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strango

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Posts posted by strango


  1. The new AI collision avoidance is actually interesting, a great step in the right direction ,but still needs work. I've witnessed the AI driving in the middle of the road towards each other, and when close, avoid hitting each other and continue driving. Only problem is, the margin of avoidance is too small. They actually graze each other, probably near enough to do slight damage to the wheels and hull, but not total damage or disabled. Maybe just a little bit more out of the way, and hold that avoidance time a little longer would be prefect.

     

    I've run some tests where collisions between different AI driven vehicles do occur.  Sometimes with enough force to destroy the front wheels or even blow up the vehicles. Tests were on Altis with pick-up trucks and other civilian vehicles.


  2. Also I found that if I were to move a group of 6 units into the cargo of an Mi8, two of these units get left outside, despite having empty slots in the vehicle. But if I move them using 'all', noone is left behind, yet throws up an error with the driver, which is expected. This seems to happen regardless of the size of the unit group.

     

    I've also seen this when using Zen_MoveInVehicle with the 'cargo' setting on a troop transport Blackfish.


  3. Web Links in original post updated with corrected file names that won't cause problems on local host servers.

     

    Are the briefings / tasks still showing up for the host and the clients? What is the error being given and is it only showing on the server or also the clients?

     

    The tasks and briefings shouldn't effect mission progress other than not being notified when they've been completed.  The logic that actually ends the mission is not connected to the zen framework so that should still function fine. Not being notified about task updates will make some missions more difficult than others (such as Patrol not letting you know when it's recognized you as completing a waypoint).

     

     

    I will admit that very little testing has been done for local host servers; most of the attention went to dedicated. I guess I made a bad assumption that if it was working on dedicated and it was working for a preview in the editor it would also work for local host.


  4. Tuskegee, I just tested and also received the error with those files.  It turns out the version numbers I added to the end of the filename are causing errors in the engine for local host servers.  As a quick work-around until I change the links remove the additional " . " from the file name.

    Example: co_10_SRCS_hostage_rescue_v1.0.Tanoa

    change to

    co_10_SRCS_hostage_rescue_v1.Tanoa

     

    I'll see about getting the web links updated later today.


  5. srcs-forum.png

     

    Strango's Random Co-Op Series is a collection of missions with the common design theme of being highly re-playable along with hardcore mission design elements. Each play-through will select a new area of operations from anywhere across the entire terrain, against enemy with varying strength and composition during dynamic weather & time of day. All missions will not utilize respawn. Starting load-outs of the players are designed to force teamwork and keep the one-man army syndrome to a minimum.

     

    Features:

    • Dedicated Server Support – All missions will function on dedicated server, local server and single player. In multiplayer Friendly AI are disabled in most of the missions, but will be present if loaded as a single player scenario.

    • No Add-ons Required other than Apex - If a mission is ported to an add-on island then obviously that island will be require for that particular version.

    • RHS and CUP Support – If the server has loaded RHS or CUP then the mission will automatically detect and utilize those add-ons.

    • Select-able AI Skill Level – Each mission will have a lobby parameter to set the skill level of the enemy AI.

    • Enemy Strength is Scaled to Player Count.

    • Revive System, but No Respawn

    • Short to Medium length missions

       

    Disclaimer: Some of these missions, such as Hot Extraction and Pilots Down, have a very high level of dynamics that can create a wide range of difficulty levels. Depending on how the dice roll that particular play-through it could be anywhere from easy to unfair. Keep this in mind the first time you play a mission and if you get a bad roll that first time give it another go and your next play-through will probably be drastically different.

     

    Future Plans:

    • Port missions to additional islands once initial bug reports have been cleared

    • New missions

     

    A special thanks to Zenophon for his Co-Op Mission Framework. https://forums.bistudio.com/topic/170177-zenophons-arma-3-co-op-mission-making-framework/

     

     

     

     

    Steam Workshop Collection Page:

    http://steamcommunity.com/workshop/filedetails/?id=754382563

     

     

     

    Missions:

     

    Convoy Abduction

    Description: Abduct an enemy VIP traveling in a motorized convoy while they are en route to a meeting location. Players will know the convoy starting position and destination at the map screen allowing them to formulate a plan before the mission starts.

    Player Count: 1 to 10. Will be difficult with 1 player, but possible.

    Random Elements: Random Convoy starting location, Random Convoy Destination. Player selected insertion point and extraction.

    Mission Duration: 15 to 30 minutes

    Intended Difficulty: Medium

    Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754379921

    Web Link: http://rocksraiders.com/downloads/co_10_SRCS_convoy_abduction_v0_90.Altis.pbo

    __________________________________________________________________________________________________________________________________________________________________________________________________

     

    Hostage Rescue

    Description: Rescue a hostage and eliminate their captors. Captors will receive orders to execute the hostage shortly after the players have been detected.

    Player Count: 1 to 10

    Random Elements: Random AO, Random building picked for hostage to be placed in. Random enemy patrols. Player selected insertion point.

    Mission Duration: 5 to 10 minutes

    Intended Difficulty: Medium / Hard

    Steam Workshop Links:

    Tanoa: http://steamcommunity.com/sharedfiles/filedetails/?id=754386423

    Altis:    http://steamcommunity.com/sharedfiles/filedetails/?id=757248572

     

    Web Links: 

    Tanoa: http://rocksraiders.com/downloads/co_10_SRCS_hostage_rescue_v1_0.Tanoa.pbo

    __________________________________________________________________________________________________________________________________________________________________________________________________

     

    Hot Extraction

    Description: A recon team has been compromised in the field and is under heavy attack. A helicopter gunship and transport have been ordered to extract them.

    Player Count: 1 to 10. Playable positions are the recon team, helicopter gunship and helicopter transport. If players do not take the helicopter positions those roles will be performed by AI allowing the mission to still be playable with 1 player as long as they choose a recon team slot.

    Random Elements: Recon team starting location. Enemy locations and composition.

    Mission Duration: 10 to 30 minutes

    Intended Difficulty: Medium / Hard

    Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754388436

    Web Link: http://rocksraiders.com/downloads/co_10_SRCS_hot_extraction_v1_0.Altis.pbo

    __________________________________________________________________________________________________________________________________________________________________________________________________

     

    Outpost Defense

    Description: A squad must defend an outpost against enemy attacks until reinforcements arrive. The group leader has curator abilities and will build a custom outpost for the players to defend.

    Player Count: 1 to 10.

    Random Elements: Random AO (but always near a road), Dynamic Outpost created by the players, Enemy locations and composition.

    Mission Duration: A lobby parameter allows the admin to select how long the outpost must be defended before reinforcements arrive.

    Intended Difficulty: Medium

    Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754390907

    Web Link: http://rocksraiders.com/downloads/co_10_SRCS_outpost_defense_v0_85.Tanoa.pbo

    __________________________________________________________________________________________________________________________________________________________________________________________________

     

    Patrol Ambush

    Description: A group of resistance fighters will ambush a government military unit on patrol. Players will know the patrol route at the map screen so they may plan their ambush accordingly.

    Player Count: 1 to 10. Low player counts will be difficult, but possible.

    Random Elements: Random AO, Random Patrol Waypoints, Player selected insertion point.

    Mission Duration: 5 to 30. Varies greatly depending on where the players decide to launch the ambush and how long they fight before deciding to extract.

    Intended Difficulty: Medium / Hard

    Steam Workshop Links:

    Altis:    http://steamcommunity.com/sharedfiles/filedetails/?id=754392949

    Stratis: http://steamcommunity.com/sharedfiles/filedetails/?id=754395087

    Tanoa: http://steamcommunity.com/sharedfiles/filedetails/?id=754396862

     

    Web Links:

    Altis:    http://rocksraiders.com/downloads/co_10_SRCS_patrol_ambush_v1_0.Altis.pbo

    Stratis: http://rocksraiders.com/downloads/co_10_SRCS_patrol_ambush_v1_0.Stratis.pbo

    Tanoa: http://rocksraiders.com/downloads/co_10_SRCS_patrol_ambush_v1_0.Tanoa.pbo

    __________________________________________________________________________________________________________________________________________________________________________________________________

     

    Pilots Down

    Description: Survivors of a helicopter crash must extract out of a hostile area. High enemy presence including air and armored vehicles. Friendly CAS (AI controlled) assisting players.

    Player Count: 1 to 10

    Random Elements: Random AO, Random enemy locations & compositions

    Mission Duration: 15 to 30 minutes

    Intended Difficulty: Medium / Hard

    Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754398676

    Web Link: http://rocksraiders.com/downloads/co_10_SRCS_pilots_down_v0_90.Altis.pbo

    __________________________________________________________________________________________________________________________________________________________________________________________________

     

    Random Assault

    Description: This is a simple and straight forward mission: Eliminate all resistance in the objective area.

    Player Count : 1 to 10

    Random Elements: Random area with several buildings, enemy locations and composition. Player selected insertion point.

    Mission Duration: 15 to 30 minutes (depends on size of urban area)

    Intended Difficulty: Medium

    Steam Workshop Links:

    Altis:    http://steamcommunity.com/sharedfiles/filedetails/?id=754400371

    Stratis: http://steamcommunity.com/sharedfiles/filedetails/?id=754401997

    Tanoa: http://steamcommunity.com/sharedfiles/filedetails/?id=754403855

     

    Web Links:

    Altis:    http://rocksraiders.com/downloads/co_10_SRCS_random_assault_v1_0.Altis.pbo

    Stratis: http://rocksraiders.com/downloads/co_10_SRCS_random_assault_v1_0.Stratis.pbo

    Tanoa: http://rocksraiders.com/downloads/co_10_SRCS_random_assault_v1_0.Tanoa.pbo

    __________________________________________________________________________________________________________________________________________________________________________________________________

     

    Random Patrol

    Description: Player squad must perform a patrol of their ordered way points, clearing out enemy presence as they encounter them.

    Player Count: 1 to 10

    Random Elements: Random AO, Random Waypoints, Random enemy locations & compositions

    Mission Duration: 15 to 30 minutes

    Intended Difficulty: Medium

    Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754405635

    Web Link: http://rocksraiders.com/downloads/co_10_SRCS_random_patrol_v1_0.Tanoa.pbo

    • Like 3

  6. Over 10 years ago, back in the Operation Flashpoint days, I was the co-head of a co-op tournament called Flashpoint Combat Missions.  As you've probably already guessed we also based our tournament around the show Combat Missions. It was a big success and fun.  We ended up running a season of 8 missions.  If you like, send me a PM and I can give you some lessons learned from that experience to help you with your design of this event.

     

    As for participation in this event, Rock's Raiders would be interested.

    • Like 2

  7. I have a question about Zen_OrderInfantryPatrol.  A mission I have in development contains an alarm system.  At the start of the mission I execute Zen_OrderInfantryPatrol with the groups in limited / safe.  Once the alarm has been raised I set them to normal / combat.  This works for a time, but Zen_OrderInfantryPatrol will eventually override the new setting and return them to limited / safe once they reach their next waypoint.

     

    My question: Is there a way to have Zen_OrderInfantryPatrol stop executing once a condition has been met? That would then free me up to reissue the function with the new parameters. or perhaps another way to tackle the problem?

     

    Thanks.


  8. This is a co-op mission where a squad of 8 soldiers assault a randomly chosen position on Altis.

    • 96 possible locations.
    • No Add-ons Required.
    • Random Time of Day and Weather.
    • Virtual Arsenal for custom loadouts.
    • Multiple insertion options.
    • SRS Revive - Medic Only with a small window until bleed-out. CSSA3 Spectator script upon death.
    • Recommend running ASR AI 3

    Download off of Steam Workshop:

    http://steamcommunity.com/sharedfiles/filedetails/?id=401239036

    Armaholic mirror:

    - Random Assault Co-08

    Please report any bugs you find.

    Change log:

    V 0.85:

    • Fix for issue that would cause equipment to be lost by players when a new JIP connected.
    • Added fool-proofing to the HALO option to insure that players w/o a parachute are not allowed to execute the option
    • Added in Zenophon's Damage Multiplier
    • Modified spawn script to remove possibly of the recon units being utilized
    • Modified random weather script to have weighed probabilities for the different types of weather (i.e. more likely to be clear than foggy)
    • Increased patrol range
    • Adjusted Dawn Time


  9. A reboot usually works as a temporary fix, but it will come back. I have not been able to pinpoint anything to the point of consistent reproduction, but it looks to be related to when something with the mouse changes in-game (such as when you are incapacitated and rolling around on the ground). I notice that my mouse sensitivity is changed (higher than usual) whenever the issue arises.

    EDIT: Do the other people having the issue also have a Saitek X52 or other joystick that has mouse capability?


  10. I've got the 505 boxed games edition patched to the most recent 1.02 patch. I'm having the double click issue as well. I've taken your advice and disabled all other software running and still have the issue persist.

    Mouse is a Logitech G5 updated with the latest firmware. Normal clicks work fine in-game. Double clicks work fine out of game. Like the OP I can click crazy fast and it will eventually register, but it is inconsistent. Testing is being done in the mission editor trying to place units.


  11. I updated the first post with version 0.75 of the template.

    For those of you who have started missions already do not worry as there are not any bug fixes or new features in the release so no need to update your WIP missions.

    The changes deal with accessibility and organizational improvement suggestions I have received. Detailed change-list provided in first post.


  12. Current Version 0.75

    Do you like the Capture and Hold Gameplay, but don't like the arcade / BF2 style of other C&H mission types for ArmA?

    Here's a brand new template that caters to the crowd looking a more realistic pace and flow. This template allows new missions to be made as simple as possible with lots of room for variety and configuration by the creator.

    Features:

    * Wave Based Respawn - When players die they will respawn to an isolated area outside of the AO where they must await the respawn wave countdown. At this time all dead players will be respawned. The advantage to this is that you respawn with your teammates and are able to leave based as a group and with proper teamwork will have a greater impact upon re-entering the objective areas.

    * Selectable Number of Objectives - The number of objectives to be fought over is selectable by the server admin while at the lobby screen. This is helpful to make your mission scalable based on the number of players on the server. Only have a handful of guys? Select 1 Flag. If the server is full select 3 Flags.

    * Persistent Presence Based Capture System - Unlike other C&H mission types in order to maintain control over an objective area you must have a majority control of the that objective area. If your team leaves the objective area you will lose control of that objective. This keeps down the "Whack-A-Mole" style of play you see in other C&H's where everyone assaults and no one defends and while you are taking the objective they just took they are taking the objective you last took. You end up with less fighting and more running around. Due to the lower number of objectives (Maximum of 3) and a severe incentive to defend an objective fire fights will be more common and of greater intensity.

    * Forced Weapon Loadouts Based on Player Class - Tired of having every player choose any type of kit they wish with versatile load-outs to make them 1-Man armies? The template works best when no ammo crates are placed in the mission. Upon respawn a player will be given a custom weapon load-out selected by the mission creator based on the Type of slot they picked on the lobby screen. By default some slots are assistant based and will carry extra ammo for specialty slots like Anti-Armor soldiers and Machine-gunners.

    * Custom Vehicle Respawn System - A new vehicle respawn system has been created from scratch to allow the mission maker to customize to a greater extent how they want the respawn behavior of vehicles to work. They control the ability to declare respawn length, maximum number of respawns allowed (with infinite as an option) and an Abandonment toggle to have certain vehicles respawn if they are abandon (off by default).

    * Various realism based toggles - The template allows a variety of realism based features to be turned on or off by changing a single variable. Some of these features are allowing only Pilot slots to fly aircraft, turning off parachutes and forcing transport helicopters to land for disembarking troops, Allowing only pilot slots to move Repair/Fuel/Ammo trucks to keep less desirable players from using them as transportation into the AO and various other features.

    * Support for 3 teams - The template is capable of handling BLUFOR, OPFOR and Independent in the same mission allowing for 3-way battles. If you design a mission with 3 teams it is still capable of being played with any two teams.

    So does the above sound good? The download below contains two versions of the template. One version is for missions on Sara and the other on Sara-Lite. Be sure to go through the readme file in the zip for assistance on setting up the mission the way you want.

    Please report any bugs you find. I'll be sure to include a version number of the zip files to make it easy to distinguish which version you have.

    ftp://the-citadel.us/arma/missions/C&H_Template_v0.75.zip

    Here is a sample mission made with the Template that has all 3 teams battling for control of Ortego. It contains an asymmetric design with each team having different advantages & disadvantages.

    ftp://the-citadel.us/arma....ite.pbo

    Thanks to Armaholic for a mirror for all files:

    http://www.armaholic.com/page.php?id=3607

    * Thanks to Tactician for his creation of the WGL C&H Template where I learned the fundamentals of C&H scripting

    * Thanks to Mandoble for his No-Radar script that is used as a feature in this template.

    * Thanks to Joel for his technical assistance in troubleshooting.

    Changes from 0.74 to 0.75

    - Organized C&H system scripts into a sub-folder to keep them separate from other mission scripts the user might use. Be sure to call the init file in the subfolder to start those scripts. I've created an init.sqf in the mission folder with just this call in it.

    - Added default units for the resistance side to both templates to save time for mission creators.

    - Set units to playable by default in the SaraLite template to save time for mission creators.

    - Updated the Loadouts.sqf with more player classes to keep users from having to add them if they wish to use those classes.

    - Updated Credits to include references for Tactician and Mandoble

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