UselessFodderTTV 2 Posted February 13 (edited) Dynamically Generated Horror Missions Join the Paranormal Operations Group (POG) and deal with spooks, anomalies, and paranormal disturbances across the world...NOTE - THIS IS A BETA RELEASE. BUGS MAY PERSIST. PLEASE REPORT IN REPLIES SO I CAN FIX THEM Storyline: The Paranormal Operations Group, a secret multi-national organization, has served under various names since World War 2 to keep the world safe from (and unaware of) the cosmic horrors that threaten our existence. From zombie contagion outbreaks to anomalous beings from beyond the veil, POG stands ready to deploy, contain, and destroy the weird, the paranormal, and the horrifying, no matter where they crop up. - A Horror Mission Generator by UselessFodder Features: - Completely dynamic horror missions generated across the entire map - Every mission is completely unique - Generates based on the server's loaded horror/monster mods (see below) - Variety of mission objectives (purge zone, recover artifact, destroy object, etc) - 1-4 objectives per operation - Single Player or Multiplayer coop up to 16 - Ground or helicopter insertions into the AO - Mission Difficulty and "Vibe" parameters available - Custom 'horror events' and sounds to keep the spooks up while in the AO - Zeus capability for hosts & logged in admins - Mission "Themes" (Undead, Fantasy, Sci Fi, etc) to increase immersion - Fine-tuned control of the enemy factions - Extremely Easy to Port to new Maps - [Coming Soon] Custom POG Patches created by UselessFodder Steam Collection of all Maps Available here: https://steamcommunity.com/workshop/filedetails/?id=3064136265 Supported Maps: - Malden: https://steamcommunity.com/sharedfiles/filedetails/?id=3064130063 - Altis: https://steamcommunity.com/sharedfiles/filedetails/?id=3064103977 - Stratis: https://steamcommunity.com/sharedfiles/filedetails/?id=3064149451 - Chernarus - Autumn: https://steamcommunity.com/sharedfiles/filedetails/?id=3064063985 - Takistan: https://steamcommunity.com/sharedfiles/filedetails/?id=3064683012 - Bystrica: https://steamcommunity.com/sharedfiles/filedetails/?id=3065545236 - Livonia: https://steamcommunity.com/sharedfiles/filedetails/?id=3355373008 - Yulakia: https://steamcommunity.com/sharedfiles/filedetails/?id=3354821631 - Esseker: https://steamcommunity.com/sharedfiles/filedetails/?id=3355963831 - (Soon) Namalsk - (Soon) Others as Suggested Supported Mods: NOTE: You MUST have at least one of the supported mods loaded or the mission will not spawn enemies! - Devourerking's Necroplague Mutants - Drongos Spooks and Anomalies - WebKnight's Zombies and Creatures - Empires of Old - Ryan's Zombies & Demons - Foes & Allies Aliens - Alienz Zetaborn - The Corporation DVK - Ravage - Max's Alien - Max's Werewolf - Cytech Assets (WIP) - Horror Mod (WIP) - (Soon)Diwako's STALKER-like anomalies - (Soon)EpochZ Spearhead Zombies - (Soon)Atmospheric Horror & Emotional Music Pack - (Soon)BG21 Slaughter Assets - (Soon)Alias Night FX Modules - (Soon)SCP Foundation - (Soon)WH Fantasy Skeleton Faction NOTE: This dynamic mission was inspired by the Dynamic Recon Ops, but diverges from that scenario in significant ways and does not utilize a single line of their code. The focus here is on the tension of clearing a dark, lamp-lit village on foot by flashlight, waiting to hear the footsteps of the infected just around the next turn... No one is coming to save your team: You are the saviors. I hope you enjoy the experience... If you encounter any bugs, please post them here, on the Steam Workshop page or in our Discord at https://discord.gg/UselessFodder . Thanks for playing! All Released DHO Collection: https://steamcommunity.com/sharedfiles/filedetails/?id=3064136265 GitHub with most up to date version: https://github.com/UselessFodder/FS-DynamicHorrorOpCredits: - Horror Mod collection: Liru the Lcpl., Icebreakr, Nillers, GameCam, John, Scarecrow1625, Hippcelt, EpochZ, JamesH97, Maddog088, Spectakil, Jones.S, lemonstone92, SMuRG_Teh_WuRGG, Sir_Potoo, robofireman - Testers: GameCam, Flame, Poly, John, Sytx, Waksu, Axagoras, Element, uty206, slugfox - Bugfixes: Drongo, Devourerking, Webknight - See more in-game Highlighted by BIS in Community Spotlight #144: No kidding screenshots captured during DHO missions: Edited October 31 by UselessFodderTTV v0.25 update information 1 Share this post Link to post Share on other sites
UselessFodderTTV 2 Posted October 31 Just in time for Halloween, I've updated Dynamic Horror Ops and ported it to three new maps! Dynamic Horror Operations - Livonia: https://steamcommunity.com/sharedfiles/filedetails/?id=3355373008 Dynamic Horror Operations - Yulakia: https://steamcommunity.com/sharedfiles/filedetails/?id=3354821631 Dynamic Horror Operations - Esseker: https://steamcommunity.com/sharedfiles/filedetails/?id=3355963831 Collection of all official DHO Releases (Currently 9): https://steamcommunity.com/workshop/filedetails/?id=3064136265 Update info: v0.25: This Halloween 2024 major update includes new support for the FAP Zetaborn Alienz mod, TTS Emissions (Blowout) mod, as well as 3 new types of ‘spook events’ and 8 more spooky sounds to creep you out on mission! More importantly, this mission was totally refactored with a new function system which results in a much more stable mission and serious performance improvements. There were also small bugfixes and quality-of-life additions added. See the changelog below for a complete list of updates and changes and have a Happy Halloween!Changlog: Added: - Support for TTS Emissions (Blowout) mod that can generate a blowout event as a spook event. This addition required a spook event generation refactor that will allow more mod-specific spooks in the future - Support for new FAP/Alienz Zetaborn units added to the mod. Both the FAP mod and standalone Alienz are now supported in DHO - A new set of ‘jumpscare’ spook events that can create sudden noises and spawn a single enemy direct in front of or behind a player to scare the s**t out of them - POG logistics finally saw fit to put out an anti-anomaly minefield around POG forward bases, leading to a significant decrease in anomalous spawn camping events. Now, instead of being ripped apart in the safety of their own base, POG Operators will only hear small explosions and the death throes of their enemies from the night (A new spawn protection system that will eliminate any enemies that get within a configurable distance (default radius 300m) from the ‘POG Base’ marker with a landmine-like explosion) - 8 more spooky sounds from freesounds added to increase the creepiness factor during opsChanged: - A complete script overhaul and refactor into a function library. This required a new file tree system to support the in-game functions, but make it far easier to manage the scripts and much more performant during gameplay - Updated Patreon whiteboard at base with new supporters (Thanks Patreon, YouTube, and Twitch channel members!)Fixed: - Locality issues with the heli LZ selection and mission insertion by moving these addActions into the init.sqf outside the server-only portions - Removed a strange CUP dependency that somehow appeared Bugfixes and Performance Increase Pass: While trying to port to Yulakia and Livonia, it was made apparent that the old system would allow the spawning scripts to outrun the location selection algorithms. This is especially true if the map takes a long time to load (like Yulakia) or if there are a lot of mods loaded (thanks to Sandman in the Steam Discussion forums for bringing this to my attention). To fix this, I added in a check to ensure a location is selected and initialized before trying to spawn anything there. Due to latency when a large number of enemies are active, I have enabled Dynamic Simulation on all enemy groups. It seems to have improved the lag with no ill effects, though some AI units don't follow DynamicSim I also changed the destroy object trigger activation from an allObjects check (quite expensive) to a nearObjects one. This seems to have improved the performance of destroy objectives, especially when there are multiple of them in one mission. To be able to tell if we're improving performance, I have added in a diagnostic polling system that polls every 15 seconds to give a server fps count, unit count, and displays how many units are still under dynamic sim. That will help troubleshoot the worst offenders for lag, though in the future I will reduce the polling time to 60-120 seconds. Lastly, I also added a green glow to all destroy and retrieval objects that self-deletes when object disappears. This should help find fiddly little task objects and has been a source of many complaints.Changelog:Added: - Added human-readable location names to all zone initialization and spawning diag_logs to better see where issues are arising. - Added fn_diagnostics to generate a polling diag_log for performance troubleshooting - Added a #lightpoint generation system within destroy and retrieve missions in fn_createTask to help highlight location of objective. Also added system to delete lights after task is complete. See fnc_spawnLight and fnc_destroyLight for more informationBugfixes & Performace: - Added a waitUntil in init.sqf to slow location initialization and spawning due to much larger maps allowing spawning to overrun the location selection algorithm. - Added a while loop to initLocation that checks if the location logicObject is initialized and all spawns are ready before attempting to start spawning. - Updated findLocation to set the correct location into the right index. Previously, if location1 initialized faster than location0, they would be out of sequence within the SelectedLocations indexes, causing all sorts of strange errors - Added dynamic simulation for all enemy groups. Some mods are nicer with dynamicSim than others, though... - Corrected for loop within fn_allEnemiesChase to not throw a million errors - Changed destroy task trigger activation from { ({_x inArea thisTrigger} count allMissionObjects '#explosion' > 0) } to { (count (getPos thisTrigger nearObjects ['#explosion', 10]) > 0 } to improve performance and reduce allObjects checks If you’d like to see the most up-to-date beta builds of DHO, check out our GitHub repository at https://github.com/UselessFodder/FS-DynamicHorrorOp or feel free to ask questions in this thread! Update announcement Twitter Thread: https://x.com/UselessFodder/status/1848364870544093263 1 Share this post Link to post Share on other sites