Jump to content

ottaviodp

Member
  • Content Count

    41
  • Joined

  • Last visited

  • Medals

Community Reputation

33 Excellent

1 Follower

About ottaviodp

  • Rank
    Lance Corporal

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. ottaviodp

    Combat Den

    Update (Late) Ruha terrain was recently added. I forgot to update this thread at the time.
  2. FWIW, I was able to work-a-round this issue by catching the JIP events, and for each send a signal to the server to re-initialize the tasks with BIS_fnc_taskCreate. Not elegant, but it seems to do the trick.
  3. ottaviodp

    Combat Den

    Update v4.8.0 Added Chernarus Winter terrain. Added cover map module to missions. Updated license to LGPLv3. The motivation behind this is that LGPL seems better aligned with the project goal of free and open source. Specifically, this change removes the APL-SA clause of "no commercial use" and "Arma Only". Anyone is free to use this material for commercial use (e.g., monetized server) or something other than Arma so long as nothing is put in place to prevent access to the the source of this material as per the LGPL license.
  4. @Varanon did you ever get this to work?
  5. ottaviodp

    Combat Den

    Yes, but not at run-time. This is defined in a config file, that you can edit depending on your comfort level of either: unpacking and repacking the pdo file with the change or, building from scratch with the change. Blacklisting is defined for each terrain in CfgWorlds, here is an example for Malden. The values in this list are location class names, so if you have a map location in mind, you just need to make sure you use it's classname (which may be different from the map label). I have instructions on how to build the mission from scratch on the wiki if you go down this route. Otherwise, you can just unpack and repack the mission. In the mean time, I'll add a feature request to the backlog to enable players to blacklist location before the mission starts. I think this should be possible through CBA menu, but I'll need to dig a little deeper. Same response as above except the config for units is located here. Each faction has it's own config that defines what's in their arsenal and their default loadouts. You can configure it to change per climate rather than per map. Changing this at run-time seems more complicated than the blacklisting, but I'll think about it. Hope this helps. If you have any further questions, or ideas, just post. Thanks.
  6. ottaviodp

    Combat Den

    Update 4.7.0 Added Anizay terrain Added new Escape mission. Fixed issues with player motorized insert on dedicated server. Improved GM missions by removing Hesco blocks from fortifications. Improved CUP Bundeswehr to use newer helmets from CUP-1.13 release.
  7. ottaviodp

    Combat Den

    Update 4.6.0 Added new Steal Truck mission. Added support for motorized assault vehicles for players. Currently only the Steal Truck mission supports this. Added modest radio chatter sound effects. Added Engineer loadout option. Fixed road block composition orientation. Now roadblocks will face away from what they are protecting. Fixed issue where mission would fail to initialize when only a single faction addon was loaded. Fixed 3CB faction regression that caused it to be not available as friendly faction. Fixed missing intel object in Camp Raid mission.
  8. ottaviodp

    Combat Den

    @.kju I updated the Wiki to include a section on porting to new terrains. Let me know if you have any questions or feedback. If you would also like to port IFA3 factions, there will be some additional work to update the existing compositions to reflect the WWII time period. This is purely aesthetic, though. The missions should work, you just might might have Hesco blocks at various places. The other issue is one of the missions requires a friendly AI helicopter to sling load some equipment. I'm not familiar enough with IFA3, but I suspect this kind of an asset doesn't exist. If this is true, I can help resolve this. It's on my TODO list to allow factions without sing loading an alternative to transport the equipment by truck. This would also allow insurgent-like factions to be playable. If you're interested in this, I can prioritize this. Just let me know.
  9. ottaviodp

    Combat Den

    Sounds interesting. What type of locations are there in these terrains? NameLocal, Village, etc?
  10. ottaviodp

    Combat Den

    Yes, I understand your suggestion now. I had considered something like this in the past, but was never satisfied with it. I think the main problem is that the missions assume these resources are normalize to be roughly equivalent for each faction. For example, none of the missions are design for stealth, therefore, the Arsenal and Loadouts for each faction do not contain ghillie suits and silencers. In this case, it would work as long as these items where blacklisted. However, it's possible for new assets to arrive which violate this assumption, e.g., a new silencer with different name, etc. Not a big deal, just a different problem. In the case of Groups/Squads it get's a little more tricky because the missions make assumptions about what an "Assault Squad" is based on the types of units and weapons in this group. The current config normalizes these groups across all the factions so that are roughly equivalent. The is done to maintain some level of balance. Another issue is some factions don't have the group type the mission calls for, so they have to be explicitly added. One idea that might work to achieve what you're proposing for the Groups resource is to come up with a different metric for group size and capability. Rather than declaring that a "Squad" is guarding the hostage, the missions could declare some generic group rating, perhaps a "Level-3" group. Rather than define what "Level-3" is for each faction, a script could scan and establish that at runtime. Maybe "Level-3" for USMC it is a Fire Team, where as for Isis it's a technical. This would be nice in that it would be less config per faction, it would have the potential of making groups more dynamic, and could pick up new assets automatically. Do you have any factions in mind that you would like to port?
  11. ottaviodp

    Combat Den

    It's pretty simple. You just need to create the staging area by hand or a pre-made composition. Then place a view objects with a specific variable name, e.g., the arsenal, flag pole, etc. Give me a few days and I'll create a section on the Wiki for doing this. There are a couple places that need some cleanup with respect to this process. Having it all on the Wiki I think would be best. The config has evolved over time and is by no means perfect :-). I'm not sure what you are describing, could you give some examples? I'm always in favor of simplifying this stuff. Thanks.
  12. ottaviodp

    Combat Den

    Update v4.5.0 Added Livonia terrain. Added Livonia Defense Force as playable faction. Added AAF as playable faction. Added RHS ChDkz as playable faction. Added CUP CHDkz as playable faction. Fixed hostage rescue mission in SP by making hostage switchable unit (#38). Fixed CSAT transport helicopter issue on Takistan. In short, it no longer just explodes. Fixed AT loadout and arsenal missile ammo for NATO and CSAT factions. Updated cargo helicopters for various factions. Now all factions use native helicopters that match their side. This required to use a smaller sling cargo for the chemical extraction mission.
  13. ottaviodp

    Combat Den

    I wasn't able to reproduce this on Altis with NATO and CSAT. Are you seeing this consistently? What terrain and enemy faction are you seeing this with?
  14. ottaviodp

    Combat Den

    Thanks for the heads up. I'll look into it.
  15. ottaviodp

    Combat Den

    Update v4.4.1a Added Lythium terrain.
×