Jump to content

Recommended Posts

SCS.jpg

Hello Folks,

this is my "new" Mission created for MP Dedicated Clan Server environment.
its supporting several Mods and have lots of adjustable functions.
Like:
Group Manager with ranking (choose your No.1)
Invite players to your Group
Pre define existing Groups
Kick players from your group
Request joining a Group
Predefine Keys for easy access the Group manager
Create own persistent Groups
Team Color Management
a.m.m.

Combat Support:
Artillery support with:
accurat Laser Guided Rounds
a.m.
Transport support with:
Pickup
Landing
Rope insertion
CAS Support with:
Napalm, accurat simulated laser guided JDam and GBU!
Predefine Keys for easy access Combat support
a.m.m.

Civilian interactions
Ask for enemy locations
Try to communicate and stay polite
Trigger Missions by speak to civilians
up to 3 missions per group at one time
cancel missions in group manager (see above)

Task Creator in Main base:
Available Tasks:
Kill Officer.
Destroy Weapon Cache.
Wipe Enemy Convoi
Find Intel
Free Hostages
Deploy Communications
Download Data
Destroy AA or Arty
Defend City (WIP)
+ Main Mission + Clear Area!

Special Roles in seperate Slots
Pilot (Air support Roles)
Logistic (support your friends)
EOD (Defuse Mines or IED´s)
Engineer (Repair vehicles)
Leaders (Manage your Team)
Medics (heal 4 times faster)

Restrict Arsenal (Parameter) [Configurable Whitelist Files for every Role!]
Restrict CAS (Parameter)

Restrict (only Pilots can Fly) (Parameter)
GPS MAP Force Tracking (Parameter)
Revive System (Parameter)
ACE3 Supported
Mission Environment (Parameter)

Choosable Startloadouts for:
Vanilla (Tropic/MTP)
RHSUS (D/W)
R3F(D/W)
3CB(D/MTP/W)
BWMOD (D/W)
FFAA (D/W)
(or choose Random automaticly)

Coosable Base Vehicle Sets:
RHS,Jack French,3CB,BWMod,FFAA Mod
(or choose Random automaticly)

Own Logistic System with many Features...

Multiple Headless Client Support
FPS Optimized Mission!

Dedicated Server KIT for Download

Find your way to Free the Map!
Read the Briefing (ger/eng)

REQUIRED MODS
(works without Mods too!)


ACE3 + ACE Compatibility Mods

Supported Maps

STEAM WORKSHOP

FTP SERVER MISSION FILES
(latest Versions)

Dedicated Server Starter Kit

POST BUGS HERE PLEASE!




 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

its best to start the dedicated with - autoinit parameter, make permanent changes in the CCG_CfgParameter.hpp
configure the default values to the number you like (choose it from the line above, what it means is even one line more above).
hopefully this is understandable?  :)

for my shame i have to say, for totally noobs in scripting the configuration is not very easy, but hey... we all grow with challenges. :)
if you suffering, ask me.

Share this post


Link to post
Share on other sites

Very good mission, a few comments:

1. Main Mission Enemy Tank never showed up occupied or active so CAS does not attack nor does AT work.  Did finally kill it with unguided rocket.

2. Had a enemy solider that would not die just ran in place so had to shut down Server to restart

3. Needs a Recruit Script for those who play without a lot of players, but I understand you did not really seem to want that

4. Ran Dedi Server for 2 days

5. Be nice if it saved your progress, especially if server gets stuck like # 2 and have to reboot.

6. On rejoin Main Mission kept resetting to Unassigned after a few minutes.?

 

All in all very good mission

  • Like 1

Share this post


Link to post
Share on other sites
Quote

2017/12/03, 20:56:42 Error in expression <_type;

_wp setWaypointSpeed _speed;

_wp setWaypointBehaviour _behaviour;

_wp set>

2017/12/03, 20:56:42 Error position: <setWaypointBehaviour _behaviour;

_wp set>

2017/12/03, 20:56:42 Error Foreign error: Unknown enum value: "SAVE"

2017/12/03, 20:56:42 File CCG\CCG_fnc\fn_addwaypoints.sqf [CCG_fnc_addwaypoints], line 58

2017/12/03, 20:56:42 No speaker given for Kyle Ryan

2017/12/03, 20:56:42 No speaker given for Joshua Bayh

2017/12/03, 20:56:43 No speaker given for James Wood

2017/12/03, 20:56:43 No speaker given for Douglas Blackburn

2017/12/03, 20:56:43 No speaker given for Corey Griffiths

2017/12/03, 20:56:44 No speaker given for Danny Roberts

2017/12/03, 20:56:44 No speaker given for Bradley Abbey

2017/12/03, 20:56:44 No speaker given for Max Nelson

2017/12/03, 20:56:45 No speaker given for Thomas Thomas

2017/12/03, 20:56:45 Duplicate HitPoint name 'HitTurret' in 'C_Truck_02_transport_F'

2017/12/03, 20:56:45 Duplicate HitPoint name 'HitGun' in 'C_Truck_02_transport_F'

2017/12/03, 20:56:46 Error in expression <_type;

_wp setWaypointSpeed _speed;

_wp setWaypointBehaviour _behaviour;

_wp set>

2017/12/03, 20:56:46 Error position: <setWaypointBehaviour _behaviour;

_wp set>

2017/12/03, 20:56:46 Error Foreign error: Unknown enum value: "SAVE"

2017/12/03, 20:56:46 File CCG\CCG_fnc\fn_addwaypoints.sqf [CCG_fnc_addwaypoints], line 58

2017/12/03, 20:57:13 Error in expression <_type;

_wp setWaypointSpeed _speed;

_wp setWaypointBehaviour _behaviour;

_wp set>

2017/12/03, 20:57:13 Error position: <setWaypointBehaviour _behaviour;

_wp set>

2017/12/03, 20:57:13 Error Foreign error: Unknown enum value: "SAVE"

2017/12/03, 20:57:13 File CCG\CCG_fnc\fn_addwaypoints.sqf [CCG_fnc_addwaypoints], line 58

 

Share this post


Link to post
Share on other sites

2017/12/03, 20:57:13 Error Foreign error: Unknown enum value: "SAVE"

2017/12/03, 20:57:13 File CCG\CCG_fnc\fn_addwaypoints.sqf [CCG_fnc_addwaypoints], line 58

must be "SAFE", fixed it!
thank you!

  • Thanks 1

Share this post


Link to post
Share on other sites

Again I have found that when you "Rejoin" the RHS vehicles particularly Armor can not be destroyed even with Hellfire in a AH64.   I will try it without any mods

Share this post


Link to post
Share on other sites
2 hours ago, vengeance1 said:

 

1. Main Mission Enemy Tank never showed up occupied or active so CAS does not attack nor does AT work.  Did finally kill it with unguided rocket.

2. Had a enemy solider that would not die just ran in place so had to shut down Server to restart

3. Needs a Recruit Script for those who play without a lot of players, but I understand you did not really seem to want that

4. Ran Dedi Server for 2 days

5. Be nice if it saved your progress, especially if server gets stuck like # 2 and have to reboot.

6. On rejoin Main Mission kept resetting to Unassigned after a few minutes.?

 


empty tank? strange... Cas heli is stupid.... i know that
maybe the "save" bug fix above will help here?

immortal soldiers?
do you use HC´s?
this can happen if the server lags
use the basic.cfg in DEDIKIT
use HC´s (recommended).

recruitment is possible over Zeus or use one of the available scripts
i have not include this feature because AI is totally stupid in Arma and it can cause errors with the Group manager.

if you free a zone, this will be saved instantly.

i know the Main mission unassign bug, but i am really not sure why this happen. Player is cant be null, player can be sideEnemy, Player is not leaving the group,
it happens without a comprehensible reason.
if anyone have an idea?

 

Share this post


Link to post
Share on other sites

 

6 minutes ago, vengeance1 said:

Again I have found that when you "Rejoin" the RHS vehicles particularly Armor can not be destroyed even with Hellfire in a AH64.   I will try it without any mods


oh, please use veteran difficulty!
or check the DEDIKIT for System.profile

Share this post


Link to post
Share on other sites

Server Online:

  • Name:  SCS  Malden by www.killahpotatoes.de
  • IP:         213.133.110.170:2302
  • TS:        ts3.killahpotatoes.de

Mod:

  •  Community Base Addons
  •  Advanced Combat Environment
  •  ADV-aceCPR
  •  RHS: GREF
  •  RHS: Armed Forces of the Russian Federation
  •  RHS: United States Forces
  •  ACE_Compat_RHS_GREF
  •  ACE_Compat_RHSAFRF
  •  ACE_Compat_RHSUSAF 
  •  Bundeswehr Mod
  •  Bundeswehr Mod Compatibility
  •  Advanced Combat Radio Environment 2
  •  Advanced_Urban_Rappelling

 

Free Mod´s:

  • JSRS SOUNDMOD
  • Enhanced Movement
  • Enhanced Visuals

Share this post


Link to post
Share on other sites

Cyborg,

 

6 hours on the Dedi Server with this and no Add-Ons.  Played well, this time I added Recruit Script, except once again on the rejoin and after clearing a town one AA enemy would not die, he was invincible!  Which meant the city would not be taken. 

 

I know AI is not your deal but you have code that does not allow me to "Display F Key" assignment for AI so its a nightmare to figure out who is what.  I have some code experience, where can I find the code that keeps me from displaying the AI.

 

Thanks,

Share this post


Link to post
Share on other sites

Adding recruitable AI to this would be great.  Yes please (for those of us with no friends!)

  • Like 1

Share this post


Link to post
Share on other sites
6 hours ago, vengeance1 said:

Cyborg,

 

6 hours on the Dedi Server with this and no Add-Ons.  Played well, this time I added Recruit Script, except once again on the rejoin and after clearing a town one AA enemy would not die, he was invincible!  Which meant the city would not be taken. 

 

I know AI is not your deal but you have code that does not allow me to "Display F Key" assignment for AI so its a nightmare to figure out who is what.  I have some code experience, where can I find the code that keeps me from displaying the AI.

 

Thanks,


thats only difficulty settings i guess

difficulty="Custom";
class DifficultyPresets
{
    class CustomDifficulty
    {
        class Options
        {
            groupIndicators=0;                            // this maybe?
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=0;                                    // or this maybe?
            waypoints=2;
            weaponInfo=1;
            stanceIndicator=0;
            reducedDamage=0;
            staminaBar=0;
            weaponCrosshair=0;
            visionAid=0;
            thirdPersonView=1;
            cameraShake=1;
            scoreTable=1;
            deathMessages=0;
            vonID=0;
            mapContent=0;
            autoReport=0;
            multipleSaves=0;
            tacticalPing=1;
            canlock=1;
        };
        aiLevelPreset=3;
    };
    class CustomAILevel
    {
        skillAI=0.75;
        precisionAI=0.40000001;
    };
};



look in the "ServerRootFolder\config\Users\System\System.Arma3Profile"

Share this post


Link to post
Share on other sites

Actually I found it, you have the "Group Bar" disabled so I changed it to "true" all is fine now.

 

showHUD[] = {true/*showHUD*/,true/*info*/,false/*Veh radar*/,false/*Veh compass*/,true/*Tank Dir*/,true/*Commanding menu*/,false/*Group Bar*/,true/*Cursors*/,true/*Radar*/};

 

Thanks,

Share this post


Link to post
Share on other sites

Update comming tomorrow, there was a bug in the LocalBase.sqf
support vehicles without crew crashing the combat support script.

FTP allready uptodate!
Steam will follow tomorrow.
Good Night...

Share this post


Link to post
Share on other sites

WORKSHOP UPDATE
After last Update Combat Support under some circumstances was broken, Vehicles explode after dedicatedserver restarts on takistan for example.

 

This was changed.

 

 

PATHPLAN Error remove

SAVE Error remove

THREAD PATH Error remove

Localbase.sqf changed!!!
do not use older versions!!!!!

Share this post


Link to post
Share on other sites

current running "official"^^ Servers.
 

Server name: Strategic Combat Simulator (Mods)
Address: 176.9.110.229:2312
Server version: 180143751
Required game version: 1.80.0

Map: Takistan
Mission: Strategic Combat Simulator

 

Server name: Strategic Combat Simulator (Vanilla)
Address: 176.9.110.229:2302
Server version: 180143751
Required game version: 1.80.0

Map: Altis
Mission: Strategic Combat Simulator

 

Edited by cyborg111
server update 1.80
  • Like 1

Share this post


Link to post
Share on other sites
On 3.12.2017 at 8:13 PM, vengeance1 said:

6. On rejoin Main Mission kept resetting to Unassigned after a few minutes.?

 


Found it, its caused by setcaptive true in revive script.

waituntil{!captive player}; will fix that...soon

...........................................................................................
Update: this was not true :(
............................................................................................


 

  • Like 1

Share this post


Link to post
Share on other sites

Would it be possible for you to add a lobby param to adjust fatigue and aimsway?

 

Here is how I have done it in the past.

Spoiler

player addEventHandler ["Respawn", {call ghst_fnc_playeraddactions}];  
call ghst_fnc_playeraddactions;
//player addEventHandler ["HandleDamage", {call ghst_fnc_savegear}];
if ("PARAM_Fatigue" call BIS_fnc_getParamValue == 0) then {
	call ghst_fnc_stamina;
	player addEventHandler ["Respawn", {call ghst_fnc_stamina}];
};
if !("PARAM_AimSway" call BIS_fnc_getParamValue == 100) then {
	call ghst_fnc_aimsway;
	player addEventHandler ["Respawn", {call ghst_fnc_aimsway}];
};

 

 

Spoiler

class PARAM_Fatigue {
			title = "Player Stamina:";
			values[] = {1,0};
			texts[] = {"ON","OFF"};
			default = 0;
		};
			class PARAM_AimSway {
			title = "Player Aiming Sway:";
			values[] = {100,0,1,2,3,4,5,6,7,8,9,10};
			texts[] = {"default","0","0.1","0.2","0.3","0.4","0.5","0.6","0.7","0.8","0.9","1.0"};
			default = 2;
		};
  

 

 

Spoiler

fn_aimsway.sqf
private ["_unit","_coef"];
_unit = _this select 0;
_coef = ("PARAM_AimSway" call BIS_fnc_getParamValue) / 10;

_unit setCustomAimCoef _coef;
_unit setUnitRecoilCoefficient 0.2 + _coef;

fn_stamina.sqf
private ["_unit"];
_unit = _this select 0;

_unit enableStamina false;
  

 

 

Thanks for the consideration

Share this post


Link to post
Share on other sites
1 hour ago, Jnr4817 said:

Would it be possible for you to add a lobby param to adjust fatigue and aimsway?

 

Here is how I have done it in the past.

  Hide contents


player addEventHandler ["Respawn", {call ghst_fnc_playeraddactions}];  
call ghst_fnc_playeraddactions;
//player addEventHandler ["HandleDamage", {call ghst_fnc_savegear}];
if ("PARAM_Fatigue" call BIS_fnc_getParamValue == 0) then {
	call ghst_fnc_stamina;
	player addEventHandler ["Respawn", {call ghst_fnc_stamina}];
};
if !("PARAM_AimSway" call BIS_fnc_getParamValue == 100) then {
	call ghst_fnc_aimsway;
	player addEventHandler ["Respawn", {call ghst_fnc_aimsway}];
};

 

 

  Hide contents


class PARAM_Fatigue {
			title = "Player Stamina:";
			values[] = {1,0};
			texts[] = {"ON","OFF"};
			default = 0;
		};
			class PARAM_AimSway {
			title = "Player Aiming Sway:";
			values[] = {100,0,1,2,3,4,5,6,7,8,9,10};
			texts[] = {"default","0","0.1","0.2","0.3","0.4","0.5","0.6","0.7","0.8","0.9","1.0"};
			default = 2;
		};
  

 

 

  Hide contents


fn_aimsway.sqf
private ["_unit","_coef"];
_unit = _this select 0;
_coef = ("PARAM_AimSway" call BIS_fnc_getParamValue) / 10;

_unit setCustomAimCoef _coef;
_unit setUnitRecoilCoefficient 0.2 + _coef;

fn_stamina.sqf
private ["_unit"];
_unit = _this select 0;

_unit enableStamina false;
  

 

 

Thanks for the consideration


confirmed:

                  class CCG_STAMINA
                    {
                        title = "Stamina enable/disable";
                        values[] = {0,1};
                        texts[] = {"ON","OFF"};
                        default = 0;
                        code = "CCG_STAMINA = (%1 == 0)";
                         isGlobal = 1;
                    };
                  class CCG_AIMSWAY
                    {
                        title = "Player Aiming Sway";
                        values[] = {0,1,2,3,4,5,6,7,8,9,10};
                        texts[] = {"OFF","10%","20%","30%","40%","50%","60%","70%","80%","90%","DEFAULT"};
                        default = 10;
                        code = "CCG_AIMSWAY = (if (%1 > 0) then {%1 / 10} else {%1})";
                         isGlobal = 1;
                    };


[player] apply {_x setCustomAimCoef CCG_AIMSWAY;_x setUnitRecoilCoefficient (0.2 + CCG_AIMSWAY);_x enableStamina CCG_STAMINA};

+ respawn functionality

thanks

  • Like 1

Share this post


Link to post
Share on other sites

the "bug" that mission objectiv "Main Objectiv" gets unassigned is promoted to be a "feature"!

every time a player join the mission or respawn, the taskupdater script recognizes that the "new" object player is not syncronized with the task.and call BIS_fnc_settask (local)
because this task belongs to a side, and the module is a global map object, the BIS_fnc_settask changes the Module state to unassigned.
this causes in a global unassign.

there is not much i can do i think...?

Tasks have to be persistant if players leave the server or change groups.
The Tasks are binded to the group who created it.
And only group members can see the tasks for their group.

thats tricky sh..

 

Share this post


Link to post
Share on other sites

Updated FTP downloads (latest Versions)

fixed: Vehicles spawn on roofs
fixed:Viewdistance saves not persistant
added: Viewdistance "DEFAULT" Save
added: "DEFAULT" Save is loaded when join the mission
added: Terrain grid saved too.
Changed: DEDIKIT profiles AI setting increased to fix AI reaction delays when use Headless Clients.
 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×