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gonza

VTS3.5 - Live Multiplayer coop mission editor

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Looks great and seems to work fine, except one thing: My beloved ACE MagicBox is gone again! :(

Let's concentrate on the big stuff first please! Can you tell that I couldn't give two hoots for your MagicBox?

Improved functionality is the way to go. Thanks for all the hard work L'etranger and Gonza.

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hi guys

i try vts rc02 but i have problem

whatever side i choise (us;ru;tk...) i have only group or base that it

i restore rc01 for playing .

Merci les gars pour ce super outils ,je vous supporte depuis le debut a+

see you

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hi guys

i try vts rc02 but i have problem

whatever side i choise (us;ru;tk...) i have only group or base that it

i restore rc01 for playing .

Merci les gars pour ce super outils ,je vous supporte depuis le debut a+

see you

What mods or addons did you used?

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no mod just arma2 + arrowhead

---------- Post added at 04:51 PM ---------- Previous post was at 03:56 PM ----------

i try with ace mod is working :yay:

c'est normal ???

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no mod just arma2 + arrowhead

---------- Post added at 04:51 PM ---------- Previous post was at 03:56 PM ----------

i try with ace mod is working :yay:

c'est normal ???

I tested on my side, it could happen on dedicated server environnement... Sometime it doesnt init the mission correctly sometime it does. Trying to fix this

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Let's concentrate on the big stuff first please! Can you tell that I couldn't give two hoots for your MagicBox?

Improved functionality is the way to go. Thanks for all the hard work L'etranger and Gonza.

My concern wasn't necessarily for the magicbox itself, but rather that the new method with which the mission scans what items you have available may be missing things. Expanded functionality is great, but it not if your core processes aren't working 100%, don't you think? I like to point out missing and buggy things, no matter their importance to you or on the large scale of things, in case they may lead to discovery and fixing of larger issues.

Though I do love, and miss, the MagicBox.

Thanks again for the awesome mission, L etranger, by far my favorite mission for ArmA 2, whether it has the magicbox or not!

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I'm testing on my dedicated then...

rc03 change log :

-Fixed issue with server addons not correctly read sometime

-Factions without interest are now filtered out of the interface

-Added "patrols buildings" in orders options

-Improved "fill buildings" functions (better roe and stance)

-Added Ace magicbox support

-Fixed various bugs

-Take control can now be stopped from inside vehicle

-Improved "sit on chair" ability

-Reduced min radius to 5 (to improve gm work accuracy)

incoming urban warfare ;)

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Sweet, sounds great. Can't wait to go urban in VTS. Good that you can sit on a chair in the city/ a house then :)

Is there a way to also add things like placing IED's, hostages etc. to VTS or would that not be possible at all?

Wil there also be an update for the Arma 2 VTS next tot he RC's voor OA?

Last question, I remember that you were trying to get a save function in VTS. How's that going?

Edited by Knight Rider

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There is a problem with ALICE filling buildings in that they appear to flash in and out of existance, sometimes appearing for a few seconds on roofs then off again.

Destroying buildings in a 100m area can cause severe lag so be careful.

Apart from that RC2 is going well. Looking forward to RC3.

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Alice module is pretty nasty to debug, since it only happen in dedicated server environnement.

Here the RC03 version (change log above) :

VTS 3.5 RC03

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Thanks for a new version.

I tried the patrol building. The AI moves in the building and just stands there. Is the AI suppose to move inside the building or just stand there?

If I for instance use patrol in circle then at least the AI move inside the building (including on roof/2ndfloor/downstairs etc.) and then out side again. That would make more sense for a patrol building.

Is there a way to not use pilots & soldiers without weapons with the fill buildings with current side? If I do that in a town in a warzone it's a bit weird to see a pilot on the roof or a soldier without weapons etc. No a bit thing just a bit weird.

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Patrol building make the units move in building at a random pos, wait there for random time, then move at a random pos.

I will take a look to see if i cant prevent pilot and crew from spawning.

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I guess I'm not that patient... :)

Any chance you can reduce the random time the unit is waiting inside the building?

After moving in the building and waiting, is the unit going to a random position inside the same building or move outside again?

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The random go from 0 to 600, a unit can stay 10 secs or 550 on a position. There is no distinction between roof and indoor. We all know that a sentry would mainly use roof for its 360° fov.

Use another order to make them go out.

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Excellent .... trying it now.

Strange things were happening in RC03 and RC02 ... all vanilla on a dedi server - Although I could see everything (and interact with it) another play couldn't see the enemy. He could see the civs OK but nothing else.

Any idea why ?

Edited by Kremator

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That's because your running VTS on a combined arms so you can spawn all the extra stuff wich the player with standalone only, cant see.

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VTS 3.5 RC03

No respawn for OPFOR, Independent, and Civilian sides.

Parameter Addons read from Server didn't work. All I could get on the computer for units to put down was Groups and Camps. Missing Mn, Vehicles and the like.

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You mean, other side than west had no respawn ?

Did you use custom addons on the server ? if yes, could you tell me wich ?

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Not a bug, but had an idea for a feature, if you haven't thought of this already.

VTS is great for making missions currently, but the drawback is that, if you play as the game-master, you know exactly what units are spawned against you and it removes a bit of the exciting surprise-factor from running missions.

I'd love to see some sort of feature where you specify the radius you want, and roughly what you want spawned there to guard the radius size, and it spawns without notifying you what did. The GM would have to specify side, type of groups, number range of groups, as well as radius size and location.

For instance, for a quick, small-man infantry mission, I would select a 200M radius, and choose for between 1 and 4 Eastern infantry groups to be spawned. VTS then would choose between all of the Eastern infantry groups and spawn a random number of them, between 1 and 4, at random locations within the radius with patrol or guard orders.

The GM could then, if wished, produce a second radius on top of the previous, specifying 0-1 Eastern Armor, which would give a 50% chance of the squad needing to take down a tank.

I don't have any experience with the ArmA editor, but it seems pretty powerful to be able to make something like VTS in the first place, so I'm assuming that something like this is possible. With something like this the GM could plunge not only the other players, but himself as well, into some entirely unpredictable chaos and, at least for myself, would be incredibly enjoyable.

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VoN is suspended when in GM mode :(

I like EcKhart's ideas! Possible?

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Eckhart your idea is excellent. But you may know that all the good stuff is done with scripting, the editor is just the visual part of things. But looking at other missions that have some kind of randomness (Domination or COOP 20 Takistan Force) i think that your idea is totally possible.

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The (very) old version of the VTS was a mission generator. The new version is a live mission editor.

The problems with mission generator is that random mission are not as fun as a hand mission made. Implementing such a function would take a lot of time, the result could be not worthly.

Incoming RC 04 changelog :

-Revamped GMs marker, smoother & faster, GMs can now also see vehicles on map.

-Added GMs interface tooltip (all functions shall be explain)

-Fixed EAST, GUER, CIV respawn when using Revive params

-Fixed random patrol exiting the specifided radius

-Various fix

Edited by L etranger

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Hi L'etranger,

To help with GMs wanting to play as well ..... I think that all we would need it a button that just hides AI markers.

Also is it possible to use DAC or UPSMON to further enhance the AI that are spawned?

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The problems with mission generator is that random mission are not as fun as a hand mission made. Implementing such a function would take a lot of time, the result could be not worthly.

I wasn't as much proposing that it generate entire missions as much as being able to set it to spawn a random number of the selected enemies, as defined by a range, per time a radius is placed.

Currently, if you select a group and click the map, it'll spawn one group where you click. I'd just like to see a feature, if possible, where once you click, it'll spawn several groups with one click, between X and Y in number, as defined by the GM.

I don't know specifics, but it could, say, roll a random number between X and Y, and repeat the spawning loop that many times, or something.

Just a simple, small feature to make playing as a GM less predictable would be wonderful. I certainly don't want a ton of time invested to create an automatic mission generator, but a bit of randomness would be nice to have available.

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