pr0ph3t
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Hi there ! How are you guys playing 'singleplayer' so to speak ? I've been troubleshooting all day to host a dedicated server on my rig. Tried using the server launcher but keeps missing files because I'm trying to run it with ACE etc. Do you run it with ACE as well ? I don't suppose you have a launcher or something you can recommend ? I'm going to rent a dedicated server to host this on so any help would be appreciated as I'm going to rent it either tonight or tomorrow.
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large [SP/MP][COOP] Patrol Operations - Official Thread
pr0ph3t replied to roy86's topic in ARMA 3 - USER MISSIONS
ROY!!!! How have you been man ? I haven't spoken to you since 2006 lol. Dunno if you remember me, once upon a time I had hosted your Patops2 on a server and was adding stuff to your mod and was helping with bug fixes and vice-versa. Well I was reminiscing the other day with a clan and I overhyped Patrol Ops 2 and of course nobody wants to go back to Arma 2 when Arma 3 is out God forbid lol... So here I am sigh 🙂 Was going to offer my help but I think I'm late to the party, Version 3 seriously ? You're a busy beaver heh. I'll see if I can port over the changes I made once upon a time but looking at the work I have a feeling there's not much I can implement that you haven't thought of already. We'll see though who knows. Thank you very much for continuing this work I was actually going to msg you and beg to port to Arma 3 until I found this thread haha -
[/color] I've added a few similar scripts for the harrassment squads already. I like your idea of pre-occupied towns. As for the scud, you would be suprised how many admins restart the mission saying its was a "hacker" who did that. Was in the original patrol ops but was removed by request. Not sure about the ACE FPS. Rarely play without it anymore, but haven't noticed a performance dip on vanilla. -- Cheers, Ah fools! That's when it gets good! When you start running out of ammo and vehicles and you're forced to capture enemy ones. That's why I have the player storage. Soldiers are inevitably inherent souvenir keepers ;)
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Today I'm going to start experimenting with a few ideas I had to add some danger to the mix. You guys may want to consider these too: - When SCUD mission fails, 2 random scuds are dropped on base. (I was thinking just camcreate a shell at 100ft or so randomly within the base. My vehicles respawn once an hour and some up to 4 hours. An attack like will make the mission much more urgent :P - OPFOR randomly occupies towns. This allows for surprise attacks. (Driving through a town you didn't expect resistance in and BAM ambush - Enabled the missions that I'm assuming were WIP, particularly the town defense mission. Added a SLEEP 1800 before squads begin to spawn. This is to allow the player to dig in and prepare a proper defense. What I THINK may be the random amount of waves I've set to minimum 8. - occasional small harrassment squads attack base calibrated to player number - destroy roughly 60% - 65% of all buildings to give Takistan a more 'war torn' feel. I modified a snippet I found online: private ["_cityPos","_nearHouses","_percent"]; _cityPos = _this select 0; _dst = _this select 1; _percent = _this select 2; //building damage _nearHouses = nearestObjects[_cityPos, ["house"], _dst]; { if (round(random 100) <= _percent) then { _x setDamage 1; } else { _x setDamage 0.8; }; }foreach _nearHouses; and triggerred it via ANYBODY trigger on the map. Doesn't appear to be working but I'll analyze the problem later today. - Most important i've noticed that ACE DRASTICALLY increases FPS. Before letting the mission run for 2-3 days would bring the server to roughly 10-15fps whereas now it is around atleast 30-40. (stays on 50 for atleast 1 day) Not sure what the deals is but the performance is really noticeable.
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Hi Roy! How's it going? We're waiting on baited breath heheheh
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Ah yah I know just saying those that aren't running it with ACRE are missing out.. Today we're putting on ACE. I keep getting the following error, and it doesn't look like its loading all the RIFLES in the crate: http://pastebin.com/8zbzfL0z All seems to go downhill from here: 2012/04/18, 1:03:15 Warning Message: No entry 'bin\config.bin/CfgWeapons.ACE_M4'. I've asked my admin to reinstall the mods today through 6 (last night I did them manually so that may of been the culprit) Any ideas? Keep in mind I need it to display A2/OA/BAF/ACE weapons. (Everything was showing up fine until I tossed ACE into the mix.)
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Hello everyone, NOT looking forward to when I'm gonna have to redo all these changes on Roy's next release haha Today I added boats in the docks as an experiment and it turned out very well! I tried to make them loadable into trucks and liftable but it doesn't work. not sure if its the type of vehicle. But its just as good if you toss 'em in water. It adds a lot of fun to the insertion phase. Also, ACRE is a must! Working in unison with this mod we've been playing this nonstop since I first posted hehe Great work Roy. And please let us know if you need help or are stumped but you prolly have far better ressources at your disposal
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Hello again, I see that you are entering a massive testing phase so I thought I would pitch in what I've modified so far as it may give you and the rest of the community ideas for the future. Attached you will find my 'tweaked' version of Roy's great mission. Features: - Map: Northern Chern - Mission: mix hard - Added Bl1p's JIP fix - Rectified recruit.fsm error - Minimum respawn for all bodies is 10 minutes - HALO flagpole has been removed (no halo) - C130 + 2x chinooks added - armored SUVs + Jackals added (BAF + PMC required) - Friendly side is PMC - Enemy side is RU - Insurgent side is BS_TK - Player side is US mil - All vehicles respawn only ONCE an hour. This forces players to use every last piece of equipment. - Min/Max unit vs player values changed to 4,16 - Backpacks added to chern - IED set to WTFBBQ (120) - All vehicles are air-liftable - Set to 100 missions - Player has 50 lives. - Player storage area added where players can park their vehicles and store extra gear. (AFK is allowed on my server, and we like to loot the bodies after a fight to create our own weapons caches) Would be nice to script this somehow instead of just relying on everyone's 'kindness' :P But no thefts yet hehehe I found it neat to work with PMC as it kinda feels like US is hiring PMCs to conduct patrol ops in chern. Hopefully this will give you some ideas and contribute to your testing. Thank you again for your hard work to provide this great mod. PS If you want the PBO let me know and Ill post it as a ticket on DEV-HEAVEN
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Hello again, How do you use the UAV backpack? Or is that not integrated yet
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Thanks a lot Roy! If you need any testing done let me know. I'm not as skilled as you in modding but I'm up there. We have a 64 slot dedicated server (right now running at 32 until I reconfigure the mod)
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Hi there! Really love this mod excellent work. Just 2 quick questions though: 1. How do I make it 64 player (I have a 64 slot server) Is it the typical way? ie add more items in the sqm? 2. I want this mission playing 24/7 with my preconfigured options. What are the parameters I can place into my server_oa.cfg? (I'm using the Combined ops version) Figured this out by modifying the mps_params.sqf 3. Any way to automatically add PMC/BAF forces in the mix? (I might be asking for a lot here :P) Is there an array somewhere that shows what the opfor army is composed of? I could add the armored SUVs and mercs for ambushes etc 4. is it safe to set operations to like 99999 so it just never ends? or is that not worth it I set it to 100.. guess we'll see what happens. I've set the lives to 100. or atleast I think I have lol 5. How do I limit the size of squads players can recruit? (is there a max at the moment?) Figured this out too.. its all in the functions 6. Is there a way to have both OPFOR and BLUEFOR playing at the same time doing missions simultaneously? Would be pretty awesome if on top of worrying about the missions you had to worry about opfor as well 7. Which variable can I change to increase the delay which bodies dissapear at? Would be nice to keep the bluefor as it is, but increase the opfor to 10 minutes Is this it? Gonna try settings this to 600. // Cleanup _Grp spawn { _units = units _this; _hidetime = 100; While{({alive _x} count _units) > 0} do{sleep 5}; sleep _hidetime; { hidebody _x; sleep 3; deleteVehicle _x; } foreach _units; sleep 5; deleteGroup _this; }; Thank you very much for your hard work and this great piece of action EDIT: VERY tidy code man everything was so intuitive to find. ---------- Post added at 01:05 ---------- Previous post was at 00:57 ---------- Just filter Pr0ph3t you'll find my server. From now on it'll be this mod. Sometimes WarfareBE when we need a break (I've modified it etc)