gc8 977 Posted February 21, 2021 Ok I was finally able to fix the ghosting bug... Here's new version (0.9.13 RC5) for those who want to test: https://drive.google.com/file/d/1teUEn182PrtCg7RNZYLtMIfnIFebjAEc/view?usp=sharing I also added arma version check to make sure you have the right version to run this mod/mission Plus other tweaks... 1 Share this post Link to post Share on other sites
kremator 1065 Posted February 22, 2021 On 2/21/2021 at 2:18 PM, gc8 said: Ok I was finally able to fix the ghosting bug... Woop! What was causing it? Share this post Link to post Share on other sites
gc8 977 Posted February 23, 2021 7 hours ago, kremator said: Woop! What was causing it? link here:: 🙂 Share this post Link to post Share on other sites
gc8 977 Posted April 24, 2021 New release! What's new: Fixed: Side missions was not working Food & drink texts were not updating Rewrote the AI attacking code to work better with limited attackers/units AI shooting at ghosts Other fixes Tweaked: Less rubberbanding and lag spikes (hopefully) New: Player now earns trait points on level up Traits include: Vehicle lockpicking, place sandbags, place respawn/medical tent, able to carry more Also toggling owned vehicle lock is now possible Player income can now be changed from parameters (under Difficulty) Note: I had to change the mission name a bit so you might have to delete the old mission folder to get the newest version 1 Share this post Link to post Share on other sites
gc8 977 Posted June 20, 2021 A bug fix release (v0.9.13b) Gear menu was broken when playing locally and not dedi New gameplay video: https://www.youtube.com/watch?v=uDcQEXbQb04 1 Share this post Link to post Share on other sites
gc8 977 Posted June 21, 2021 Another bug fix release Fixed: Vehicles could sometimes spawn to wrong position 1 Share this post Link to post Share on other sites
hottehotte 2 Posted September 13, 2021 Any chance you could add a parameter to turn off Fatigue? I never liked this in ArmA, and at the moment I'm using a mod to disable it. But it would be better if one had the chance to turn it off in the mission parameters. Also, it seems that restricting Gear and Vehicles has no effect on the AI. I'm playing your mission with RHS Units, and no matter which option I choose, the AI will have Bradley mechanized troops right from the start. This way they usually don't encounter much resistance and clear the first few towns pretty fast. I would prefer it if the AI groups, while still being mobile, would use lighter armed vehicles like trucks, HMMWVs or other wheeled APC's for transport in the beginning. They could upgrade to better vehicles later, when they're either researched our they have enough money to afford them. The mission (Altis) runs good on a dedi server, when I lower attackers, defenders etc. below the 100% default settings. Share this post Link to post Share on other sites
gc8 977 Posted September 14, 2021 13 hours ago, hottehotte said: Any chance you could add a parameter to turn off Fatigue? I never liked this in ArmA, and at the moment I'm using a mod to disable it. But it would be better if one had the chance to turn it off in the mission parameters. Also, it seems that restricting Gear and Vehicles has no effect on the AI. I'm playing your mission with RHS Units, and no matter which option I choose, the AI will have Bradley mechanized troops right from the start. This way they usually don't encounter much resistance and clear the first few towns pretty fast. I would prefer it if the AI groups, while still being mobile, would use lighter armed vehicles like trucks, HMMWVs or other wheeled APC's for transport in the beginning. They could upgrade to better vehicles later, when they're either researched our they have enough money to afford them. The mission (Altis) runs good on a dedi server, when I lower attackers, defenders etc. below the 100% default settings. Sure I can add fatigue parameter, not a big thing I started working on what you said that AI vehicles should follow the research restrictions. Also very glad the mission is running well for you and that you found the right parameters thx for your reply 🙂 1 Share this post Link to post Share on other sites
gc8 977 Posted September 19, 2021 New version Ai commander now follows research restrictions (toggleable) Player fatigue can be disabled Other small fixes If something doesn't work please let me know 🙂 Share this post Link to post Share on other sites
hottehotte 2 Posted September 19, 2021 Great, I'll test this right away. Many thanks for taking care of my requests / suggestions so fast! 1 Share this post Link to post Share on other sites
kremator 1065 Posted September 19, 2021 Hi there gc8. I know that we are meant to run this in a dedi environment, but when hosting locally, I keep getting the error CNQ ERROR: g799: pos nil 600 UNKNOWN Is that important? Keeps repeating. Share this post Link to post Share on other sites
gc8 977 Posted September 19, 2021 @kremator Well I don't know how often you get that error? And is it from the beginning or later in game? It maybe just a small thing that has no effect.. I will keep my eyes open if it happens with me 🙂 thx for reporting! Share this post Link to post Share on other sites
hottehotte 2 Posted September 20, 2021 Okay, played the new version yesterday, and in general everything was working fine. I didn't experience any error messages like kremator did, but then again I'm running the mission on a dedicated server, so maybe that's the simple explanation. I did restart the mission a few times just to check about the upgrades / progression of the AI teams, and in one instance I noticed a Fighter Jet in the sky just less than 5 minutes after mission start. I myself wasn't able to purchase any fixed wing aircraft, but it seems the Commander or AI in general was able to do so. Not sure if this is intended or a bug. Would it be possible to make the Artillery support system upgradedable too? I usually play on the western side, with RHS mod, so the Commander always has the M109 Paladin right from the beginning. And he makes good use of it right from the start on. Many times he ordered Arty strikes on the Resistance in the towns surrounding main basecamp. I really like it. I'm just wondering if the self propelled howitzers could be an upgrade option and only mortars or similar things would be available at mission start. Placement of the resistance MG bunkers (the bigger ones with sandbags all around) sometimes is problematic. Several times I noticed them stuck in walls, sometimes only a little bit, sometimes the wall was splitting the bunker in half. Seems the placement logic isn't working perfect all the time. Had a problem with vehicle maintenance yesterday. The turret of my Bradley IFV was badly damaged, with the main gun out of service. After using vehicle maintenace at the nearest base I was able to select the main gun again, but the damage to the turret was still there, so I couldn't position the gun correctly. I had to repair the vehicle myself using the repair trait from the options menu to completely fix the vehicle. Could you add Engineer units to the availble unit list, so I could buy some support if I need it? That's all my thoughts for now. Still having lots of fun playing this CTI. Keep it up! Share this post Link to post Share on other sites
gc8 977 Posted September 21, 2021 12 hours ago, hottehotte said: I didn't experience any error messages like kremator did, but then again I'm running the mission on a dedicated server, so maybe that's the simple explanation. the error messages (if any) would in this case go to the server .rpt file 12 hours ago, hottehotte said: I myself wasn't able to purchase any fixed wing aircraft, but it seems the Commander or AI in general was able to do so. Not sure if this is intended or a bug. That's actually because I forgot to add the research restrictions to the CAS / air support planes the AI com buys. And I'm not sure if I should because then the AI can't buy any air (at start)... 12 hours ago, hottehotte said: Would it be possible to make the Artillery support system upgradedable too? I usually play on the western side, with RHS mod, so the Commander always has the M109 Paladin right from the beginning. And he makes good use of it right from the start on. Many times he ordered Arty strikes on the Resistance in the towns surrounding main basecamp. I really like it. I'm just wondering if the self propelled howitzers could be an upgrade option and only mortars or similar things would be available at mission start. Maybe I could make only mortars available from start but that depends if all the supported mods have mortars 12 hours ago, hottehotte said: Placement of the resistance MG bunkers (the bigger ones with sandbags all around) sometimes is problematic. Several times I noticed them stuck in walls, sometimes only a little bit, sometimes the wall was splitting the bunker in half. Seems the placement logic isn't working perfect all the time. Yeah I noticed this too, it still needs work. 12 hours ago, hottehotte said: Had a problem with vehicle maintenance yesterday. The turret of my Bradley IFV was badly damaged, with the main gun out of service. After using vehicle maintenace at the nearest base I was able to select the main gun again, but the damage to the turret was still there, so I couldn't position the gun correctly. I had to repair the vehicle myself using the repair trait from the options menu to completely fix the vehicle. Could you add Engineer units to the availble unit list, so I could buy some support if I need it? Ok I will check what's the deal with that. the maintance should fully repair the vehicle. And I will add those engineers thx for your reply 🙂 Share this post Link to post Share on other sites
kremator 1065 Posted September 21, 2021 Can confirm that 'Vehicle Maintenance' isn't working correctly. On a dedi server now I found that a Blackfoot, that had a damaged MROT wasn't fixed on the addaction. Have you thought about adding in AI revive for players/other wounded AI? Share this post Link to post Share on other sites
gc8 977 Posted September 22, 2021 12 hours ago, kremator said: Have you thought about adding in AI revive for players/other wounded AI? There is revive script.. but is it not working? It's the only thing in the mission not written by me thx for the reply 🙂 Share this post Link to post Share on other sites
kremator 1065 Posted September 24, 2021 On 9/22/2021 at 8:17 AM, gc8 said: There is revive script.. but is it not working? It's the only thing in the mission not written by me thx for the reply 🙂 I've never had any AI revive me, nor seen any AI revive other AI. Share this post Link to post Share on other sites
gc8 977 Posted September 25, 2021 12 hours ago, kremator said: I've never had any AI revive me, nor seen any AI revive other AI. hmm but you have the revive enabled from the parameters? Share this post Link to post Share on other sites
hottehotte 2 Posted September 26, 2021 23 hours ago, gc8 said: hmm but you have the revive enabled from the parameters? I also never experienced AI reviving me, and I can confirm that I had the option enabled. What are the requirements for this feature to work? Does the AI have to be within your command group, or can any AI which is in the near vicinity perform the action? Does the AI need some special equipment? Share this post Link to post Share on other sites
gc8 977 Posted September 26, 2021 25 minutes ago, hottehotte said: I also never experienced AI reviving me, and I can confirm that I had the option enabled. What are the requirements for this feature to work? Does the AI have to be within your command group, or can any AI which is in the near vicinity perform the action? Does the AI need some special equipment? Have to say I don't know because it's not my script. Link to the script: revive I do recall testing it and it did work then... it could be incompatible with respawning Share this post Link to post Share on other sites
kremator 1065 Posted September 26, 2021 Not seen any AI healing at all. May need a little look. (side player) would be the ideal default option for 'bros' - for those of us with no friends 😉 Share this post Link to post Share on other sites
gc8 977 Posted September 26, 2021 30 minutes ago, kremator said: Not seen any AI healing at all. May need a little look. (side player) would be the ideal default option for 'bros' - for those of us with no friends 😉 I will put that on my todo list so that I won't forget the check it out thx guys 🙂 Share this post Link to post Share on other sites
kremator 1065 Posted September 27, 2021 Thanks mate. Share this post Link to post Share on other sites
gc8 977 Posted October 1, 2021 Ok i fixed the vehicle maintenance (hopefully?) among other reported bugs. I rewrote the man buy list code to allow engineers there. And a lot of other new men like crew or pilot. (And then maybe some unnecessary 🙂 ) I updated IFA3 and RHS mods to support more static weapons like mortar which works as level 1 artillery. And fixed some bugs Still the other mods need more work 1 Share this post Link to post Share on other sites
hottehotte 2 Posted October 2, 2021 On 10/1/2021 at 12:37 PM, gc8 said: Ok i fixed the vehicle maintenance (hopefully?) among other reported bugs. I rewrote the man buy list code to allow engineers there. And a lot of other new men like crew or pilot. (And then maybe some unnecessary 🙂 ) I updated IFA3 and RHS mods to support more static weapons like mortar which works as level 1 artillery. And fixed some bugs Still the other mods need more work Nice, much appreciated! I'll give it a try hopefully still during this weekend. Share this post Link to post Share on other sites