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32 ExcellentAbout basstard
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Hi, I tested this addon and it is a nice one. The new open buildings have plenty of memory points for the buildingPos command. While walking around in Chernarus I noticed 3 issues so far: The "Land_HouseV_1L2" building has only 3 buildingPos, and only one is inside. In front of the doors of "Land_HouseV_3I3", there is some invisible geometry that prevent you from entering unless you vault. Another building (forgot to note the class name) seems to have a different placement from its CUP counterpart. Take a look at the pictures below. Notice how the Fuel tank collides with the house: This one is the same and we see the dirt which corresponds to the original building placement: Here we see that it overlaps the sidewalk: Anyway this addon looks very promising, keep up the good work guys !
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Hey guys, The mod has been updated, nothing fancy, mostly bug fixes and improvements. This update features the addition of a sandstorm effect which can be enabled/disabled through the mission parameters. It is based on the BIS_fnc_sandstorm function that I have reworked. Also people who have updated their description.ext to benefit from the latest "insertion radius multiplier" parameter must update their description.ext accordingly to the description.ext file provided in the add-on "samples" folder. Sorry for the inconvenience.
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[BETA] Open Chernarus Project - Plug AND Play - All Map Support - Dynamic Simulation
basstard replied to DirtySanchez's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know if it has already been reported but, even though OCP adds very high quality buildings with nice and detailed interiors, most of them don't have any building position. I was very excited about this mod in the first glance but since I've discovered this issue it seems pretty useless. Not being rude but in fact, most of the scripts to spawn units or loots use the buildingPos command. -
@grollig Your issue comes from the BIS_CP_enemyTroops variable, I bet it's set to nil, isn't it ? When you set BIS_CP_enemyGrp_rifleSquad with an array you should always do the same for BIS_CP_enemyTroops. Simply edit your init.sqf with the following code: BIS_CP_enemyTroops = BIS_CP_enemyGrp_rifleSquad; or BIS_CP_enemyTroops = +BIS_CP_enemyGrp_rifleSquad; Thank you for pointing out the repeatability of the patrols, I will take a look.
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namrewob1 and grollig please ignore my previous request. I have made a quick mission on my own and I have been able to reproduce the behaviour you described. I have published an update which include a fix for the ennemies killing each others. I have tested it a few times on different objectives and it seems to works like a charm. Update your Custom Combat Patrol to the latest version and tell me if you are still experiencing issues. I have also added a mission parameter to extend the insertion radius, like grollig suggested. Don't be too greedy, times 2 is already big enough and don't forget it will have an impact on the extraction position, so if you don't want to spend a lot of time walking don't abuse it. Feel free to change the default value to your linking in "class BAS_CCP_insRadiusMul" in the description.ext file.
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Hey guys, The mod has been updated, take a look at the changelog in the first post. The DDL links on Google Drive are up-to-date. The biggest part of the update is the addition of a new objective which is inspired from the Just Cause serie. There are several propaganda assets spreaded on the area of operation, you have to find them and destroy them. If you like it, you are free to use it even outside of Custom Combat Patrol, share it, modify it or build upon it, if you apply the following restrictions: You are NOT allowed to alter the file header, you can only add stuff to it, like if you added substantial modifications (eg. new function parameter, code revamping, etc...) you are allowed to add a line with "Modified by: your name" under the author and add your new parameter(s) so the function keeps well documented. You are NOT allowed to make money with it, in its original or any modified form, even if your server complies with the BI's monetization rules. Please note that this new objective use modded assets for the statue and the pedestal so if you want to use this mission outside of Custom Combat Patrol you will have to look at the code and adapt it. Note that the vanilla pedestal has no destruction and the statue is not affected by PhysX as opposed to my modded assets. A similar behaviour can be achieved using scripts only by assigning an explosion event handler to the pedestal, deleting it upon explosion, and moving the statue on the ground, but a simple grenade will trigger the EH. Another nice addition is the automatic replacement of some old A2 buildings with their opened equivalent when you have the JBAD addon enabled. Give it a try if you made scenarios on maps like Porto or Sahrani. Sorry to ear that some of you are experiencing troubles, and sorry for the late answer but I was on holidays and I'm back since sunday. I will take a look at your issues, but from what I see you are mainly experiencing issues that are fixed so you should start by making sure that you run the latest Custom Combat Patrol version. I used to have the same issue with mixed INDEP and OPFOR groups in the very early versions but I have removed the ennemy faction parameter from the description.ext file as it was causing troubles. Today's update completely ignores the ennemy faction parameter and set the ennemy side depending on the players side. Please namrewob1 and grollig can you post your full init.sqf or initServer.sqf ? Or better, can you upload your missions and provide a download link so I can test if I can reproduce your issues ?
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Hey guys, The mod has been updated, nothing fancy, mostly bug fixing and QOL stuff. I advise you to take a look at the changelog, especially concerning the reinforcement truck. Greetings
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No other mods, only those required to run Mogadishu. You can download the RPT and dump files here: click me
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Crash to desktop while approaching the city is still present in the latest version. Is there a fix on the way ?
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Disabling the fatigue helps a lot with weapon sway. If it's not sufficient you should search for a dedicated addon, I bet someone already did it.
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Hey guys, The mod has been updated, take a look at the changelog in the first post. The DDL links on Google Drive are up-to-date. The biggest part of the update is the addition of a new objective which is an hostage rescue mission. Before going more in-depth decribing the game mechanics, I want to tell that if you like it, you are free to use it even outside of Custom Combat Patrol, share it, modify it or build upon it, if you apply the following restrictions: You are NOT allowed to alter the file header, you can only add stuff to it, like if you added substantial modifications (eg. new function parameter, code revamping, etc...) you are allowed to add a line with "Modified by: your name" under the author and add your new parameter(s) so the function keeps well documented. You are NOT allowed to make money with it, in its original or any modified form, even if your server complies with the BI's monetization rules. Now let's jump into it. So there are Opfor guys entrenched in a building with an hostage to negotiate the liberation of their fellows. There are soldiers guarding each entrance of the building (tested on Vanilla buildings but it seems to fail on buildings ported form Arma 2, I will take a look and try to fix it for the next update). When you enter the building a timer starts ticking, and after 60s all remaining soldiers (just the hostage takers not the patrols outside) will move to the hostage position and try to kill him. There is a bad guy just next to the hostage pointing his gun at him and waiting for the signal to pull the trigger. Moreover, there is a chance that some Opfor guys carry explosives with them and will try to detonate their charge if you don't kill them quick. At the contrary, the less committed to the cause will potentially surrender, you should spare their lives to prevent an escalation of the situation. Now let's go more in-depth in the mission workflow and how the AI make their decisions. So I've implemented some kind of "tension" system which works like this: each time you kill an hostage taker (aside from the guards at the entrance) it adds to the group's tension and the dice is rolled to know if they decide to kill the hostage. The tension progression is not linear, so the first kills won't weight that much in their decision and it's not likely they will kill the hostage but be warned it can happen (bad luck). The tension rise to a maximum of 50% BUT as I told you earlier, there are guys that will surrender so it's a good way to avoid escalating the tension, and at the contrary if you kill them while they are surrendering it will double the tension added to the group's tension, rising the final tension above 50% and up to 100%. The hostage takers choice to surrender or detonate their charge is based on the amount of damage they suffered and the actual group's tension, the formula is: probability to detonate or surrender = damage * 0.75 + tension. Still, there is a slight nuance between suicide bombers and other soldiers, when they take the decision to detonate they shout something so it adds a warning to the players and a time window to kill him quick so he won't explode. As far as the basic soldiers are concerned they surrender instantly when the decision is taken. As always, I added the ability to customize the objective so you can define the hostage class name, the chance to have suicide bombers, the sound played by the suicide bombers and to display or not an area where they hide the hostage like in the kill HVT objective. I hope you will enjoy playing it as much as I enjoyed designing it. All comments are welcome especially those concerning balance or constructive criticism. Greetings.
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The original Combat Patrol game mode has already a built-in feature to adapt the ennemy count depending on the player count and the difficulty preset chosen in the mission parameters. If you want less ennemies make sure you select the low preset for garrison when you are in the lobby, before starting the mission. I don't know if you use CfgGroups or array in your init.sqf but there are mods where using the CfgGroups can unbalance the game because there are too much ennemies in premade groups compared to vanilla groups. If this is the case you should use array definition and put 2 class name in BIS_CP_enemyGrp_sentry, 4 class name in BIS_CP_enemyGrp_fireTeam and 8 class name in BIS_CP_enemyGrp_rifleSquad. If there are still too much ennemies, lower the number of class name in each array.
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You should definitely start from the Combat Patrol code. There are only a few modified files in my mod. I don't think people are that angry, unless you copy someone's code without asking the permission to do so, without crediting the author and pretending it is your work. Which happens a lot in this community.
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Sure you can achieve the same functionnality Custom Combat Patrol does with scripts only. PierreMGI did it first: PierreMGI's heavily customised Combat Patrol scenario on Takistan To achieve this on your own you have to unpack the PBOs, read and analyze the code, modifiy it and finally debug it if you messed with it. If you have good scripting skills it won't be that hard but in this community, espacially mission maker that don't script much need a turnkey solution. This is where my addon has its utility, but not only, even skilled scripters can be lazy :3 Anyway, you should give it a try, Custom Combat Patrol download size is less than 100kB. When you have downloaded several GB of mods to have custom factions, I don't think it's that painfull to download 100 more kB. Moreover, I'm already working on additionnal objectives ;)
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Hi there, The mod has been updated, take a look at the changelog in the first post. The addon and the demo mission are now downloadable on Google Drive. Greetings.