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Tankbuster

Authority 20 player coop.

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Wow. Ghost truck kidnap? Never seen that before!

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P

40 minutes ago, VariousArtist said:

And it still cant safe progress, I guess? =)

Not the next build, which is coming in a few days, but probably the version after that.

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54 minutes ago, VariousArtist said:

And it still cant safe progress, I guess? =)

May your wish come true... :rofl:

12 minutes ago, Tankbuster said:

P

Not the next build, which is coming in a few days, but probably the version after that.

Shh... It is a surprise!

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@Tankbuster I'm the same its the first time I've seen that bug but hey it was great fun, wish I could have recorded it from the start but was too much fun being taken for a drive in a ghost car. Heres another video of us playing Authority in thebuckfastwine server 24:10 for some failed rocket action from @section 20 was a great night of action.

 

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Is 'tiny wee bit' Scottish for 'most of a magazine'? Lol

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Build 2941 is now on Steam Workshop and DropBox.

 

Full changelog in spoiler below.

 

Release highlights, Destroyer now provides arty and cruise missile fire support.

Revamped mission status dialog
 

Spoiler


2859: Towing adjustments: Players can no longer create 'chains' and vehicles and only tow lighter vehicles without taking damage (bobcat can tow anything)

2862: Added destroyer as an offshore asset.

2865: Added destroyer positioning scripts. Added MK41 and MK45 to the destroyer foredeck.
2866: MK45 Hammer now the artillery provider for the mission.
2867: Removed deprecated hit queueing system.

2872: Added magazine repacking.
2874: Added new mission status UI.
2877: Icon shown above head when unconscious is now rounded.

2882: Fixed bug where convoy intel updates could continue after the convoykill mission had finished.
2884: In PT, parked civilian cars added to cleanup array.
2890: Fixed bug where direction helper in vipescort mission could break. Also made VIP less likely to disembark the vehicles he's in.
2893: Added more VIP types for the vipescort mission to chose from.
2908: Counterattack SM units now given move waypoint instead of unload. Nyx still refuse to move so WIP.

2909: Notifications are now shown on listen hosted servers

2925: Changed the kill1man scientist kill mission asset to a civilian but joined him to an OPFOR, so players can kill him without rating penalty.
2927: MK41 VLS can now provide Venator cruise missile fire support via the supports menu.

2937: Added dev tools UI

 

Known issues: Zero divisor the new dialog. Will be fixed in the coming few days.

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As @Tankbuster said, hotfix will released over next couple of days. The error doesn't always happen. We did test and it all worked fine, but that was before compiling new build. Below are some screenshots and important notes for using the newly added dev tools.

Towing adjustments
- Player can no longer create a chain of vehicles.
- Vehicles with lower mass than towee vehicle can still be towed however damage is caused to the towee vehicle (with the exception of the Bobcat).

New Mission Status UI

Mp2lRWt.jpg

Each row can show a max of 10 icons. 10 being strongest of that icon type. It is also possible to show a half. This is based off total percentage.

Video showing mission status / dev tools and magazine repacking in action. Please ignore error upon dev tools dialog creation. My bad, that will also be fixed. Along with magazine repacking abuse (run and perform actions while it is running). Forgot to make it abort when doing so haha. Sorry for the issues! On to important notes regarding the use of the Authority dev tools:

You may use them in Authority. Setup:

1) Create a folder in your server root called Authority

2) Create a file called authenticatedDevs.sqf inside the folder you just created

3) Add the following contents inside the file:

authenticatedDevs =
[
	"12345", // John Doe UID
	"54321" // John Doe's Wife UID
];
publicVariable "authenticatedDevs";

DISCLAIMER: IN ORDER FOR THIS TO WORK, YOU MUST ALLOW FILE PATCHING ON YOUR SERVER.

https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#Developer_Options

See -filePatching

Quote

-filePatchingAllow the game to load unpacked data. For more info see CMA:DevelopmentSetup (since Arma 3 1.49+).

Alternatively you can download and extract the ZIP archive to your server root and edit accordingly.

https://hazjohnson.com/Authority/Authority.zip

DO NOT RENAME OR MOVE THE FOLDER!

If I remember correctly, if it is packed into PBO then it will work. I may do this in the near future. This will just mean you will need to run it as -serverMod instead.

Known issues:

- Sometimes an error appears with opening mission status UI

- Error when opening dev tools UI

- Magazine repacking can be abused (you can still run, perform actions, etc while repacking)

These will all be fixed over the next couple of days and hotfix will be released.

 

 

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On 25/09/2018 at 5:45 PM, thebuckfastwine said:

@Tankbuster I'm the same its the first time I've seen that bug but hey it was great fun, wish I could have recorded it from the start but was too much fun being taken for a drive in a ghost car. Heres another video of us playing Authority in thebuckfastwine server 24:10 for some failed rocket action from @section 20 was a great night of action.

 

 

I'll have you know I was aiming at something completely different :f:

 

Really enjoyed the mission @Tankbuster very enjoyable indeed.

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Thanks mate. There'll be a bug fix update probably this evening.

One question, do you use the mission dialog, accessible from the left Windows key? If not, why not?

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Hotfix should be released this evening now that I am home to finish my error f*ck ups lol. Regarding keys:

Quote

Mission Status Dialog = Default is Left Windows (can be changed in Controls -> Custom controls -> User 1)
Earplugs = Default is F1 (can be changed in Controls -> Custom controls -> User 2)
Holster Weapon = Default is H (can be changed in Controls -> Custom controls -> User 3)

 

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Build 2948 is on SW and dropbox

 

This is a bugfix release. Changelog in spoiler below.

2942: Fixed chance of sending zero to AMS dialog causing division by zero error.
2943: Fixed creation of duplicate target logics at airfields.
2944: Fixed cruise missile targeting by RE'ing the reportremotetarget and fireattarget commands

2947: Added abort for mag repack, fixed dev tools diagnostics, fixed incorrect IDC, removed redundant brackets in fnrespawnbutton.sqf, various other fixes

 

 

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On 29/9/2018 at 3:32 PM, Tankbuster said:

2947: Added abort for mag repack, fixed dev tools diagnostics, fixed incorrect IDC, removed redundant brackets in fnrespawnbutton.sqf, various other fixes

 

Can we get your Mag Repack as a separate download? Would love to add that to my mission. Other mag repacks require special keybinds and my players have more than enough with the Arma's default ones. 

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19 hours ago, LSValmont said:

Can we get your Mag Repack as a separate download? Would love to add that to my mission. Other mag repacks require special keybinds and my players have more than enough with the Arma's default ones. 

No. At least for the time being. I am not convinced it is working 100%. I may consider releasing it as a standalone addon / script in the future. If you want to help though, you can test more. Try multiple magazines, not just 2 and of different counts.

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2 hours ago, HazJ said:

No. At least for the time being. I am not convinced it is working 100%. I may consider releasing it as a standalone addon / script in the future. If you want to help though, you can test more. Try multiple magazines, not just 2 and of different counts.

 

Sure thing! I will test right away and report! Yeah no point in releasing it if it is not working as intended yet. Will help you out!

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Hey guys

 

I was wanting to ask you if you have any interest in making your Authority mission for SP?
or if can be modded to do so.

or maybe 2 player coop.

It's a bit overwhelming with fewer players. I get dead a lot!:smiley-punched:

 

  

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Just now, pvt. partz said:

Hey guys

 

I was wanting to ask you if you have any interest in making your Authority mission for SP?
or if can be modded to do so.

or maybe 2 player coop.

It's a bit overwhelming with fewer players. I get dead a lot!:smiley-punched:

 

  

Persistent saving is planned / in the works. You will be able to play it solo in MP hosted. We will need to adapt a few other things though but something we plan on doing.

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He does sleep. Mostly when he is driving the Prowler! Lol

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36 minutes ago, pvt. partz said:

Hey guys

 

I was wanting to ask you if you have any interest in making your Authority mission for SP?
or if can be modded to do so.

or maybe 2 player coop.

It's a bit overwhelming with fewer players. I get dead a lot!:smiley-punched:

 

  

Technical reply:

At the moment, it can only be played on a server. I will be working on making it work as an SP mission, but it's not a high priority job right now.

Mission design reply:

To be honest, it is extremely difficult to play this on your own and there is many aspects of the mission you won't see when you're solo.

You can set the difficulty in the lobby, to make it a bit more forgiving and it will automatically scale itself when there a few players.

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Build 3074 is on SW and Dropbox. Changelog in the spoiler below:

Spoiler

[2950] PV'd some variables to get them reliably to the client for the Mission Status Dialog (MSD).
[2953] Added additional safety checks for debug markers and map animate in dev tools UI
[2953] Added new mission parameter - Draw unconscious icons on the HUD for? (see Params for values)
[2953] Added new mission parameter - Unconscious icon render distance? (100 m - 1000 m)
[2953] Fixed flickering with debug markers in dev tools UI
[2953] Fixed player icons (icon wasn't show at all after update)
[2953] Fixed player markers (revive icon only shows for unconscious units and not yourself/all, icon direction is set to 0 for unconscious units as well, a few other minor code tweaks)
[2957] Improved my AI driving helpers for vehicles that inexplicably get stuck at start.
[2960] Improved positioning of target car in laserdesignate secondary mission.
[2963] Large array destroyablebuildings now contains classnames instead of p3ds.
[2965] destroyablebuildinbgs now contains only unique classnames.
[2966] All military base had their radii fixed (were all 225m).
[2968] Fixed a bunch or bad location data on Altis.
[2969] Made getscreenname function less prone to crash. It now handles objects with no classnames.
[2974] Array called interestingobjects now contains p3ds not classnames and are made all lowercase.
[2975] Made new array called infrastrcutureobjects (lower case p3d names) for future usage.
[2978] Added some trucks and buses to carkill in laserdesig secondary mission.
[2979] Fixed broken teleport to FOB for JIPers.
[2981] Any collateral damage caused in laserdesig mission repaired after a short time.
[2982] Reduced minimum engagement range for laserdesig mission as low end machines wont be able to render targets and originally designed distance.
[2984] infrastructureobjects array now classnames, not p3ds (I just don't learn!)
[2985] Modernised skillsarray for AI.
[2986] Revamped skills variance system for AI.
[2987] Removed deprecated 'general' skill from skills array for AI.
[2988] Locked all the cars in the laserdesig mission.
[2989] Fixed non closing diagnostics panel. Player markers drawn on mini map inside dev panel UI.
[2990] Laserdesig mission less likely to crash when choosing roads near buildings.
[2993] Added Quicksilver's much improved findoverwatch function for use in laserdesig mission.
[2998] Cleanupoldprimary system now doesn't remove undestroyed objects on airbase.
[3009] Fixed cpt_marker being undef'd in MSD.
[3013] Laserdesig mission less likely to crash in towns with few buildings. Better fallback building choosing.
[3015] Small towns that can't spawn an HQ and/or radar tell players about this better. (Still more to do on this).
[3017] Added fallback position choosing for the destroyer if the beachhead is in a river mouth or estuary.
[3018] Better handling of roadblock gates dying on spawn and fixed timing issue where MSD showed wrong roadblock counts when all roadblocks had been cleared.
[3019] Improved position choosing of SDV and injured diver in heal1man mission and wrong SDV and diver clothes being used.
[3020] Speeded up client startup an little.
[3022] Added random quote videos to players (later much updated).
[3030] Added cleanup of very old (old than the most recent previous one) primary target wrecks.
[3031] Vecdepot mission cleanups improved. Arty unit wasn't being added to smcleanup array.
[3032] Bluconvoy truck count improved so it's always 1 less than player count, but only when there's at least 3 players.
[3035] ptmen array mow PV'd for use by clients in the MSD.
[3036] Roadblocks now counted independent of the server by clients in the MSD.
[3037] Airdrop aircraft markers now handled better and less likely to be left on map if aircraft crashes.
[3038] Added code to skip briefing in client preinit.
[3042] Enemy AI now no longer wounded slightly when spawned.
[3043] Tweaked aimingaccuracy down a little.
[3046] Removed skip briefing code and switched to option within 3den editor and description.ext.
[3048] Added (and hid) progressbar for joining client. (For later use).
[3049] Despawn HQ fire if it exists when the assault phase of PT is finished.
[3050] Added gifting of designatorbattery for respawning players.
[3055] Future code for SM cleanups not happening near players.
[3057] Vehicle Depot SM assets all locked so players can't steal them.
[3067] Fixed laserbattery for respawns again.
[3069] Blacklisted some towns when choosing location for laserdesig SM.
[3073] Added missing initvehicle to assets in laserdesig mission.

 

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Release highlights:

 

Added mission parameter that controls the medic helper icons.

Made the laser designate secondary mission MUCH less crashy.

Added much improved findoverwatch function by @fn_Quiksilver

Improved position choosing in heal diver secondary mission.

Using the new skill system for enemy AI.

All errors in Mission Status Display fixed.

Prettied up the first start screens. Quote videos and loading screens (Not for JIP though, WIP)

Better handling of HQ and Radar failing to spawn in the Primary Target.

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