawn time next time.

Animal spawn in primary targets and IEDs hidden in some animal carcasses.

 

 

Thanks to tophe for his house patrol script and Quiksilver for some Invade and Annex scripts that aren't actually active in the mission yet. 🙂

Some bugs are fixed in this release too, as well as some performance optimizations. What actually happened is that I wanted to add some new features and needed to save some performance elsewhere to avoid compromising the overall experience.

Full changelog in spoiler below.

Spoiler

[4131] Improved: Sensing of players shooting in disguisedinfil secondary mission
[4133] Added: Composition for enemy mortar nest
[4135] Improved: network performance when making markers in debug scripts
[4138] Added: paa file that names destroyer as 'authority'
[4141] Improved: Debloated global variables script by moving compositions to their own script
[4142] Added: New secondary mission, kill mortars
[4143] Added: Dynamic respawn timer. Punishes players who respawn often with longer respawn times
[4144] Fixed: Killdeathration script running multiple times and fixed chance of it dividing by zero
[4146] Fixed: Wrong classname in Altis vanilla prize list
[4147] Improved: Increased Generic Vehicle Service script radius, trying to help it service large vehicles like Blackfish
[4148] Improved: Cruise missile aiming system won't ask for a map marker if a suitable one exists.
[4149] Fixed: Spelling mistake in location name of Iraklia Ghost Hotel
[4150] Improved: barricadedefend mission will only choose hotel / altis terminal once per mission run
[4154] Fixed: Feature that delays secondary mission cleanup when players are nearby
[4156] Fixed: Bad config name on cfg groups spawner data
[4157] Added: And heavily modified tophe's random house patrol
[4158] Added: Barricade defend secondary mission succeed and fail criteria
[4161] Fixed: Misnamed Sofia Military and duplicated Agios Minos (which was renamed and relocated to Dump)
[4164] Added: But not yet integrated borrowed drag and carry scripts from Invade and Annex by Quiksilver
[4165] Optimised: object finding using nearestterrain assets in laserdesigasset secondary mission
[4166] Fixed: lastfewai script that was erroneously counting non man objects
[4167] Optimised: max airdrop parameters
[4169] Fixed: Denial of legal airdrop request positions
[4170] Changed: Replaced waitUntil with a slow loop when counting lastfewai
[4171] Fixed: Noisy exploding trucks again
[4172] Fixed: Player names in hud.
[4172] Added: Icon helpers over freindly thrown grenades in HUD
[4173] Optimised: Preinit finding of water and meadows
[4178] Added: Initial commit of animal spawn scripts
[4179] Changed: PT marker shown earlier in PT spawn process
[4180] Tweaked: Some ammo counts in Prowler inventory. Added RGO grenades
[4181] Added: Animal spawn location system in primary target
[4182] Added: PT animal cleanups
[4183] Added IEDs in animal carcasses
[4184] Added: barricadedefend to SM roster
[4185] Fixed: Chance of dropships to collide when more than one airdrop is active
[4186] Removed: Provisioning test code from barricadedefend secondary mission
[4187] Build and publish

 

 

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MIssion updated to 1.12.4212. Download links from Google Drive on first page

 

This version is mostly optimisations and bugfixes.

 

The barricade-defend secondary mission was removed as it was added in error. Still some work to be done on that.

The bug that stops vehicles spawning in the second primary target is kicking my arse. Hopefully it's fixed now.

Primary target can now spawn the radar object from Contact DLC. Radars that support it are animated.

 

Spoiler

[4188] Optimised: Finding of meadows and water. Moved finding of big buildings from barricadedefend secondary to server init
[4190] Optimised: Couting of civ kills. Removed playerkilledciv script
[4191] Changed: Bariicadedefend secondary now uses now preinit variable
[4192] Fixed: Bad counting of vehicle assets that was breaking conclusion of primary target
[4193] Changed: Trying to track down broken scope in spawnprimarytargets units script
[4194] Changed: Removed barricadedefend secondary from secondary mission manager. Mission is unfinished
[4196] Optimised: More optimisation of water and meadow finding
[4197] Added: Having saved some performance in 4196, added hill finding
[4198] Optimised: findhighgroundfunction. 600ms to 12 ms
[4199] Added: New radar from Contact DLC. Also animated all radars that support it.
[4200] Optimised: Positioning of primary target HQ. Removal of HQ net when HQ spawn fails
[4201] Added: primary target object cleanup variable, as distinct from ptvehiclecleanup
[4202] Removed: Deprecated code
[4204] Improved: Removal of HQ entity spawning at 000
[4205] Fixed: Better ptmen variable
[4206] Rework: scripts that manage and spawn road reinforcements that go to the primary target
[4211] Improved: Handling of units stuck in terrain at the end of the primary target
[4212] Build and publish

 

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Mission updated to 1.14.4266. Download links from Google Drive on first page.

 

This version adds the barricade defend secondary mission as it's now finished and QA'd. Also, the enemy might land an aircraft on the roof of the building during the assault.

It also adds another secondary mission, Runway Wreck Clear where players are tasked with pushing wrecks and ruins off the airbase runways and taxiways. This mission only spawns once.

The airdrop aircraft maker has had some tweaks and the Primary Target roadblocks should be spawned more reliably.

Various bug fixes and optimisations.

 

Changelog below

 

Spoiler

[4213] Rework: Opimisations of cleanupoldprimary
[4214] Improved: Town choosing criteria for laserdesigasset SM
[4215] Internal Build
[4216] Changed: Guerrillas and idependents won't use the Tempest truck
[4217] Improved: findsafepos better avoidance of entities
[4218] Fixed: Client animations of submariners in healsubmariner SM
[4219] Fixed: Client animations of mobile radar
[4220] Improved: Removed Ekali and Pyrgos base from primary target roster
[4221] Improved: Added some new objects to BLOFOR airhead base composition and moved the vehicle service point away from the rest of the composition
[4222] Added: ADR-97 magazines to the forward vehicle
[4223] Fixed: Broken blacklisting when choosing objectives for convoykill SM
[4224] Changed: Lowered AI courage skill and lowered some other difficulties a little
[4225] Fixed: Munged mapcorners array that was messing with dropship spawns
[4226] Improved: Dropship drop points named better
[4228] Improved: Disabled towing of objective vehicles in blue convoy SM
[4229] Improved: House patrols should go on to roofs
[4230] Improved: Using new boundingBoxReal syntaxes
[4231] Improved: Enemy AI that wander off are script killed in barricade defend SM
[4232] Improved: House patrol scripts can search the whole Altis Airport terminal
[4233] Improved: airreinforcementchopper upgraded si it can be used outside of the PT usage
[4234] Added: Function to make foward and fobveh setcaptive true across MP network
[4235] Improved: Further expansion to aireinforcementchopper
[4236] Improved: Helicopters can land on custom position on terminal building roof
[4238] Fixed: Early cleanup of roadfreinforcement assets
[4239] Added: Helipad to barracks roof so helicopters cen there during barricade defend SM
[4240] Changed: Added barricadedefend to SM roster
[4241] Fixed early cleanup of roadreinforcement assets
[4242] Added: New secondary mission (Still WIP though) runway wreck clear SM
[4243] Improved: Runwaywreckclear can identify runways and wrecks on them
[4244] Added: Successful testing of epecontact eventhandler on bobcat in runwaywreckclear SM
[4248] Added: some dev toos to help with runwaywreckclear, now in use only in testmode
[4249] Improved: Runwaywreckclear bobcat can pickup radar and hq, even if they are ruins from buildings
[4250] Improved: Runwaywreckclear spawns a few extra wrecks if there are none
[4252] Fixed: Misnamed fleet functions
[4254] Added: Alititude and speed text to dropship markers
[4257] Improved: Localbuildingrepair SM scaffolding now created closer to objective building. Uses new boundingBoxReal commands
[4259] Fixed: Catches objects that might fall below terrain when they are dropped by bobcat in runwaywreckclear
[4261] Fixed: Possible bug where couting of attached objects might get confused if driver uses cameras in runwaycraterclear SM
[4263] Improved: airdrop marker shows direction and updates faster
[4264] Improved (a LOT): Primary target roadblock spawns improved

[4266] Build

 

 

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Mission updated to 1.14.4310. Download links from GoogleDrive on first page.

 

This release is mostly optimsations and so the changes are quiet boring to relate. 🙂

A new mission where players are tasked with destroying an enemy asset from a long way away replaces a similar, but much slower-to-setup mission.

A big array of hills is created during mission init. It takes some time to work, but the time use is outweighed by other optimisations in the server init.

Added a funky missilecam so players at the airbase can see the feed attached to cruise missiles fired from offshore destroyer.

Improved primary target roadblock placing. Should result in less clipping/cospawning.

 

Changelog in spoiler below;

 

Spoiler

[4267] Improved: Safety catch for airdrop aircraft that don't get waypoints
[4268] Improved: Moved tky version of findSafePos to functions.sqf to make it public, cleaning up a few client side errors
[4269] Improved: Player moves from spawn to ammoox using setvehicleposition
[4271] Changed: Spawns at Forward vehicle will be in a vehicle seat if available
[4272] Changed: AI convoys drive slower
[4273] Changed: Resized and moved a number of Primary Target positions, mostly for better roadblock positions
[4275] Improved: CQB spawns in PT improved, use better range of buildings
[4279] Improved: Runwaywreckclear Secondary Mission not looks for airbasees original radar and HQ assets (though radar seems to despawn)
[4281] Removed: Some animals.
[4282] Added: playbriefingdeskvideo.sqf
[4283] Improved: selectBestPlacesHills now returns most hills over 60m ASL
[4284} Renamed: selectBestPlacesxxx variables to sbpxxx
[4287] Replaced: laserdesigasset with destroyassetfromdistance
[4288] Added briefingdesk assets and scripts
[4290] Improved: sbphills array now contains just ASLs, no nested array nonsense
[4291] Optimised (a lot): Performance of destroyassetfrom distance now hundreds of times faster than old laserdesigasset
[4292] Optimised: VIP can choose more and better destinations
[4293] Added: VLS cam scripts
[4294] Added: VLS now streams to screens in airbase
[4295] Added: Dev options for disabling enemy air asset spawns
[4298] Fixed: SE in Telos position data
[4300] Fixed: Wrecks getting stuck to bobcat in runwaywreckclear SM
[4301] Fixed: Bug where dead bobcats have objects stuck to them in runwaywreckclear SM
[4308] Fixed: Radar asset failing to spawn at PT airbase, especially when terrain is flat.
[4310] Build and publish

 

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On 1/23/2021 at 5:51 PM, Tankbuster said:

[4281] Removed: Some animals.
[4282] Added: playbriefingdeskvideo.sqf
[4283] Improved: selectBestPlacesHills now returns most hills over 60m ASL
[4284} Renamed: selectBestPlacesxxx variables to sbpxxx
[4287] Replaced: laserdesigasset with destroyassetfromdistance
[4288] Added briefingdesk assets and scripts
[4290] Improved: sbphills array now contains just ASLs, no nested array nonsense
[4291] Optimised (a lot): Performance of destroyassetfrom distance now hundreds of times faster than old laserdesigasset
[4292] Optimised: VIP can choose more and better destinations
[4293] Added: VLS cam scripts
[4294] Added: VLS now streams to screens in airbase
[4295] Added: Dev options for disabling enemy air asset spawns
[4298] Fixed: SE in Telos position data
[4300] Fixed: Wrecks getting stuck to bobcat in runwaywreckclear SM
[4301] Fixed: Bug where dead bobcats have objects stuck to them in runwaywreckclear SM


Does the recent "removal" of wildlife have anything to do with finding dead bobcats on the runway?

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Ah, I see what you did there. 😏

Dead bobcats is because either we sucked at the runway tidy-up missions, or you stumbled into my secret dev server where I try to mitigate all the glitches that Peepje finds, like discovering his rifle can clip inside an enemy APC and kill the crew while not damaging the vehicle.

Proper answer: I removed some animals, not all, as there are too many spawning and as yet, I don't have a despawner for them.

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Mission updated to 1.14.4336

 

A small update that was supposed to include a new secondary mission that wasn't finished in time.

Adds feature - a dynamic respawn timer system that rewards players who die less often with shorter respawn times. Will improve this later to reward medics and engineers who heal / repair.

Adds feature - players respawning at the forward vehicle are placed inside it if the vehicle is moving and outside it if its stationary. Thanks to @larrow for his help with this - I've not yet fully implimented his fixes

 

Spoiler

[4311] Fixed: Videos playing on wrong objects on base desk
[4312] Fixed: Errors in findhighground function when using sbphills array
[4313] Fixed: In runway wreck clear Secondary Mission, fixed Bobat uncommanded dropping of objects. ability to pick up ruins of radar and hq, removed pickup ability after mission ends
[4317] Improved: Better timing of disabling sim for convoykill2 trucks
[4318] Optimised: Marker creation uses less net traffic
[4319] Improved: killlastfewai less likely to quit early, also, Primary Target marker changes colour slightly during stalk phase
[4320] New: Composition for AAC airfield
[4321] Improved: CQB OPFOR keep their FAK and added Titan AP to forward vehicle inventory
[4322] Improved: SM manager rules mentioning Almyra Airfield because it's actually a mil base
[4323] Improved: PT Reinforcement trucks that spawn at barracks won't spawn near BLUFOr towns
[4327] Added: Dynamic Respawn time system Punishes players who die often
[4329] Added: Spawning at or in Forward Vehicle determined by vehicle speed
[4332] Build and publish

[4334] Fixed: Some syntax errors

[4335] Improved: Messaging from air drop aircrew to players. They will no longer reference dead objects.

[4336] Build and publish again.

 

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