cyborg111 32 Posted December 1, 2017 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 ModsSupported MapsSTEAM WORKSHOPFTP SERVER MISSION FILES (latest Versions)Dedicated Server Starter Kit POST BUGS HERE PLEASE! 1 1 Share this post Link to post Share on other sites
vengeance1 50 Posted December 2, 2017 Got to try this! Thanks Share this post Link to post Share on other sites
kremator 1065 Posted December 2, 2017 Aye, me too .... downloading! Share this post Link to post Share on other sites
cyborg111 32 Posted December 3, 2017 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
vengeance1 50 Posted December 3, 2017 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 1 Share this post Link to post Share on other sites
jus61 54 Posted December 3, 2017 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
cyborg111 32 Posted December 3, 2017 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! 1 Share this post Link to post Share on other sites
vengeance1 50 Posted December 3, 2017 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
cyborg111 32 Posted December 3, 2017 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
cyborg111 32 Posted December 3, 2017 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
cyborg111 32 Posted December 3, 2017 Update "SAVE" changed to "SAFE" 1 Share this post Link to post Share on other sites
jus61 54 Posted December 4, 2017 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
vengeance1 50 Posted December 4, 2017 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
kremator 1065 Posted December 4, 2017 Adding recruitable AI to this would be great. Yes please (for those of us with no friends!) 1 Share this post Link to post Share on other sites
cyborg111 32 Posted December 4, 2017 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
vengeance1 50 Posted December 4, 2017 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
cyborg111 32 Posted December 4, 2017 ohhhhhhhhkay... i will remove that.... thanks Share this post Link to post Share on other sites
cyborg111 32 Posted December 4, 2017 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
cyborg111 32 Posted December 5, 2017 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
cyborg111 32 Posted December 5, 2017 (edited) 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 December 6, 2017 by cyborg111 server update 1.80 1 Share this post Link to post Share on other sites
cyborg111 32 Posted December 6, 2017 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 :( ............................................................................................ 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted December 7, 2017 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
cyborg111 32 Posted December 7, 2017 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 1 Share this post Link to post Share on other sites
cyborg111 32 Posted December 7, 2017 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
cyborg111 32 Posted December 13, 2017 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