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Godis_1

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Posts posted by Godis_1


  1. Very nice mission! It makes fun! :)

    I have a suggestion: It plays even nicer with the "Incon Airpower" scrip. I've included it already for personal use.

    Another thing is that the mission needs some optimization, but not that much. Just a little bit of cleanup here and there. I don't know if Drongo's AoO is causing the rare framerate drops, but there are some other scripts included in the mission, and these could be a little bit reconfigured for example. Top be more clear, in one specific situation my FPS not only dropped down, but the entire mission freezed, when I was inside the plane for a HALO jump. And I got freezes for about 4 times, where the longest one took about 30 seconds.

     

    But otherwise the mission plays quite well. Performance is mostly good, except some certain situations.

     


  2. Playing with RHS/Project Opfor right now. But I'm still learning about everything and got killed quite often xD

    I'll report back after a while.

     

    Regarding saving, I just read your answer on Steam. And I got it that one playthrough is considered pretty short (about 50 mins). Well, I'm usually more the type of player who plays long, campaign-style missions, preferably dynamic/random stuff. I like to plan and set up everything slow and thoughtful. This mission requires a little bit more speed when it comes to playstyle. I have to change my kind of thinking on this first :)

    • Like 1

  3. 17 hours ago, Rydygier said:

    In case, disabling mods will not help... Since the issue doesn't occur to me, I can't debug this myself. But if you wish, we perhaps could try do this together this way:

      Reveal hidden contents

     

    1. Download scenario in open form here

    2. Paste it into documents/Arma 3/missions.

    3. Run Arma 3 without any mods.

    4. Open this scenario in EDEN and preview. If issue doesn't appear, move the scenario into Missions folder in the main Arma directory and run it via main menu/scenarios. If issue doesn't appear again - well, it is fixed... 🙂 If however it occur in EDEN or via scenarios menu:

     

    5. End the scenario, open its folder and open TS subfolder. There you have ML.sqf file. 

    6. Open this file in any text editor (may be notepad). Find these lines:

     

    
    
    		[] call RYD_SCA_Refresh;
    		sleep 5;
    				
    		//[] call RYD_TS_HUDRefresh;
    		[] call RYD_TS_LootingRefresh;
    		[] call RYD_TS_FightRefresh;
    		[] call RYD_TS_WarpDrainRefresh;
    		[] call RYD_TS_FastTravelRefresh;
    		
    		[RYD_TS_PopGroups,1000] call RYD_TS_CachingRefresh

    Each "call" line represents part of the script, that is running in 5 seconds cycle. Since the issue appears once per cycle, it is likely, one of these lines is causing it. The goal will be to narrow down that line. To do so, start from disabling all of them this way:

     

    
    
    		//[] call RYD_SCA_Refresh;
    		sleep 5;
    				
    		//[] call RYD_TS_HUDRefresh;
    		//[] call RYD_TS_LootingRefresh;
    		//[] call RYD_TS_FightRefresh;
    		//[] call RYD_TS_WarpDrainRefresh;
    		//[] call RYD_TS_FastTravelRefresh;
    		
    		//[RYD_TS_PopGroups,1000] call RYD_TS_CachingRefresh

    Save and play again. If issue still occurs - let me know. If is gone now, enable again half of them this way:

     

    
    
    		[] call RYD_SCA_Refresh;
    		sleep 5;
    				
    		//[] call RYD_TS_HUDRefresh;
    		[] call RYD_TS_LootingRefresh;
    		[] call RYD_TS_FightRefresh;
    		//[] call RYD_TS_WarpDrainRefresh;
    		//[] call RYD_TS_FastTravelRefresh;
    		
    		//[RYD_TS_PopGroups,1000] call RYD_TS_CachingRefresh

    save the file and play once more.

     

    a) If the issue appear again, that means, the cause lies in one of these re-enabled lines. In such case disable one of them back, save, play again etc. until issue is gone - then we know, the last disabled line was the cause. Let me know, which it was. 

     

    b) If after enabling that half there's still no issue, then the cause is one of still disabled lines. In such case enable them one by one (except the one disabled from the beginning - HUDRefresh leave as it is), save and play again after each until issue reappear, then we know, last re-enabled line is the cause - let me know, which is it. 

     

     

    Thx for the detailed explanation. When I get some time, I will test this. I'll just unpack your pbo. I'm still remembering SQF for the most part from the times where I developed my DISWS scenario. I'll be glad if I can help in any way. When I get home I will have a look into the mission files and see how it goes. I'll get back to you then, just give me some time.

    • Thanks 1

  4. It seems to me that it doesn't matter the distance to anomalies. I was definately very far away from the next one when I noticed this for the first time. I'm playing on mostly ultra settings and get around 80 FPS all the time. Depends on the scenario, but 60 FPS is my minimum.


  5. I have not tested it without mods yet, but I'm using the same mod list, which I've been using before - and it never happened. It started today when I updated your file. The prior version I've been using was the one from 5th june. I happens mostly when walking through the wilderness, hills and mountains. Actually everywehre as far as I can tell - but inside the town I didn't notice it. I'll have to do some more tests, then I can tell you more.

     

    My specs: I5-7600K, 16 GB RAM, Radeon RX590, SSD drive.

     

    Oh, and the only new mod I've added to the list is "MBF Alien Ground Forces". Also I've started a new game and didn't continue from my last save, just in case because of changes you did.

     

    Edit: There might be a chance that it's because of ACE. I've started using a modified ACE version for SP, and ACE is pretty script intensive. MAybe it's kind of script lag, that I'm experiencing. I will test it again with some mods removed (i.e. ACE).


  6. Hi Rydy. This is a great scenario and I'm looking forward to what it will become. However, since the recent version I have a weird problem. Nothing too bad, but weird. The ambient sound seems like being played as a loop that stops every few seconds for a short moment, and exactly then all the plants, grasses and bushes stop moving, until the sound continues. It's only a second or so, but it's weird. I don't know if this might be happening due to a mod I'm using, but it didn't happen in all the prior versions, as I can remember.

     

    Edit: I Just figured out that it happens every time when the enemy marker moves on the map (this/these red markers that appear near enemies potential location around the town. THis might have something to do with a script I guess.


  7. Whenever I start the game with GM loaded, I have no sound effects. The main menu is silent, no music playing (but I can hear the menu button sounds..). When I open sound settings, the effects bar remains silent. In the game there only plays music... Is that intended?

     

    Edit: No mods loaded, no special parameter set... I don't know what's going on.

     

    Ok, after I've watched the intro on youtube, I think it's just intended like that. It felt a little bit weird to me and even that nothing happens when I play with the sound effects volume bar, didn't feel right. However, everything works fine 🙂


  8. 22 hours ago, blestick said:

    Godis'. Yours his fine. Enemies aren't invincible for yours.

    Don't know what you mean. There is no such thing like a "god mode". Maybe a mod conflict on your side or something?

    Do you have all additional requirements loaded?

     

    Also the final version is not published yet, just because work got me hard atm.. 😕 I'm just not able to finish it right now.

    • Like 1

  9. I've got everything fixed so far. Readded the CQB module with lighter settings in addition to VCOM. fixed arabic language for locals and enemies. The satellite and sepcial air support will now provide unit tracking for enemies, when the satellite or the CAS fighter is near the current AO. Enemy units will be shown as small red dots on the map then. The mission works great with C2 mod, and the final version is good balanced now. Should I upload it here or push it to steam?

    • Like 1

  10. Ok, the roadblocks in the Military Placement (Civ objectives) Module are set to "low" in both ones, BLUFOR and OPFOR. I didn't change that, so it must be also present in your mission. I disabled that now. However, I'm wondering why those roadblocks then show up as intel in asymetric warfare, if we cannot disable them.

     

    EDIT: VERY weird!! I just loaded up the mission again, AFTER I've disabled civ roadblocks. Had another look into given intel and noticed that this roadblock had a "civ" before its name. However, when I wanted to pass the same place (I've blown it up in my last session, because I couldn't disable it), I saw something like a mine on the street - exactly where this roadblock was located before. I wanted to disarm that mine, and when I walked near it, suddenly an action appeared: "Disable the roadblock"!. LOL. Now I was able to disable it... That's really odd.

    Then I came to another roadblock, and I could immediately see that "mine" at the center of it, directly below the bargate. So I also could disable that one.

     

    I don't know why this wasn't available before.. Maybe there's something conflicting between civilian placement roadblocks and asymetric one?

     

     

     

     

    Small update

     

    • Removed CQB modules in favor of VCOM AI (makes units to occupy buildings too, but with better performance and more unpredictable)
    • Disabled civilian placement roadblocks (seems also to fix roadblocks being unable to be disabled)
    • Tweaked amount of Taliban units
    • Fixed a typo in a script

     

    DOWNLOAD

    • Like 2

  11. 22 hours ago, HeroesandvillainsOS said:

    ALiVE spawns two types of roadblocks. The ones that spawn from the Civilian Objective Placement module spawn independently of ALiVE’s insurgency systems and cannot be disabled (made to disappear) at all. You can and should probably turn this off if I haven’t already via the module options.

     

    The other type of roadblocks that spawn are from the Insurgency system, set in the Asymmetric Commander’s module. These and only these can be disabled (made to disappear) and for that you have to find the extremely hard to find explosive object with the add action attached somewhere in the roadblock structure.

     

    Yeah I know it’s not even close to ideal but this is as you guessed it ALiVE system based on not based on my mission specifically.

     

    In my case it was a enemy roadblock, that also appears on the map when gathering intel. So you say it is extremely hard to find? From a Alive changelog it is supposed to sho an addaction in the center of the structure. But I tried actually all positions at the roadblock, without success.


  12. 1 hour ago, GEORGE FLOROS GR said:

     

    Thank you very much Godis_1 ! :thumbs-up:

    YOu're welcome 🙂

     

     

    Another question: I'm not able to disable roadblocks. Shouldn't there appear an action to do so, at least in the center of the roablock? Also in the HQs it's VERY hard to find the right spot where the action to disable it appears. Alive issue?

    • Thanks 1

  13. On 2/13/2019 at 4:35 AM, Godis_1 said:

    Hey Heroes,

     

    I couldn't resist and grab your PBO to play a little around with it. Well...at the end I found myself recreating the entire mission with my flavor, adding in some new features, scripting and building a new Tactical Command Center with some nice tools for players. I'm currently rewriting my DISWS scenario mostly frtom scratch. And because this will take a lot of time from now on, I thought I need something else to play in the mean time. So I grabbed some amazing scripts from Incontinentia, GOERGE FLORROS GF and others, partly edited them and added my own flavor, to create a nice experience for myself. Actually I wanted this to be something I would have done quick. But - that's just me - I've got lost in detaills... xD
    However, maybe someone is interested playing it, I'm happy to share it.

     

    As mentioned, I've created this TCC (highly WIP, but the following things are ready) specially for role playing purposes, when one player wants to take the role of a tactics advisor or commanding officer, following the fighting units via a satellite live feed, where he can control the satellite, assist the forces with spotting, marking and tracking targets. Additionally there is a Special Air Services interface that lets the officer - or the player(s) - call in advanced air strikes, by marking targets with laser, IR strobes, smoke or chemlights (depending on weather conditions and day/night), and this worky by a real nice radio dialogue simulation, really providing great immersion.

    Of course this is also nice in SP, as you can grab the mobile satellite equipment and use the interface from a hidden position in the AO to recon the area. I'm currently working on some changes connecting both features, the satellite and the special air service, so the tactics advisor can call in strikes on targets marked by the satellite, or work together with the fighting units.

     

    Some more additional stuff I've added so far:

     

    - VCOM AI, latest script version, adapted for ALiVE, custom settings for FFE, some changes..

    - A3 Wounding System (currently set to anyone with a medikit can revive. Full healing only by medics though. In the next version I'll add parameter settings for several features)

    - Earplugs script (GF)

    - Additional air vehicles with resupply points (A-10 empty, A-10 CAS unit, AH-1, AH-64D CAS units)

    - Actual some Afghan Army units fighting alongside the US-Rangers

    - Overall optimization on performance and latest mod versions

    - New balancing, because players have some very powerful tools I've increased enemies strength (and VCOM makes them even more deadly..)
    - Well optimized for Singleplayer and MP!

     

    ? - MACC (new ALiVE AIR AI Commander. Well, disabled atm, still testing with performance, etc)

     

    I hope to create a ALiVE insurgency campaign where players can have a more tactical approach to accomplish their missions. Therefor I wanted the enemies to be as deadly as possible - but not invicible! Well, it should be realistic in most ways.

    Anyways, it's still WIP, as I'm not really satsfied with the TCC. It's not very beautiful, just a few tables with screens and things. But it's functional. In the future I like to create an extra building for that, something more good looking. Also I feel like something is missing, but I'm out of ideas at the moment. WOuld be grateful for some ideas 😉

     

    I'm sure I've forgot something... However, if anyone wants to play it, I'll send or publish it (if I have your permission, Heroes :) It would be nice if someone wants to test this out. I could use some feedback for improving it.

     

     

     

    *Credits for scripts/addons:

     

    GEORGE FLORROS GF (GF earplugs script)

    Incontinentia (Incon Airpower)

    MR H. (Satellite mod)

    genesis92x (VCOM AI)

    Psychobastard (A3 Wounding System)

    Sorry, if I forgot anyone... credits are given properly in the mission

     

     

     

    I'm sorry for the late response, but RL kept me busy.. 😕

     

    Well, here it is: DOWNLOAD

     

    Last edit is from 2/15. Haven't had the time to continue it yet. But it's actually finished, balanced and well playable so far. All the additions are working well. Now it just would be some another content to be added... maybe. But first you can check if, if you like.

     

    NOTE: Additionally to the required mods from the original mission, you will need CUP mods (if those aren't already required, don't remember right..), MHR Satellite, RUG DSAI (optional. I couldn't get it to work with player's group, but all other units will chat. Enemies and civilians will chat arabic, US units will talk in English, if the mod is present. Configure to your liking in CBA). Also have a look into the VCOM Settings in the settings menu and check the new diary records. I guess that's it. Please tell me, if I forgot something.

    • Like 1
    • Thanks 1

  14. On 2/14/2019 at 6:55 PM, HeroesandvillainsOS said:

    @Godis_1 Wow! Hell yeah! Feel free to edit, release, whatever you want with it! You have free reign my man. Want to release something that sounds this cool? Fine by me. You have my permission to do anything you’d like.

     

    If possible link it here whenever it’s ready. I’d love to check it out.

    WIll do that, possibly tonight or tomorrow. Actually it's now well balanced, but I feel like something is still missing...

     

    On 2/16/2019 at 2:48 AM, GEORGE FLOROS GR said:

     

    Thank you very much Godis_1 and everyone and off course have fun  !

     

    Thanks !

    Sure :) I've had a look at your script compilation, and found some truely amazing stuff there!

    • Like 1
    • Thanks 1

  15. Hey Heroes,

     

    I couldn't resist and grab your PBO to play a little around with it. Well...at the end I found myself recreating the entire mission with my flavor, adding in some new features, scripting and building a new Tactical Command Center with some nice tools for players. I'm currently rewriting my DISWS scenario mostly frtom scratch. And because this will take a lot of time from now on, I thought I need something else to play in the mean time. So I grabbed some amazing scripts from Incontinentia, GOERGE FLORROS GF and others, partly edited them and added my own flavor, to create a nice experience for myself. Actually I wanted this to be something I would have done quick. But - that's just me - I've got lost in detaills... xD
    However, maybe someone is interested playing it, I'm happy to share it.

     

    As mentioned, I've created this TCC (highly WIP, but the following things are ready) specially for role playing purposes, when one player wants to take the role of a tactics advisor or commanding officer, following the fighting units via a satellite live feed, where he can control the satellite, assist the forces with spotting, marking and tracking targets. Additionally there is a Special Air Services interface that lets the officer - or the player(s) - call in advanced air strikes, by marking targets with laser, IR strobes, smoke or chemlights (depending on weather conditions and day/night), and this worky by a real nice radio dialogue simulation, really providing great immersion.

    Of course this is also nice in SP, as you can grab the mobile satellite equipment and use the interface from a hidden position in the AO to recon the area. I'm currently working on some changes connecting both features, the satellite and the special air service, so the tactics advisor can call in strikes on targets marked by the satellite, or work together with the fighting units.

     

    Some more additional stuff I've added so far:

     

    - VCOM AI, latest script version, adapted for ALiVE, custom settings for FFE, some changes..

    - A3 Wounding System (currently set to anyone with a medikit can revive. Full healing only by medics though. In the next version I'll add parameter settings for several features)

    - Earplugs script (GF)

    - Additional air vehicles with resupply points (A-10 empty, A-10 CAS unit, AH-1, AH-64D CAS units)

    - Actual some Afghan Army units fighting alongside the US-Rangers

    - Overall optimization on performance and latest mod versions

    - New balancing, because players have some very powerful tools I've increased enemies strength (and VCOM makes them even more deadly..)
    - Well optimized for Singleplayer and MP!

     

    ? - MACC (new ALiVE AIR AI Commander. Well, disabled atm, still testing with performance, etc)

     

    I hope to create a ALiVE insurgency campaign where players can have a more tactical approach to accomplish their missions. Therefor I wanted the enemies to be as deadly as possible - but not invicible! Well, it should be realistic in most ways.

    Anyways, it's still WIP, as I'm not really satsfied with the TCC. It's not very beautiful, just a few tables with screens and things. But it's functional. In the future I like to create an extra building for that, something more good looking. Also I feel like something is missing, but I'm out of ideas at the moment. WOuld be grateful for some ideas 😉

     

    I'm sure I've forgot something... However, if anyone wants to play it, I'll send or publish it (if I have your permission, Heroes :) It would be nice if someone wants to test this out. I could use some feedback for improving it.

     

     

     

    *Credits for scripts/addons:

     

    GEORGE FLORROS GF (GF earplugs script)

    Incontinentia (Incon Airpower)

    MR H. (Satellite mod)

    genesis92x (VCOM AI)

    Psychobastard (A3 Wounding System)

    Sorry, if I forgot anyone... credits are given properly in the mission

     

    • Like 1

  16. 3 hours ago, JD Wang said:

    I've been getting reports from my guys that since the last release the AI seem much more accurate/deadly than they used to be.
    Has anyone else experienced this?

     

    Still testing it, but they act way better than the last time I've tested it. But according to the changes I've seen on Git, there aren't that many changes since 3.1 release. But maybe the settings have changed for you guys, since the recent release uses a settings file named "AISettingsV4", while 3.1 uses "AISettingsV3". In case your group used a custom edited userconfig file before, it could be overridden to the new settings. Just a theory 😄

     


  17. 22 hours ago, Godis_1 said:

    VCOM and FFE are working great in my current ALiVE Insurgency test scenario. I've added it via script version, modified it for ALiVE support assets to be excluded, as well as recruited AI units. There is only one thing I wish for FFE, if possible some time: Adding an array that can include exclusion markers for specific locations, such as towns and cities. In a asymetric warfare scenario including civilians, the spotters don't call off artillery strikes, which results in many killed civilians - and a bad reputation. Very noticeable with a growing amount of suiciders in a ongoing mission.

     

    Excluding locations would be amazing!

     

    Edit: Or maybe receiving a confirmation request from the spotter in player group, so he won't call in any strike unless player confirms/allows it.. Something like that.

     

     

    • Like 1

  18. VCOM and FFE are working great in my current ALiVE Insurgency test scenario. I've added it via script version, modified it for ALiVE support assets to be excluded, as well as recruited AI units. There is only one thing I wish for FFE, if possible some time: Adding an array that can include exclusion markers for specific locations, such as towns and cities. In a asymetric warfare scenario including civilians, the spotters don't call off artillery strikes, which results in many killed civilians - and a bad reputation. Very noticeable with a growing amount of suiciders in a ongoing mission.

     

    Excluding locations would be amazing!

    • Like 1

  19. Hi Gemini, not sure if you saw my post on VCOM AI 3.x on Steam (Kunduz version). However, I think something else doesn't work proerly (or it's intended). Whenever I want to check a civilian's ID Card via interaction menu, nothing happens. Some say they don't have papers with them, ok. But others don't say anything - and they don't have any papers in their inventory. Do I have to carry any other object to be able to check IDs? For the bio scan the scanner item is required. But that one works properly. Thx

     

    Edit: Playing on Lythium. I've been checking civilians at the given location for about 1.5 hours, and none of them is carrying anything except clothes and a hat. No IDs, no suspicous items, nothing. Even the dead enemies have some food items or something in their inventory, but civilians do have nothing... Is that intended?

    • Thanks 1
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