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Drongo69

DMA CoIn Coop Engine

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However I didn't catch anything on what the colored markers do, both squares and spheres.

The large green one, for example and the small spherical yellow and red ones. Can you tell me what impact the placement of those have on the game? I just want to make sure I'm not stuffing anything by not putting them in a specific place.

I think the markers you are refering too are related to DAC.

In a corner where they won't clutter or obscure stuff is probably best.

Nearly all the marker in this system are moved when needed.

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Nonono...

These aren't the markers that are arranged off in the bottom corner.

It's the other markers, bah. I'll post a screenie tomorrow, I'm dead tired and I'd be shite at explaining right now.

It's just the green overlay marker type-thing, and the smaller orangey-red and yellow elliptical markers sporadically placed

about. I'm not sure what they do.

Wow... 999th post.

One more until the big 1k...  wow_o.gif

Ok. I lied. I'll post a link to the screenie:

http://i2.photobucket.com/albums/y15/yourebuyingeggs/mapmarkers.jpg

So basically it seems that they're not present in the editor, so they're created dynamically.

How are they created? what does the large green marker represent? The smaller one? Whatabout the yellow/red ones? Are they arbitrarily placed?

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hm we tested a bit and found two serious issues huh.gif

dedicated server environment, 3 players, WGL conversion

a) its not possible to 'rest' - after completing a mission it always says: you dont need to 'rest', but the com wont give us new tasks either.

b) not sure - if its related to the save funtction.

yet once we did save, restart the map because of the first bug, the server crashed two times out of nowhere - after 1-5 minutes - without any direct related action.

also we got 5 times and only 'main base under attack' huh.gif

could this be due to save and load ?

we might do a bit more testing tonight

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It's just the green overlay marker type-thing, and the smaller orangey-red and yellow elliptical markers sporadically placed

about. I'm not sure what they do.

<snip>

So basically it seems that they're not present in the editor, so they're created dynamically.

How are they created? what does the large green marker represent? The smaller one? Whatabout the yellow/red ones? Are they arbitrarily placed?

These are magically generated by DAC wink_o.gif The big green ones represent zones, the smaller ones represent bases and waypoints. They can be easily switched off. From the CCE-Editor's Guide:

Quote[/b] ]How do I stop the DAC markers from showing?

===========================================

Open the DAC\DAC_Config_creator.sqs file. Find the following value:

DAC_Marker = true

Change it to:

DAC_Marker = false

Let me know if this doesn't work.

@ Q

Thanks for the bug reports. Any further testing and details would be appreciated. I'm wondering if I should extend the delay in server_loop.sqs a bit. Maybe the endlessly looping script with a delay of ~0.1 combined with all the other scripts is causing these crashes. I'll take a look at the saving problems too.

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Nonono...

These aren't the markers that are arranged off in the bottom corner.

It's the other markers, bah. I'll post a screenie tomorrow, I'm dead tired and I'd be shite at explaining right now.

It's just the green overlay marker type-thing, and the smaller orangey-red and yellow elliptical markers sporadically placed

about. I'm not sure what they do.

Wow... 999th post.

One more until the big 1k... wow_o.gif

Ok. I lied. I'll post a link to the screenie:

http://i2.photobucket.com/albums/y15/yourebuyingeggs/mapmarkers.jpg

So basically it seems that they're not present in the editor, so they're created dynamically.

How are they created? what does the large green marker represent? The smaller one? Whatabout the yellow/red ones? Are they arbitrarily placed?

its DAC

big green is DAC sector, where units will be created or where units will have their waypoints only

small ones, those circles are waypoints, each one is referring to other unit type (infantry, trucks, armored, helicopter/base)

if you want to know more just find topic about DAC (made by Silola/Mapfact)

EDIT: tacrod was faster smile_o.gif

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Ok thanks guys. Yeah I'll look into it. I was just concerned because jellalhabat island has a lot of inconvenient/inhospitable areas for ai to spawn, or have waypoints, etc.

I notice there are two triggers that correspond to the overall size of those two green markers. I'm still curious as to what the smaller one does. Then there are those other three really small square ones... I have no idea what those do.

The only problem with jellalhabat island is that portion towards the bottom, it means covering some of the southern shore would mean that some of the green marker would be covering a large body of water as well..

Do you know if scripts are smart enough to tell if water is present and to not spawn things there?

1000th post...  wow_o.gif

Edit, so I'm not placing zone_x markers too close to water, do you know if the diameter of markers is measured in meters? That way I could just temporarily create a marker measured 1km x 1km to get a good estimate of where I should place them.

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Hey guys, just wanted to thank you for making this wonderful mission set/addon/whatever its called wink_o.gif.  It was very easy (time consuming, but easy) to change all the units for my squad's use.  I plan to try converting to another island next smile_o.gif.  I have had no problems so far concerning bugs, so good job thumbs-up.gif.

EDIT: I jinxed myself lol. I tried replacing the BIS blackhawks with Preperation H's USMC UH-1N helos and now when the mission starts whoever is hosting hears constant rotor loop sounds and experiences a ton of lag, though no one else does. Any ideas? help.gif

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Handsignals & CoC were to complicated for my taste, so I have made a very simple system to command 3 other groups:

go there, patrol area

danger, stealth, run for your life

board, leave Insertion Helo

I took the sebNam CH47 as insertion helo, the three groups fit in there (24 man), which youre own group in a gunship you can make a nice 32 man landing operation

no heavy scripting, just use of plain OPF functions

I'm now looking for a simple way to share information between groups and automatic information on important events

"ammo low" message is important for sebNam units biggrin_o.gif

I will make the insertion helo heal and reammo units to keep management simple (as few commands as possible) but halfway realistic and interesting

so if youre groups run low on ammo you need to find an open space, call in the helo, oder the groups to board/leave, send the helo away and you can continue fighting

sounds ok?

quiet_man

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About Bas Helos:

I had same problem with BAS Blackhawk and CH47. Recently I did once more time conversion and i used BAS scripts which you can find inside 'the box'.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

mpgame = true;[helo_1] exec "\BAS_MH47E_185\MPscripts\MPPPE.sqs";[helo_1] exec "\BAS_MH47E_185\MPscripts\MPfx.sqs";

[helo_1] exec "\BAS_MH47E_185\MPscripts\MPfire.sqs"

This can be used every time you find in script spawning of BAS Heli. It helped me, but I do not understand why :P Just try it out. Of course everytime use different name of generated heli and different path to script due to BAS addon you use.

I just found out that there is version 0.4. My god, I just finshed 0.3 :P I have to download new version and check changes...

UPDATE

TacRod, there is no link to 0.4, only old for 0.3...

UP2

No, it is 0.4 smile_o.gif Just first readme is saying about 0.3

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I'm not using a BAS Helo though wink_o.gif. I'm using Preperation H's USMC UH-1N v1.1b addon. confused_o.gif

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I thought I'd try using the BAS_MH47

I tried using the BAS Blackhawk and the fast rope.

But, when the BAS blackhawks 'engine on' they play a sound, this is fine if the chopper then takes off. But CCE keeps setting the fuel to zero, and the chopper kept playuing and replaying the 'engine on' sound. crazy_o.gif

So i opted for the original helo.

Also I like the danger of being shot out the sky, adds reality. Do you risk rapid air insertion, or the slower APCs or the weeker 5ton...? All part of the game smile_o.gif

It was reply for such issue, sorry for misunderstanding.

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I almost have an update ready. This update will keep the pilots out of the helo until the first move order is given. Hopefully this will address the errors relating to setfuel 0.

There have also been some changes to the saving/loading process.

@Baphoment

Quote[/b] ]I notice there are two triggers that correspond to the overall size of those two green markers. I'm still curious as to what the smaller one does. Then there are those other three really small square ones... I have no idea what those do.

The smaller triggers are AI spawn zones. They contain small camps they can respawn dead enemy squads. These zones are linked to the bigger zones, so the troops spawned here will wander into the other zones as well. I did this to make sure there was a constant supply of OPFOR.

Quote[/b] ]The only problem with jellalhabat island is that portion towards the bottom, it means covering some of the southern shore would mean that some of the green marker would be covering a large body of water as well..

Do you know if scripts are smart enough to tell if water is present and to not spawn things there?

I am not sure about DAC, but CCE is not smart enough to avoid water. If it is the DAC zones you are placing, try placing several smaller triggers instead of one big one. Just make sure they are linked together.

Quote[/b] ]Edit, so I'm not placing zone_x markers too close to water, do you know if the diameter of markers is measured in meters? That way I could just temporarily create a marker measured 1km x 1km to get a good estimate of where I should place them.

Assuming you mean the CCE gamelogics, the biggest scatter is 1200. To check this, look at the mission\scatter_xxx.sqs files. The biggest one used is scatter_far.sqs. So a 1200 by 1200 marker or trigger should help you place these. You could also edit the scatter files if you wanted.

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from DAC/DAC_Config_Waypoints.sqs:

_CheckRadius = 10

_checkAreaH = 25

_checkMaxH = 1000

_checkMinH = 5

_checkNear = 0

_checkObjH = 30

_checkCount = 200

_TempWPArray = DAC_WP_Pool_S

This sets minimum height of ground relative to sea level for spawned units and waypoints. It is set separatly for every kind of unit (inf,cars,armour,airplane,camp).

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@Tacrod

I also get an 'error' while saving.  It doesn't do anything bad though.

When saving i get an error saying 'expected integer, got real number' (i'm at work at the moment, so can't experiment).

I have just started using ecp again mind.

CCE is working though.  I'm able to save and load perfectly.

My only grumble would be how bloody hard it is!  I've played three campaigns and gotten my ass kicked all over Nogova!!

Good work, this should keep me going for the two remaining months before ArmA is out. thumbs-up.gif

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@Tacrod

I also get an 'error' while saving. It doesn't do anything bad though.

When saving i get an error saying 'expected integer, got real number' (i'm at work at the moment, so can't experiment).

I have just started using ecp again mind.

CCE is working though. I'm able to save and load perfectly.

My only grumble would be how bloody hard it is! I've played three campaigns and gotten my ass kicked all over Nogova!!

Good work, this should keep me going for the two remaining months before ArmA is out. thumbs-up.gif

Hmmm, probably one of the campaign values using the SoW integer script when it should be using the real one. Should be fixed for the next update.

If it's too hard, you can adjust the difficulty by lowering the enemy_experience variable. The amount that it increases per mission can be tweaked in the "server\rest.sqs" file. Remember, CCE is not really tested for playability "out of the box". It is intended to be tweaked by the user. Hell, I've never even won the thing myself.

Is ArmA really due out that soon? I really want to have CoIn2 out before the release. Back to the editor...

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a) its not possible to 'rest' - after completing a mission it always says: you dont need to 'rest', but the com wont give us new tasks either.

I confirm this...2-man coop, using addon-free CCE exported immediately to MPMissions and run on a dedicated server.

We got the same resting bug: the CO tells us to rest, so we run over and try to do so but are told we don't need to at the ammo crate. Obviously we're going nowhere at that point.

I also noticed that there are *NO* binoculars to be had anywhere. Not even on the resistance KIAs. Not good. Also, the ammo crate back at base was empty...I had a look at the code and there should be quite a bit of stuff in it, no?

As I said I exported it immediately so if I had to drag and drop any files before it would function properly, I missed that part.

And the last thing: when the CO is killed and respawns, he's still in the "dead" animation. When we realized the mission wasn't working properly we had some fun killing him, then waiting for him to be respawned and shooting him some more...he'd glare up at us from the ground as we killed him over and over again biggrin_o.gif

*edit* almost forgot that we got an error when loading the mission, something about missing a player marker. I don't see anything in the .sqm about USMC symbols or anything, so I'm at a loss as to what this is all about.

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Might as well put this in another post to keep things neat...

Tried it again on my own and here are a few observations:

1) We went out on a convoy escort mission to Petrovice and got massacred. Upon getting back to base, two BMPs show up on their own and get killed. No idea where they came from or what they're doing there. Did they follow us from the combat zone?

2) We then get a "defend the base" mission and we're firing away at some infantry, then in the heat of battle I get an order to RTB for debrief. We haven't even made a dent in the attacking force and it's time to pack it in? It took another five minutes before they were all dead.

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@SEAL84

Thanks for the feedback. It seems that the "can't get a new mission" bug only occurs on dedicated servers.

Planned changes for the next update:

- Fix above bug

- Add some binoculars

- Raise number of kills needed to end defence

I'm not sure about the player marker, but as the mission uses DAC, it does require the CTI markers.

The two BMPs that rolled up were likely DAC units.

Remember that CCE "out of the box" is designed first for editing, the actual playability is not heavily tested. Take a look at the editor's guide in the DOCS folder and customise it to suit yourself. Anything not covered in the guide can be answered in his thread.

Also Malick and Pathetic Beserker have much more playable conversions HERE and HERE. If you don't want to convert it yourself, I strongly recommend trying one of these versions.

Once again, thanks for the feedback. I should have the update out next week.

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Holy crap. It just keeps getting better and better.  wow_o.gif

So much co-op. So little time.

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Is ArmA really due out that soon? I really want to have CoIn2 out before the release. Back to the editor...

Apparently so.

H1 2006 they say. It aint out yet and probably wont be out in May so June is the last month of Half 1 of this year.

However, nothing is final so it'll probably be out in time for Christmas 2000-and-something. wink_o.gif

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CCE Public Beta v0.41 (reduced gin version) has been released. From the readme:

Quote[/b] ]0.41

- Made helo pilots spawn outside helo to avoid lagging addon helo problem

- Added some code to the client and server rest scripts to try to isolate resting problems some people have experienced

- Edited the client\c_rest.sqs file to eliminate a problem where people could not rest and could not get a new mission

- Added some binoculars to the weapons crate

- Reduced enemy groups from 6 to 4. I think enemy numbers are excessive in some missions, especially with DAC. Group sizes will be slightly larger though.

- Changed mis_xxx.sqs files from using server_code = 99 to using client_code = 99. Should have the same effect with slightly less network traffic

I'm not sure if I have fixed the "unable to get a new mission" error, as I didn't test it on a dedicated server. I tweaked lots of little things here and there, so I hope I haven't introduced any new bugs.

Get it > HERE <.

As always, feedback is much appreciated.

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cheers thumbs-up.gif

with easter holidays here we will definately able to put up a game or two smile_o.gif

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...i'm at work and will only get off this Friday and Monday. sad_o.gif

I'll just keep testing and tweeking in the evenings then sad_o.gif

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