Harzach 2517 Posted May 20, 2020 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 Share this post Link to post Share on other sites
Tankbuster 1746 Posted May 20, 2020 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. Share this post Link to post Share on other sites
Tankbuster 1746 Posted August 2, 2020 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. 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted August 14, 2020 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. 2 Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 4, 2020 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 2 Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 16, 2020 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 2 Share this post Link to post Share on other sites
Tankbuster 1746 Posted December 5, 2020 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 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted December 13, 2020 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 Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 9, 2021 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 Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 23, 2021 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 Share this post Link to post Share on other sites
Melody_Mike 130 Posted January 25, 2021 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? Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 26, 2021 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. Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 29, 2021 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. 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 9, 2021 Mission updated to 1.14.4425 Uses new content from Art Of War DLC and some new scripting commands from game 2.02 Adds new secondary mission, destroy bridge. Adds building marking system so players can quickly place a marker on the building they are in to mark it as clear (or as occupied). New compositions for airbases. Adds more civilian helicopters so players play a wider selection of secondary missions. Some secondary missions, where command know the exact location of the objective (example, destroy radio tower) now give a map reference to players. Spoiler [4338] Fixed: Possibility of runway wreck clear secondary mission to be given again after failing it [4339] Improved: Added disablecollision on runway wreck objects that are being carried to try to reduce nasty physics stuff [4341] Fixed: Players weren't seeing notification of the barricade defend secondary mission because I forgot to PV the variable [4342] Changed: barricade defend mission on runs when players are all close together [4343] Added: Initial commit of new destroy bridge secondary mission [4346] Added: Bridge choosing working in destroy bridge SM [4347] Added: New railbridges variable (empty on Altis) [4351] Added: Building marking system. Press I to map mark a building with a coloured dot to signify if the building is clear of enemies of not. [4357] Changed: New airbase compositions for Tanoa [4358] Changed New airbase compositions for Altis (more civvy helicopters) [4359] Improved: IDAP Mohawks in airbase compositions reskinned to other civvy skins [4360] Changed: Steal aircraft can now spawn a civvy skinned orca [4362] Improved: Heal submariner mission wont spawn if only aircraft players have are blackfoots [4363] Added: Medics baling during heal submariner SM are teleported to near the objective man [4364] Improved: Tweaked some Z positions in the new compositions for airbases [4365] Changed: objectmapper now initvecs on civvy m900s ad mohawks [4366] Removed: Unnused mediccheck function [4367] Improved; Heal submariner SM now fails if all medics die (or quit) [4369] Improved: Car park filler won't use van _02 or military offroads any more. Increased spawn separation in car parks [4370] Improved: Primary Target radar shouldn't spawn on runways [4372] Rewrite: destroy bridges now chooses a 'mode' (road or rail) before choosing a bridge type [4374] Improved: Destroying wooden bridge pillars now counts as a kill [4376] Fixed: Forgot to remove epe eventhandler when runway wreck clear mission ends [4377] Improved: Better use of allowdamage for healer during the closing stages of heal submariner [4378] Improved: Better info for medic, added a magic teleporting 'get in' when he's finished healing submariner [4382] Added: smactions file that controls addactions specific for some secondary missions [4385] Changed: JIP teleport addactions remove themselves after use [4388] Improved: Ghost hotel logic size and position [4390] Improved: repair local building now uses new smactions [4393] Improved: Ground rubble spawn for destroy bridge SM [4395] Improved: Added splash creator for water bridges [4399] Changed: Better use of bridges with multispan models [4404] Improved: #krater sensing picking up bullet holes so is removed as a method for detecting explosions [4406] Changed: Implimentation of new isNotEqual command [4409] Added: New civ classnames to civ classname arrays [4410] Changed: More rifle ammo in forward vehicle [4414] Changed: Removed sea bridge handling in destroy bridge SM. [4417] Improved: Bridge destruction removing wrong span fixed, hopefully just a timing issue. [4418] Changed: More isNotEqual implementation [4420] Changed: Added destroy bridge to secondary mission manager and exclusions for it [4421]Internal build [4422] Fixed: Chance of lockup in findroute function that was breaking convoykill2 [4423] Changed: Primary Target HQ shouldn't spawn on runway now [4424] Changed barricade defend, destroy ammo cache, destroy radio tower, destroy asset, destroy car, man roadblock, repair building secondary missions now give a grid ref instead of previous distance from a town. [4425] Build and publish Share this post Link to post Share on other sites
Tankbuster 1746 Posted April 11, 2021 MIssion updated to 1.16.450. Downlods links in first post 2 new secondary missions; Players are tasked with eliminating a HVT, but when they get eyes on, he bolts. The chase is on - he runs to a car and from there drives to a helicopter or boat. Kill him before he gets away A simplified rework of an existing mission, players have to fly to the nearby destroyer, collect some supplies using sling load and return safely to their airbase. 3 different patrol scripts now in use for greater variation. (Thanks to @dreadpirate) for his help in using UPS correctly) More foot soldiers in primary targets Better cleanups while server is empty Group indicator runs by default on players Improved playability for final stages of Primary Target. Last few AI don't have to be searched for, they come after nearby players Full changelog in spoiler below Spoiler 4427 Removed: Some redundant or unneeded addaction 4428 Added: fnc groupindicator runs on all clients 4429 Fixed: Syntax error bad variable in barricade defend secondary mission 4430 Removed: Deprecated destroybridge mission file 4431 Removed: Debug in runway wreck clear secondary mission 4432 Changed: Threshold at which last few AI stalk players changed to 12 (from 4) 4434 Added: new helipads variable in iniserver and prototype commit of new secondary mission, chase man 4439 Removed: Deprecated code from VLS 4440 Added: Documentation for slingloaddeliver entries in SM manager 4440 Fixed: Code that was failing to localise the slung load to pilot. Changed some global variable names to allow dev of similar mission 4441 Added: Prototype commit of new slingload collect mission, an easier version of slingload deliver where players have to get a load from destroyer deck to airbase 4443 Improved: cleanups for empty servers, more aggressively remove civilians and animals 4444 Improved: Cleanups wont touch primary target 4445 Improved: Less animals spawn in primary 4446 Fixed: Bad data in position array for door booby traps in primary target 4447 Fixed: Empty string variable declaration in protest flight secondary mission 4450 Improved: Safety scripts that remove units that spawn away from objective 4451 Improved: Moved and enlarged Lakka logic 4452 Improved: Stalk threshold depends on town size 4454 Removed: Peepke video - it's too large and bloats the mission file 4459 Added: Vehicles target will use are locked for players and initvec'd in chaseman 4460 Added: Better succeed strings for chaseman 4462 Improved: More functionality for debug and devs tools 4463: Improved: Better timing for SM helper with chaseman 4466 Improved: Even better timing for SM helper and better positioning of escape boat 4467 Improved: More foot patrols in primary target 4468 Fixed: Bad call to UPS for PT civilians 4470 Fixed: SE in playericons 4471 Improved: Fail conditions for chaseman 4472 Added: Player intel when chaseman changes vehicles 4473 Added:: Re added distance and direction notification for some secondary missions 4474 Improved: AI who stand with chaseman objective are OPFOR dressed as civilians for scoring purposes 4475 Fixed: Broken notifications in chaseman 4476 Improved: Better placement of quadbikes at beachhand 4477 Improved: Boat spawn system on runs if helicopter is close to the coast 4479 Added: Some helipads to Tanoa 4480 Added: ChaseMan heli door anim. Fixed ba variable name 4481 Added: Helipads on Altis 4482 Improved: Chaseman can used airfields as well as helipads to spawn helicopter 4482 Improved: Secondary manager wont play chaseman on small islands on Tanoa 4483 Improved: Placing of objectives in chaseman 4486 Internal build 4487 Fixed: Se bracket in data for altis helipads 4489 Fixed: UPS hiding markers 4490 Adjusted: Lowered AI skill a little 4491 Refixed: UPS hiding markers 4492 Improved: Updated DEP unit patrol to new commands 4493 Improved: PT civilians now use DEP patrol script instead of UPS 4495 Improved: Group of 4 patrolling foot mobiles in PT now use UPS instead of BI taskpatrol 4496 Adjusted: Chance of DEP creating IEDs increased slightly 4497 Improved: Container ownership passed to heli pilot for better performance, also removed debug slingloadcollect 4498 Added: SM manager criteria for slingloadcollect and optimised a little 4500 Fixed: UPS hiding PT markers 4501 Build Share this post Link to post Share on other sites
Tankbuster 1746 Posted April 27, 2021 A quick update to the mission taking it to 1.16.4507. Download links in first post Added new classnames from recent RHS update Spoiler 4502 Added: RHS classnames 4503 Added: Missing independent classnames for RHS build 4504 Removed: Spurious semicolon after #include 4506 Fixed: Airbase compositions using classnames ("_stealth" and "_dynamicloadout) they were in the civvecsmust be killed array leading PT airbase completing while undestroyed enemy aircraft on the airbase 4507 Build and publish Share this post Link to post Share on other sites
Tankbuster 1746 Posted May 8, 2021 Another minor update, primarily fixing an issue caused by me having a variable identical to a newly created command. There's another bug that is kicking my arse and I'm not sure if this build fixes it (the runway wreck clearance mission stalls and I don't know why) so expect anther build soon. MIssion is now 1.16.4514 Download links in the first post as usual Spoiler 4508 Fixed: Existing mission variable same as the newly introduced command (taskName) 4510 Fixed: Bad logic choosing naval mine clear secondary mission on inland primary targets 4511 Removed: UPS fixed now so debug removed 4512 Added: Loads of debug to runway wreck clearance mission. 4514 Build Share this post Link to post Share on other sites
Tankbuster 1746 Posted May 30, 2021 Bug fix update taking the mission to 1.16.4555 The Pairie Fire version is coming, but a lot of parts of the CDLC are unlike BI standards and so bringing the mission to Cam Lao Nam is taking longer than expected. First versions will use the terrain only - the units and vehicles will be Apex units, mostly CTRG vs CSAT. This is because there aren't enough assets in Prairie Fire for Authority to work. It must have a large fixed wing transport aircraft on BLUFOR for example. Updated download links in the first page and full changelog in the spoiler below. Spoiler [4515] Removed accidentally leftin debug markers showing route on convoy kill secondary mission [4516] Changed: Airdrop for bobcat spawns closer to airbase in runway wreck clear mission so players aren't kept waiting [4517] Changed: Sofia town marker made larger and moved slightly [4519] Added: Officers and Team Leaders get more info on expected route in convoykill SM [4522] Added: Datafile for Cam Lao Nam (171 locations) (WIP) [4524] Added: All destroyable buildings on CLN to master datafile [4527] Fixed: Bad space in variable name in chase man secondary mission [4528] Fixed: Wrong position of Agios Naftia on Altis [4530] Fixed: Script endless loop in runway wreck clear secondary mission that was trying to ensure there is at least to wrecks on the runways [4533] Added: Prairie Fire uses it's own difficulty settings so added them to title debugs in RPT when mission starts [4534] Added: Compositions for Cam Lao Nam airbases [4538] Improved: Choosing of spawn location of beachhead [4539] Added: Seabedfactor and really deep variables for Cam Lao Nam [4544] Added: Better spawn choosing for beach head on CLN. Shoud now avoid lakes and small rivers [4546] Fixed: HQ shouldn't spawn on runway at Gia Lam [4547] Added: Hard coded polygon that describes runway and taxiways at San Bay Ban AB because t has no features that can dynamically the runway [4550] Added: Better destroyer position, improved fallback positioning as it's almost always used on CLN [4552] Fixed: Bad locality for objective man in chase man secondary mission and fixed bad PV variable in smhelpers for same [4553] Fixed: inPolygon command requires a 3d position and findsafepos returns a 2d. [4554] Changed: Destroyer faces island when fallback used to give it a position [4555] Build and publish Share this post Link to post Share on other sites
Tankbuster 1746 Posted June 26, 2021 Another release fixing a potential stall of the runway wreck clear secondary mission that breaks the mission Praire Fire version is still a work in progress. The configuration of Cam Lao Nam's airports was a particular problem and required a major rewrite of both the runway wreck clear and runway crater clear secondary mission. The convoy kill mission also needed lots of work as the road network on CLN has problems for AI drivers, particularly on bridges, and CLN has a lot of bridges. It is coming soon, but life, work and parenting take up a LOT of time, though my tests of the mission on CLN are really looking amazing, it's a wonderful terrain and I have high hopes for the mission on it. Updated download links in the first page and full changelog in the spoiler below. Spoiler [4556] Made sure wrecks for runway wreck clear secondary mission spawn on the runways on Cam Lao Nam [4561] Improved: Spawn position of Prowler at mission start. On Cam Lao Nam, it often spawns some way from the beachhead [4561] Updated: Runway crater clear secondary mission works on Cam Lao Nam [4569] Updated: More wrecks on runways on runway wreck clear secondary mission [4571] Added: New isonrunway function that works on all terrains including Cam Lao Nam (CLN runways aren't roads) [4572] Updated: Replaced all isOnRoad from runway wreck clear secondary missions [4573] Updated: Prairie Fire attaches a particle to all players and that was confusing the system within runway wreck clear that makes the bobcat pick up wrecks [4576] Updated: interestingobjects array, used by some secondary missions, updated for Cam Lao Nam [4577] Updated: infrastructureobjects array, used by some secondary missions, updated for Cam Lao Nam [4578] Updated: Battle damage assessment flight mission made easier [4580] Fixed: Missing data on island description fire for Cam Lao Nam [4581] Updated: istowncoastal function now works on Cam Lao Nam (previously, it looked for seabed plants within a radius of given town, but CLN doesn't have these, so reworked) Also added some manual exceptions for accuracy [4582] Added: Civilian classnames for civ men and cars [4583] Added: Dedicated settings file for DEP on Cam Lao Nam [4584] Updated: Improved finding of military buildings on Cam Lao Nam in DEP [4586] Improved: Group radar disabled in testmode because using spectator breaks Group radar [4587] Updated: Changed group limit warning threshold to 288 [4588] Removed: Van_02 from vehicle spawn array used by convoy kill secondary mission because their driving is terrible [4591] Improved: code that catches up vehicles that drop behind convoy in convoy kill 2 secndary mission [4593] Fixed: showlogics debug code removing markers it should have left alone [4594] Fixed: Wrong colour data in missionstatus scripts causing rpt spawm [4595] Added: findroute2, a better version of findroute [4598] Improved: Routes chosen by convoykill2 now won't have fords or bridges on their route [4599] Build and publish 2 Share this post Link to post Share on other sites
Tankbuster 1746 Posted July 28, 2021 Mission version 1.18.4699 is released, download links on first page There's now, at long last, a Cam Lao Nam version. Due to limitation in mission design (the mission must have a large transport aircraft, among other things), this version of the mission has players as CTRG BLUFOR fighting the CSAT OPFOR AI. Many of the secondary missions feature Prairie Fire assets such as the VNA and the VC. Other significant updates: The convoy kill mission should now start much quicker. The route choosing system has been greatly improved, also van_02 have been removed from the spawn arrays as their driving is terrible. Fixed various crashes and lockups including the problems in the runway wreck clear secondary mission Music plays during mission set up. Added because clients were sometimes crashing at this stage and the music stopping was a good diagnostic sign the player had crashed. Left the music in. [4600] Removed: Deprecated file and references to it (do_laserdesigasset) [4601] Added: GV values for CLN; civdestinations, infrastructureobjects and interestingobjects [4602] Updated: CLN updates for VIP escort secondary mission [4603] Updated: CLN updates for destroy asset from distance secondary mission [4604] Updated: CLN updates for destroy bridge secondary mission when using road bridge mode [4605] Updated: Some roadbridges on CLN have separate bridge support models, so check them for possible destruction [4606] Removed: Debug from destroy bridge secondary mission [4607] Changed: Bighouses GV has buildings with only 9 positions. Blacklisting for barricade defend secondary mission adds CLN classnames [4609] Changed: SM manager doesn't choose man roadblock secondary mission on CLN [4610] Updated: Blacklists for CLN in destroy cache secondary mission [4611] Updated: CLN handled differently from other lush islands by GV.sqf [4611] Added: CLN classnames to spawn crew and vehicle function, barricade defend SM and counterattack SM [4612] Updated: CLN classnames for bigartyvehicles GV [4613] Updated: CLN classnames for kill 1 man SM [4614] Updated: bighouses GV doesn't include piers (they have building positions) [4615] Updated: CLN classnames for kill 1 man SM [4616] Updated: More destinations for VIP on CLN [4617] Updated: Blacklists for kill1 man SM on CLN [4620] Internal build [4623] Updated CLN classnames for kill 1 man on CLN [4624] Updated: Better group creation for kill 1 man. Can be indi or opfor [4625] Changed: More separation of CLN from other lush terrains. Also removed van_02 from AI driven mission as they are terrible [4626] Updated: PF classnames to opforhelis GV [4627] Internal build [4628] Added: trucktypes to new CLN case in gv.sqf [4630] Improved: Slowed client init because it gets ahead of server on CLN [4631] Internal build [4632] Added. On CLN, music plays during client init (useful to see if client crashes during init) [4634] Updated: Enemies spawn closer in barricade defend SM to improve AI routing and speed the mission up a little [4635] Added: Experimental code to find road routes in server init [4637] Improved: pointisinbox function less crashy and can use alt syntax of boundingboxreal [4638] Removed: remarked out code tat looks for road routes during init [4640] Removed: PT marker changing to pink when last few AI enter stalk mode [4641] Fixed: waypointstatements calling server scripts on clients [4642] Improved: Forward vehicle has more ammo [4643] Fixed: tky_findsafepos should not return position that might be inside large rocks [4644] Improved: Any units that might be inside rocks when stalk starts are deleted [4646] Improved: Overly aggressive vehicle cleanup after first PT [4647] Changed: Choosenextprimary always chooses a civ town as the 2nd PT so SM manager can choose runway wreck clear SM [4649] Fixed: SM manager sending istowncoastal function a position instead of a logic [4650] Improved: When a server become non empty, all vehicles are refueled in case they've been idling for days in an empty server [4651] Added: Music plays on client during setup [4652] Fixed: Keying errors on CLN data file [4656] Removed: Remarked out route finding code that runs during mission init. It's far too slow [4660] Added: datagen folder and dev tool makeroutes script that grabs routes outside of runtime [4662] Added: staticdata.sqf file that will contain, among other things, ai road routes [4668] Improved: Backstory for blueconvoy SM. Spawn some dead drivers and some craters [4670] Changed: convoykill and destroybridge on run when targetlandmassid is 1 on all terrains [4672] Added: RHS classnames for bluconvoy SM [4674] Changed: If an engineer is playing some vecs are damaged in bluconvoy SM [4676] Improved: logics now have a vehiclevarname the same as their logic name [4677] Changed: convoy kill mission takes string from logic vehiclevarname and gets the logic actual name from it [4681] Improved: Beachhead pefers to spawn on flatter ground [4682] Improved: Makeroutes disables lots of stuff in mission so it can run faster [4683] Improved: showlogics outputs more data [4685] Improved: Solved double exec bug in calculatepath by waiting for a route that is at least 100 long before returning [4686] Improved: Better blacklisting in findroute and removed all sleeps. runs much faster [4693] Fixed: Building misplaced in Son Tay hidden because it blocks a road (reported to dev) [4694] Improved: Spawn loop fir PT is now max 5 times (a 450 town previously was 6 and was lagging clients) [4695] Changed: Lo Vien is now an orientation logic, not a town as it's empty [4696] Improved: Dev tool show logics better output [4698] Improved: San Bay airbase made smaller and some helicopters removed from composition so they fit within the new radius [4699] Build and Publish 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted September 9, 2021 Mission updated to 1.20.4776. Lots of optimisations, many related to the Cam Lao Nam version Other new features include the ability to laser guide cruise missles in the terminal phase Working tactical ping (suggest disabling the BI one as this uses, by default the same keystrokes) New secondary mission, boat patrol Hopefully fixed graphics glitch on destroyed Kamish and Tigris Siren sounds in primary target when last few enemy AI rush players. Download links on first page. To reiterate, this mission is designed to work on dedicated servers. It will work on a hosted server too, though you might see some things that are supposed to be on the server only. Spoiler [4700] Added: Laser guidance for cruise missiles [4701] Internal build [4702] Added: keydown EH to run authority tactical ping [4703] Added: PV containing the position of the authority tactical ping [4704] Added: Function to receive ATP data and display it on map and game UI [4705] Added: Sound for ATP [4707] Internal Build 4707 Added: Fallback for choosing car position in laserdesigcar SM 4712 Fixed: New tactical ping 4713 Improved: Replaced some DEP functions with BIS ones 4714 Improved: Dead DEP aircraft only deleted if they are dead or underwater 4716 Improved: DEP scripts use new commands 4717 Fixed: Missing classname from civmustbedestroyed array 4718 Improved: On Nam, destroyer position is now one of a few hand chosen positions 4721 Improved: On Nam, some target towns made smaller 4732 Improved: Hand codes Bolar to be a coastal town 4740 Added: New secondary mission: Nasty boat patrol 4741 Improved: Findriverroute can use a rubberboat if required 4743 Improved: Boat patrol can use Pleiku boat base 4745 Improved: Boat patrol mission will start close to PT 4747 Added: boat classnames so boat patrol can be terrain agnostic 4751 Fixed: Syntax error crashing kill1man secondary mission 4752 Fixed: Bug where tower for destroyradiotower secondary might be in a friendly town 4754 Fixed: Bug where destriyradiotower chooses undestroyable targets (top radars on name) 4755 Added: Enemy boats on boat patrol 4756 Improved: Boat patrol works on all terrains 4759 Added: datagen script that gets buildings that sink underground when destroyed 4761 Improved: Repair local building much faster to set up and works on Nam 4763: Added: Alarm sound when PT stalk begins 4764: Fixed Graphics glitch on Kamish and Tigris. 4766: Improved: PT reinforcement troops, both heli and road, now patrol the PT instead of attacking the forward vehicle 4768 Changed; On Nam, enemy skill level lowered a little 4770 Improved: Louder siren when stalk mode starts in PT 4773: Improved: Positioning of forward vehicle and quadbikes at beachhead 4774: spawnprimarytargetunits uses animationlist from config for vehicle randomisation. Previous was to send all known animations to every vehicle 4775 Added: Firecode and DogKondo to authors credits 4776 Build and publish Share this post Link to post Share on other sites
Tankbuster 1746 Posted October 11, 2021 Spoiler 4776: Added EH to kill aircraft with a single missile hit 4778: Fixed syntax error stalling the mission on some dedicated servers 4780: DEP air patrols now end at 000 so they don't despawn in front of players 4781: Remarked out disablerandomization in description.ext to try to prevent the weird APC pyramid glitch 4781: Added Shantou classnames to enemy boat names as they now spawn properly 4783: Removed code that hid misplaced building in Son Tay. Bug fixed my mod author 4784: Added new car classnames that came with PF 1.1 4785: Added score for running down enemy with vehicles 4786: Added score for kills from artillery and cruise missiles Mission updated to 1.20.4787 Fixes a bug that would prevent Linux servers starting. Thanks to @squiffy for report. Improved despawn of some Independent assets - try to have them not despawn in view of players Boat patrol secondary mission cannow use the fixed Shantou OPFOR boats (and what beasts they are!) Scoring for players who run down enemy with vehicles Scoring for players who get kills with artillery and cruise missiles Google drive updated. Links on first page 1 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted December 18, 2021 Mission Updated to 1.20.4830. Download links from Google Drive on first page Mission restore system improved and now saves player scores Fixed some secondary missions crash or lockup opportunities Fixed tactical ping not working for players using sand coloured designators Improved spawn position of destroyer. (Known issue - scores not being given to cruise missile shooter, fixed in dev build) Spoiler 4790: Added new scripts to make missionsetup/missionrestore more modular 4793: Added new missionrestore2 and changed format of saved data file 4794: Removed some objects from Zeus FOB creation system as they are rarely used. Removed debug. 4796: Simplified mission completion checks in nastyboat patrol secondary mission 4797: Added enemy chase boats in nastyboat patrol SM 4799: Removed some ammo from chase boats in nastyboat patrol mission because they are OP 4800: Fixed syntax errors in kill1man and runwaycraterclear SM 4802: Fixed sand coloured designator not working auth tac ping 4803: Shortened some text strings in kill1man SM for brevity 4805 Improved: Score given for vehicle kills got by cruise missile strikes 4806: Improved creation of wrecks and their cleanup in runwaywreckclear SM 4807: Fixed: Cleanuparrays being emptied by spawnprimarytargetunits script 4809: Improved: Primary target units created by composition are added to cleanup arrays where appropriate 4810: Added: Player score data saved in persistence data file 4611: Added: Outgoing data also dumped to RPT 4612: Changed selectbestplaces for CLN as it's not used 4816: Fixed: Failure of ammobox moving during a restore 4817: Improved: Preservedvehicle status of each vehicle saved in persistence datafile 4818: Improved: Creation of preservedvehicles that are spawned by composition on airbases 4819: Removed lots of deprecated code from missionsetup as much of the code has been handed off to new modular scripts 4820: Moved: Playerdisconnect stuff now runs from initserver 4821: Added: As player scores not available after player quits, their score is periodically saved to a serverside array by new script monitorscores 4822: Added: Contents of monitorscores output now saved to server profilenamespace 4824: Fixed: Repair building action not being added to engineers in repairlocalbuilding SM 4826: Fixed: Units dropped into PT by air reinforcement scripts now added to cleanup (and so count toward target completion and mission status screen) 4827: Improved smshort text for repairlocalbuilding SM as it might not spawn in the PT, but nearby 4828: KillastfewAI script now terminated by debug endPT and assaultphase finished scripts 4830 Build and publish 1 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 13, 2022 Mission updated to 1.20.4850. Google drive download links on first page Mostly bug fixes inthis release. I planned to add a new secondary mission, disguised infiltration, where players are tasked to sneak into an enemy town, but it wasn't completed in time. I've just finished building my new server and this seemed like a good time to do a new build of the mission, but there's still a lot of testting to be done on disguiseinfil so that will have to wait until 1.21. I'll talk more about this scondary mission another time. Release highlights (there's not many) Significantly improved my own cookup of findsafepos. It's no faster, but returns much better results Fixed points for cruisemissile kills system Full changelog in spoiler below Spoiler 4831 Added safety release to waitUntil just in case hostages are all killed very early in the mission 4832 Fixed logic error where cruise missile markers were being deleted before artyscore script could work out who owned them 4833 Improved scoring. Armour kill awarded to player that kills PT radar or HQ 4834 Fixed syntax error. Bad bracketing in PT cleanup 4835 Fixed another bad waitUntil in followleader function 4837 Added some debug to smaddaction for use in repairlocalbuilding 4838 Resurrecting an old, partially developed secondary mission, disguised infil mission 4841 Improved tky build of findafepos, should be much more reliable now 4843 Improved origin and destination choosing for boat patrol SM. Should not choose routes that are short as crow flies, but might go around a long penisular, especially on Altis 4844 Added new map marker system for all friendly vecs, but abandoned it, for now 4845 Added more CLN classnames for disguised infil SM and changed helpers so dirindicator now only shows nearest enemy threat 4847 Added new dirindindicator2 for use in the disguised infiltration missions 4850 Build and publish Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 30, 2022 Mission updated to 1.22.4885. Google Drive links on first page 2 new secondary mission here. The first is called disguise infiltrate. Players are tasked with going in disguise (unarmed and civilian clothed) into an enemy held town to do either a reconnoitre, deliver a package to an agent or to collect from a dead drop. The aim is to avoid contact with the enemy and to sneak in and out undetected. In the second new mission, players are called to use a long rifle to kill a man target at long range. The twist is they must be at least a kilometer away and they only have 5 shots to do it. There was also a fix to a potential mission breaking problem in our use of the isflatempty command. There are more enemy CQB troops in each primary target now too and a fix for the deployed FOB vehicle being drivable after a mission restore. Full changelog in spoiler below Spoiler 4851 Fixed vehicle depot wrecks not being removed when FOB undeploys 4852 Connector tents removed from roadblock when the roadblock is 'completed' 4853 More CQB troops in primary targets 4854 Players now told to pick up searched item in infiltration/search secondary mission via haz notification 4855 Players allowed civilian backpacks during infiltration secondary missions without disguise penalty 4856 Notifications improved for infiltration secondary mission. Large texts split over 2 notification but displayed in mission dialog as 1 4857 After infiltration secondary mission, players told their disguises no longer are effective 4859 Fixed errors in followleader function 4860 In barricadedefend secondary mission, helicopter route and landing spot fixed, mission will no longer choose big shed 4861 Improved building choosing in barricadedefend mission even more 4862 Fixed locality issue (by moving code to smaddactions script) that meant engineers didn't see repair building holdaction in repairlocalbuilding secondary mission 4863 Improved cleanup of repairlocalbuilding secondary mission, uses local variable 4865 Fixed (again) locality issues with engineers in repairlocalbuilding secondary mission. Moved it to SMhelpers script. Also will no longer chose dilapidated buildings for repair 4867 Fixed nasty bug in implementation of isflatempty 4869 Messing with 'mount' locations for future use 4870 Added first iteration of snipershot secondary mission 4877 Added ability for secondary mission that fail to initialize to silently hand back to SMmanager (only snipershot ATM) 4878 Snipershot only plays on Altis. Finding playable positions on Tanoa and CLN too hard 4880 After a mission restore, deployed FOB vehicle has drivers seat locked 4882 Removed dev and test code from disguised infil secondary mission 4883 Development code now stops when running in testmode in disguised infil secondary mission 4885 Build and publish Share this post Link to post Share on other sites