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Tankbuster

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Everything posted by Tankbuster

  1. Tankbuster

    Authority 20 player coop.

    Hi! First thing - are you running any mods? Don't run ACE or CBA, they can break the mission. Make sure the server isn't trying to autoinit the mission. Server CFG file, I think. I use FASTER launcher if it helps Also, the server max players might be set to zero, also in server.cfg If you're having issues, let me know and we'll see if you can join my serverr/
  2. Authority. The mission A coop mission on Altis, Tanoa or Prairie Fire's Vietnam. The CSAT forces hold the island and a small BLUFOR force are going to take them back BLUFOR will be landed on a beach with an ammo box and 4 ATVs. You'll have a Forward Point vehicle that you can spawn at. It will have a small selection of magazines in its inventory. Artillery and cruise missile support is provided by an offshore destroyer The Forward vehicle will be replaced if it's destroyed. It's a Prowler, the 50cal one. For RHS versions it is an Oshkosh MRAP Your first task is to secure a nearby airfield to use as an airhead. Clear all the enemy assets and forces out. There will be a radar system to destroy, that will stop the enemy from bringing in airborne reinforcements and there will also be an HQ vehicle. Destroying that will mean the enemy has no more air support. Once the airfield is taken, you will be given a small base area with vehicle and aircraft servicing and a respawn point. The arsenal box from the beach will be moved here too. Players can spawn a quad here too. Also, another vehicle - A Hunter MRAP (RHS an FMTV) - will be delivered to the base. This is the FOB vehicle. This can be deployed and unpacked into a small FOB. You can respawn at the fob, plus it also has an arsenal box. If the engine is off, the player in the back seat can deploy and undeploy the FOB. This seat also has access to the artillery. After the airfield, you'll be given orders to assault another nearby target. If it's a town, it will have some roadblocks at the city limits. Destroy them to stop enemy road reinforcements. Small towns will be mostly infantry, bigger targets will be better defended. Each successful target taken wins you another vehicle. Aircraft that are won are delivered to the helipad at your airhead in the form of a crate. An engineer must 'unbox' them. Players can specify the drop position of non-aircraft prizes (and respawning FOB/ Forward vehicles). If the primary target is a civilian town, once you've cleared out the enemy, you will have to complete other, secondary tasks, often rebuild or reparation type assignments. How many you have to do will depend on how the assault phase went. Killing civilians, damaging their buildings and such like will all mean more secondaries to complete. The mission runs BI revive. Anyone can revive although the medic is much quicker. The mission has a dialog screen that gives useful information. Press (default) Left windows key or select it from the map screen menu. Under the bonnet When the mission starts, it chooses one of the airfields (though not the salt flats or the main airbase on Altis). The mission then chooses a nearby beach for the beachhead position. Subsequent towns are chosen so that they are close by - it will never choose a distant town when there are closer alternatives. It will also always choose a target on the same island until there's no choice but to island-hop. When this happens, players are airdropped a Blackfish vehicle transport to allow them to move, at least, the forward vehicle and the FOB vehicle. No addons required, though I like to use Advanced Urban Rappelling, Enhanced Movement, Simple Map Tools and Password Manager Note for mission admins and server operators This mission is designed to run on dedicated servers with persistent battlefield. File patching should be allowed on the server and clients This mission should provide 20+ hours of dynamic gameplay. Leave difficulty settings at default and select custom difficulty. You don't need a Zeus. All of what a Zeus does is done automatically in code by the mission. In fact, if you do use a Zeus, you will break some things. The mission is best played with all available BI DLCs. Only the Prairie Fire DLC is supported. That version uses the CamLaoNam map and some of its assets. ACE is not supported and the mission doesn't need CBA. Downloads http://steamcommunity.com/sharedfiles/filedetails/?id=758581029 https://steamcommunity.com/sharedfiles/filedetails/?id=1577912956 Public download links. Authority Altis https://drive.google.com/file/d/1QCSRUUnjMm0ANe8Bwy18ijiB_IURxq-I/view?usp=sharing Authority Tanoa https://drive.google.com/file/d/1xG6CvKg3Ns0i3JvqF2mlJktdwvAPynAa/view?usp=sharing Authority Cam Lao Nam (CTRG vs CSAT) https://drive.google.com/file/d/1a4B3lPtzb2P1VavSUFFriEeDUWDAdE45/view?usp=sharing Authority Altis RHS https://drive.google.com/file/d/1plaaDf_wLVM3EOYH-wOz2GKjCS93Bp-C/view?usp=sharing Authority Tanoa RHS https://drive.google.com/file/d/1oYjRvV76fnraMmt5Qq_ytTsDuHMpupcf/view?usp=sharing CBA users, the mission doesn't use or require CBA, but if you do, read this post about the CHVD View Distance manager.
  3. Tankbuster

    Authority 20 player coop.

    Mission Updated to 1.26.5186 5175 Added RF classnames for airbase compositions 5176 Added RF classnames to arrays for; manroadblock secondary mission, opforconvoytrucktypes, civcars and dep helicopters 5178 New format for prizes array, now contains an init string to change camo nets, slat armour etc <<<< Thanks to @Schatten 5183 New prize system works for airdropped land vehicles 5184 New prize system works for aircraft spawned out of airdrop containers 5186 Build
  4. Guys, I'm struggling with BIS_fnc_initvehicle. I'm spawning a randomly chosen vehicle, its class name comes from an array and the init line comes from there too. ["B_MBT_01_cannon_F","['Sand',1],['showBags',1,'showCamonetTurret',1,'showCamonetHull',1]"] The script gets the classname and spawns the vehicle, but the vehicle doesn't get the camonet. (it's spawned behind a flying aircraft and has a parachute attached and drifts to the ground if that's relevant) private ["_initresult"]; _cargo= createVehicle [_droptype, (_dropvehactual modelToWorld [0,-25,-10]), [],0,"FLY"]; sleep 1; if (_initstring isNotEqualTo "") then { _initresult = [_cargo, _initstring] call BIS_fnc_initVehicle; diag_log format ["&&&Applied init %1, %2", _initstring, _initresult]; }; //17:29:08 "&&&Applied init ['Sand',1],['showBags',1,'showCamonetTurret',1,'showCamonetHull',1], true" Note that if I use the export function from virtual garage and execute that from BIS debug, the vehicle spawns complete with camo net
  5. That works. I was never going to stumble across that solution, thank you, brother. Interesting point, top line of code works, bottom one gives error ["B_MBT_01_cannon_F","['Sand',1],['showBags',1,'showCamonetTurret',1,'showCamonetHull',1]"] ['B_MBT_01_cannon_F','["Sand",1],["showBags",1,"showCamonetTurret",1,"showCamonetHull",1]']
  6. It worked well with relatively little tweaking and performance was good. I miss it too.
  7. No, I stopped using it some time ago for the same reason.
  8. Tankbuster

    Authority 20 player coop.

    Mission updated build1.26.5174 Mostly bug fixes and some optimisations
  9. OMG lol The embassy is (partly) 3686993: vn_embassy_01_02.p3d (((str _x) find "sy_01") isEqualTo -1) and OK, so I need to find out what I was trying to filter out with that string and improve the filter. I have a vague memory that it's something on Tanoa, maybe the piles of sugar cane or something similar. **edit** Yeah, it's all the Tanoa stockyard conveyors and stuff. OK, I need to improve that filter
  10. Guys, can anyone help? During mission start, I use this to find all the big buildings on each map. bighouses = (nearestTerrainObjects [[worldSize/2, worldSize/2], ["house", "tourism", "building", "hospital"], worldSize/sqrt 2, false, true]) select { ((count (_x buildingPos -1)) > 11) and (((str _x) find "pier_f") isEqualTo -1) and (((str _x) find "BIS_N") isEqualTo -1) and (((str _x) find "cargo") isEqualTo -1) and (((str _x) find "small") isEqualTo -1) and (((str _x) find "shop") isEqualTo -1) and (((str _x) find "hangar") isEqualTo -1) and (((str _x) find "scf") isEqualTo -1) and (((str _x) find "warehouse_02") isEqualTo -1) and (((str _x) find "warehouse_01") isEqualTo -1) and (((str _x) find "drydock") isEqualTo -1) and (((str _x) find "storagetank") isEqualTo -1) and (((str _x) find "addon") isEqualTo -1) and (((str _x) find "slum") isEqualTo -1) and (((str _x) find "crane") isEqualTo -1) and (((str _x) find "containerline") isEqualTo -1) and (((str _x) find "sy_01") isEqualTo -1) and (((str _x) find "multistorybuilding") isEqualTo -1) and (((str _x) find "hut_") isEqualTo -1) and (((str _x) find "ruins") isEqualTo -1) and ((_x call BIS_fnc_objectHeight) > 5.6) };// used when we need a large house with lots of positions, barricade defend etc. included barracks Problem is, it doesn't find the embassy on Cam_Lao_Nam. The object is a building as far as nearestTerrainObjects is concerned, and is within the radius of the position suppliled- - I've checked that. nearestterrainobjects pos is [10240,10240] and the radius is 14481. The embassy is actually 9100m away, so it's well within range It fits the other criteria in the code too, it's 33m high and has 55 buildingpos in it. The bighouses array is populated. On CLN it has 523 objects in it, but not the embassy in Saigon. Am I just killing the VM with the huge radius?
  11. Hmmm, further investigation; That script also finds all the hotels and the array does have one of the hotels in Saigon that is further from the centre position than the embassy. So I don't think it's distance or performance related
  12. Tankbuster

    ArmA 3 Updates

    Amen to that
  13. Tankbuster

    Authority 20 player coop.

    There is a manhunt secondary mission 🙂
  14. Tankbuster

    Authority 20 player coop.

    Ooops, fixed a couple of broken bits. ) MIssion updated to 1.26.5164 New secondary mission; recover space capsule Changelog below and google drive on first page updated
  15. @dedmen, I know this isn't the place or indeed the time to ask this, but if you could find a way to make the thermal imaging a little more like how it was, I would be ever so grateful, and I know I speak for many here.
  16. Tankbuster

    Update 23/08/2022 Thermal

    Such a shame we've come to this. A feature so comprehensively ruined.
  17. Tankbuster

    Authority 20 player coop.

    Having spent time alone with my first bite on the Covid sandwich, it seemed like a good time to get down into the mission and write some stuff. Mission updated to 1.26.5157. Two new secondary missions, both quite good fun. KIll the enemy spy sub is teased in the above post - players are tasked with destroying an enemy SDV that is reconnoitering BLUFOR assets nearby. The sub comes to periscope depth near the shore, raises scopes, takes a few pics, then submerges and relocates before coming up again. It's quite hard to complete this one. I've found MAAWS HE rockets are the best way, and they are still hard to get accurate fire in. It might be possible to 'depth-charge' the sub with grenades from a boat if you can get accurate fire on it before it dives. I've not actually tried that particular method yet - having a drone overhead to help spot will help, it can see the SDV underwater quite well. Thermal only shows the mast and periscope when it's on the surface. The other new secondary is called mortar smoke. Friendlies have asked for fire support in the shape of a smoke screen while they attempt to break contact with the enemy. Mk6 mortars are the way to do this. Bit easier, this one. Few other fixes including making services at the vehicle depot easier by increasing its radius. Full changelog in spoiler below and new files on Google drive link on first post.
  18. Tankbuster

    Authority 20 player coop.

    Teaser of new secondary mission
  19. Tankbuster

    Authority 20 player coop.

    Mission updated to 5137 Just bug fixes relating to some secondary missions and removed a few towns that are too small from the primary target roster
  20. Tankbuster

    Authority 20 player coop.

    MIssion updated to 5129 Some bug fixes related to mission reload system and added some missing CLN classnames
  21. Tankbuster

    Authority 20 player coop.

    Tiny update that fixed a noncritical bug that's been annoying me for years 🙂
  22. Tankbuster

    Authority 20 player coop.

    MIssion updated to 1.24.5119
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