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Drongo69

DMA CoIn Coop Engine

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Don't forget to let me know how things go.

I have DLed it but havn't had chance to play on it yet.

BTW I've added 4 more guys (troop9,10,11 & 12) to the standard cce.

And made only 3 guys playable

This has provided three teams of 4 allowing for better tactical deployment.

(Obviosly only good for three players now! If you are lucky eough to have 8 human players this is of no use to you).

I have also added the ability to merge these 3 teams in to 2 or 1 team if the other guys dont want to lead and then split them up into 2 or 3 teams again if they do!!

(Also usefull if one of the other players drops out)

Nice touch, I liked and needed it, simple to do and only a sugestion...

Also you have got to try this out!!!!

Try putting Mapfacts DAC onto the same mission as a CCE!!!

It's bloody fantastic!! wow_o.gif

It's now no longer safe on the way to the mission zone, or on the way back to base for that matter!

Really gives the feel of being in the middle of a full blown conflic...rather than on a deserted island.

I'm sure it totaly buggers up the commitment etc...but just try it out.

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Quote[/b] ]Try putting Mapfacts DAC onto the same mission as a CCE!!!

I've been working on a patch and this is one of the planned features. I've spent the past few days acquainting myself properly with DAC. I believe it is possible to do the commitment and so forth too. DAC is a fantastic system.

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Quote[/b] ]Try putting Mapfacts DAC onto the same mission as a CCE!!!

I've been working on a patch and this is one of the planned features. I've spent the past few days acquainting myself properly with DAC. I believe it is possible to do the commitment and so forth too. DAC is a fantastic system.

Get on it dude!

If any one can do it, you can! notworthy.gif

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I've played DAC and I honestly wasn't impressed with it. Maybe combining it with the DMA engine will enhance it to the point where I can see why everyone likes it so much.

I'm converting your mission as well, P_B, to use the CSLA FIA stuff. I should be able to test it tonight - I'll let you know how it works out.

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DAC isnt the tool to make every mission perfect.

yet its a great and flexible tool to accomplish a lot of

good and new ideas.

DAC's ai info sharing is also a big point.

thumbs-up.gif

yet i have to admit ive only played DAC along with Wargames.

this might have some a big influence.   wink_o.gif

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good work on this

the only bug ive found so far is that the choppers stopped responding to my commands via the radio otherwise all ok

really enjoy these dybamic misisons now if we can only work out the save load problem

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I have added in DAC and it given it a brief test (in SP only). It appears that the CCE scripts for weapon-selection, kills, and other campaign parameters work on men spawned with DAC.

However I have NOT tested this at any length or in MP.

Even if it does work in MP, I am worried that it may increase network traffic in a big way. I am also considering cutting the CCE weather and letting DAC handle that. I hate looking over the CCE code now, I keep thinking "that could be done a lot better", but I don't want to spend much more time on CCE.

Quote[/b] ]I've played DAC and I honestly wasn't impressed with it. Maybe combining it with the DMA engine will enhance it to the point where I can see why everyone likes it so much.

IMHO, DAC is a tool for mission designers to use. It gives the designer a lot of powerful options that are easily executed. It is still up to the designer to do something interesting with it. Personally, I am thinking about using it to build CoIn 2, as DAC does a lot of things that I had planned on doing already. It could save me huge amounts of time and effort.

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Don't forget to let me know how things go.

I have DLed it but havn't had chance to play on it yet.

Nice. had a quick go last night (SP).

However the 'patrol' mission did not work. Gave an error message, can't remember what now{i'm useless!}

I'll try and get the fault again and be a lot clearer!

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I have added in DAC and it given it a brief test (in SP only). It appears that the CCE scripts for weapon-selection, kills, and other campaign parameters work on men spawned with DAC.

...is this a good or bad thing?

Sorry very knowledgable in such things.

I tried with only resistance troops present, with the idea that East wouldn't bugger things up. However the resistance did have a Hind that kept harrasing me around the mission zones and destroying insertion_1 when it came for me!

I was thinking though that it might be interesting to have West troops on the ground too and make the player(s) Blackops or Special Forces...

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If all goes well, the new version will be out this weekend. If things go REALLY well, the save and load functions will be functional.

The new version will be a public beta and has not been heavily tested.

Quote[/b] ]I have added in DAC and it given it a brief test (in SP only). It appears that the CCE scripts for weapon-selection, kills, and other campaign parameters work on men spawned with DAC.

...

...is this a good or bad thing?

A good thing biggrin_o.gif It means that men spawned by DAC should play by the same rules as men spawned by missions. Enemy morale, enemy experience, enemy materiel etc will affect them in the same way.

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A good thing  biggrin_o.gif It means that men spawned by DAC should play by the same rules as men spawned by missions. Enemy morale, enemy experience, enemy materiel etc will affect them in the same way.

So we could impliment it the way i was thinking, by having the war going on around you and you as SpecOps could go out join the other guys fighting the good fight or take a mission from the CO to hit the enemy morale, matrial etc more hevily! smile_o.gif

Splendid

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Here is my first Public Beta

KNOWN BUG: Save/Load function dosn't work. And will currently screw up the variables of any game in progress.

Any assistance with this would be greatly appreciated.

If you find any other bugs or just something to say on the matter let me know

MP Resistance Campaign BetaV0.2

As with the original CCE it is set up as a template so you must export it to MPMissions from the editor

Extra features include

Rework of basic CCE engine to better handle online play.

etc.............

And some extras such as new ai-movement patterns weapon plugins etc, some of wich is not yet complete but feel free to take a peek.

OK, I finally finished converting mine (using the CSLA resistance addions) and it works very, very well. Had a problem with severe lag and desync due to the CSLA's dust scripts on the FIA Mi-17, but that is easy enough to fix. The missions are much more varied and more difficult due to the vehicles (one mission was a convoy escort - took two RHS T-55s from our base to escort the convoy and got ambushed by a T-72 - not an easy thing to deal with).

Some tips for other mission makers (using this or the vanilla DMA co-op):

Change most of the mission briefings into sidechat. For some reason, TitleTexts do not always show up properly in any of the missions I've done. Sidechats aren't 100% reliable either, but they are better than the titletexts.

Do what Tacrod says and change the ["Blackout",1] titletext of the "You and your squad get some rest" to ["plain"] - seems to solve all the problems of being stuck in a black screen for long periods of time when resting.

I also changed the CO and Barracks addactions to work on an EmptyHeliH placed near their respective positions instead of keeping the addactions on those objects. Seems to work far more reliably - before none of the players were able to get the addactions for the CO and Barracks when they were attached to the CO himself and the barracks tent. With the invisible H they work perfectly and totally reliably.

One question re: teleporting

We use this a lot to get dead players back into the fight (else they might have a 10-15 minute trip back depending on distance and available transport, which might not be fun). Is there a way to isolate it so that players can teleport only themselves? Right now, if one person teleports everyone goes with him. If they were in a vehicle they're taken out of the vehicle. It'd be nice if it was an individual thing and maybe force the AI only to teleport with the group leader.

Looking forward to your new version, Tacrod. smile_o.gif

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Quote[/b] ](Stegman Feb. 09 2006,10:09)

However the 'patrol' mission did not work.  Gave an error message, can't remember what now{i'm useless!}

No Stegman my fault. I forgot to change a the script name for random spawing of patrol sized units, have fixed for the next release

Quote[/b] ](Hellfish, Posted on Feb. 09 2006,16:49)

OK, I finally finished converting mine (using the CSLA resistance addions) and it works very, very well....

Good to hear!

Quote[/b] ]

Some tips for other mission makers (using this or the vanilla DMA co-op):

Change most of the mission briefings into sidechat.....

Do what Tacrod says and change the ["Blackout",1] titletext of the "You ........

I also changed the CO and Barracks addactions to work on an EmptyHeliH placed near their respective positions instead of keeping the addactions on .............

I think for stability purposes I will make these changes as well.

I have also taken the 'rest' and 'purge' text out of the "display_misc.sqs". So far I've noted that every missing titletext was suposed to be handled from this script.

I've also got every save function but enemy_experience to save correctly.

Quote[/b] ](Tacrod Posted on Feb. 09 2006,15:53)

If all goes well, the new version will be out this weekend. If things go REALLY well, the save and load functions will be functional.

The new version will be a public beta and has not been heavily tested.

Another good piece of news. Look forward to 'drop testing' it so to speak.

I also hope to have my betav0.3 out by the end of this weekend, will be testing Sunday night. I'm sure it will be quikly ecplipsed by your new version Tacrod but I don't like to leave projects unfinished

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Quote[/b] ]I've also got every save function but enemy_experience to save correctly.

How did you get this working properly? As for the enemy experience problem, I think I know the cause. Check in save'load.sqs. Find the line near the end:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enemy_experience = enemy_experience /1000

There should be a space between "/" and "1000".

Ahem. Moving on.

Quote[/b] ]One question re: teleporting

We use this a lot to get dead players back into the fight (else they might have a 10-15 minute trip back depending on distance and available transport, which might not be fun). Is there a way to isolate it so that players can teleport only themselves? Right now, if one person teleports everyone goes with him. If they were in a vehicle they're taken out of the vehicle. It'd be nice if it was an individual thing and maybe force the AI only to teleport with the group leader.

Rather than spending a lot of time writing a teleport script that discriminates between AI and units in vehicles etc, I have added a new option called "Personal Teleport" which teleports the player that activates it only.

Quote[/b] ]I also hope to have my betav0.3 out by the end of this weekend, will be testing Sunday night. I'm sure it will be quikly ecplipsed by your new version Tacrod but I don't like to leave projects unfinished

Heh, I doubt I'll be eclipsing anything tounge2.gif Your version is still more playable, I am just focusing on technical enhancements. As you said, I just want to finish this project so I can focus on CoIn 2.

For those who missed it, Pathetic_Beserker's release thread is here.

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Quote[/b] ]I've also got every save function but enemy_experience to save correctly.

How did you get this working properly? As for the enemy experience problem, I think I know the cause. Check in save'load.sqs. Find the line near the end:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enemy_experience = enemy_experience /1000

There should be a space between "/" and "1000".

I did a search re-MP save stuff and found some threads from a couple of years back discussing its beginings. So thats where I started, at the begining.

Its not nearly as pretty as Crashdome's scripting but it seems to work.

I also dropped saving 'enemy_experience' in favor of a 'mission_count' which I needed to shift the mission selecting process.

So now enemy_experience = 0.3 + (mission_count / 40)

to give the same result.

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Quote[/b] ]One question re: teleporting

We use this a lot to get dead players back into the fight (else they might have a 10-15 minute trip back depending on distance and available transport, which might not be fun). Is there a way to isolate it so that players can teleport only themselves? Right now, if one person teleports everyone goes with him. If they were in a vehicle they're taken out of the vehicle. It'd be nice if it was an individual thing and maybe force the AI only to teleport with the group leader.

Rather than spending a lot of time writing a teleport script that discriminates between AI and units in vehicles etc, I have added a new option called "Personal Teleport" which teleports the player that activates it only.

Something i was hoping to impliment, but havnt got round to it yet, was to allow the group leader to 'pitch tent'.

I was planning on having this as the new respawn point.  Obviously he can only pitch one tent, then colapse it, and move it.  Nice idea i thought.

Another variation would be to allow all players to pitch a tent, and add a truck with a 'build camp' function.  this would build a field hospital, ammo box and other camp type stuff (fire etc...).  this would respawn the AI and any player with out a tent, rather than spawning back at base...  The camp can then be packed away and moved.  If there is no tent or camp, dead people respawn at the base....what do you think?

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For those who missed it, Pathetic_Beserker's release thread is here.

...Is this the newest version...?

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Hello !

I'm still working hard (hehe, just kidding) on my version of CCE. It seems to run well, with little occasional bugs (like desync between client and server for time and weather), crashing helicopters and never ending missions... Run of the mill biggrin_o.gif

Anyway I'm having some scripting problems right now. Yeah, I've got another silly question... I created random groups across the map: one squad at the base that patrols around it, one convoy group and some air trafic to simulate an active area of operation and some civilan movements. I want these groups to move from GL (game logic) to GL, each time choosing another random GL when they reach their waypoint. The problem is, when I ask for the distance between the team leader and the GL it returns a wrong value, like 1e+10 m.

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

?((_l distance base_spawn) > 500) : wp_base setpos getpos base_spawn

~1

_wpx = getpos wp_base select 0

_wpy = getpos wp_base select 1

~0.1

_r1 = random (500)

_r2 = random (500)

~0.1

_wpx = _wpx + _r1 - _r2

_wpy = _wpy - _r1 + _r2

~0.1

wp_base setpos [_wpx,_wpy]

_l = leader _tg

_tg move [_wpx,_wpy]

_l domove [_wpx,_wpy]

{_x dofollow _l} foreach units _tg

~1

_tg setbehaviour "SAFE"

_tg setcombatmode "RED"

#loop

?(purge) : exit

~0.1

_d = _l distance wp_base

~0.1

hint format ["%1",_d]

~0.1

?(_d < 50) : goto "setwp"

~10

goto "loop"

exit

Everything is defined as it should beforehand. As I created the group with a script, defined the group in the editor by placing a dummy_base unit for example and deleted it right at mission start, may it be that the leader is a NULL unit ? That would explain why the distance is wrong... But as I already used this code sample in another mission and it worked nicely, I thought it would work here too.

Any idea ? I'm getting mad with this... Thanks !

EDIT: OK, things solved. Found where the problem was : the cleanup.sqs was called a bit late on game launch, so the dummy_units were still present in game, changing the leader identity for all spawned groups ! I interverted the order in which the scripts were called, and all works fine now... As always, a strange problem has a pretty simple solution biggrin_o.gif Sorry for being annoying and asking stupid questions ! Now I get back to mission editing.

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CCE Public Beta 0.3 released

The main focus of this release is twofold:

a) DAC support

b) attempt to eliminate client/server problems

Please test and post feedback.

Changelog:

Quote[/b] ]0.3

- added DAC support

- Removed the loop in enemy\enemy.sqs and added a killed eventhandler to handle cleanup

- changed purge to kill all enemy units during a purge (to trigger the killed eventhandler)

- Removed wave mission type

- Reduced defend chance

- added dummy units to preload textures and reduce spawn lag

- Removed some blackouts from clientside scripts

- Removed civilians (anyone wanting to add civvies should use DAC)

- Removed some unused dummies from the map (eg. civilians)

- Reworked client\display_misc.sqs to use sidechat and globalchat

- Added a personal teleport option

- Removed Save/Load options as I couldn't get them to work

- Cut weather code (though DAC's will still run)

- Simplified the time change (hopefully more stable now)

- Deleted a lot of junk units/items to reduce net traffic

0.2 (not released)

- Added LAST_MISSION_TYPE to prevent the player from receiving two of the same mission types in a row

- Moved convoy logics further from the base

- Added "co setdamage 0" to client_info call to resurrect dead commanders

- Added support for williec's Euro resistance pack

> DOWNLOAD <

Unfortunately I could not get the save/load scripts to work properly. If anyone can solve this problem, please PM me with the scripts.

The editor's manual has more information now. It describes briefly how to use the game logics. It also has information on how to combine CCE and DAC.

For DAC information check here: DAC thread

This release has not been heavily tested. If you find bugs, please post the details here.

smile_o.gif

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biggrin_o.gif Splendid biggrin_o.gif

I tried out DAC on CCE and was very impressed.

You say the DAC spawn are affected by the material etc...?

Should add a lot of depth to the set up.

I havn't played yet, but like it already smile_o.gif

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hi tacrod,

high-class work once again from you:)

I feel honored that you have inserted DAC in your system.

Many thanks for it. I hope that you will not regret it.

I have just had a look at the version, and had to cheat a little bit,

so that it ran with me perfectly.

Here the changes which I have carried out:

In the Mission.sqm I have these entries deleted...

dac35el.jpg

I have not installed this Addons and got with respect to that an error message.

Now it runs with me without difficulty.

Then there is one more problem with a zone. This zone is in the north-east of the island

and is calculated too small, so that there no camp can be generated.

Here a picture of the zone....

dac10wt.jpg

I have still changed the zone then on a size of 200 x 200, and them

on another position places...

dac25tf.jpg

The version runs after these small changes perfectly.

Many thanks over again, for this great work smile_o.gif

bye

silola

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Hey ! How could I miss that topic ?

Excellent news, I'm gonna test it out right now smile_o.gif

Thanks guys...

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@Silola

Thanks for telling me about the bugs (and thanks for making DAC so easy to use). I have changed the north east zone as you recommended.

I don't know how the chechen's snuck into the mission.sqs, but they have been deleted now.

I thought that the Hunter file was a BIS addon? Anyway, I have cleaned it from the addons section, however it is automatically added each time I run CCE in the editor. When cleaned and exported to MP missions, CCE seems to run fine.

The fixed version can be downloaded at the same link as before.

CCE v0.3 (fixed)

Also, Malick has released his conversion in this thread. It plays much better than original CCE, please give it a try.

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Also, Malick has released his conversion in this thread. It plays much better than original CCE, please give it a try.

Wow, I'm honored. xmas_o.gif

By the way, the new CCE v0.3 works well, DAC is a nice addition. Good job on this one, as always !

Keep up the good work, lads !

Malick

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awesome notworthy.gif

very eager to see how DAC changes the mission biggrin_o.gif

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