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Benny.

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Posts posted by Benny.


  1. Hi Spanish!

    I totally agree with spanish. I notice a strategic mode on some warfare maps, which is good. Also maybe Parameters that can be tweaked to enable the ability to change the game drastically. For example, adjustable total number of towns that are playable and Number of towns that need to be taken for a win condition. This would give the server admins the ability to change dynamics of game without huge adjustment to original Warfare game. Maybe a Parameter for increased MHQ armour to stop base hunters. All in all 0.97 runs very well though, thanks for your effort, it is very much appreciated.

    A new territorial parameter will be present in the next one and more parameters will see the light soon.

    Hey Winston!

    Here's an idea for you Benny.

    Solution to artillery being spammed all the time. Give commanders the option to build a "Artillery Detection" building or upgrade that allows the commander to see an approximate location of where the artillery is coming from when in map mode, the exact location more accurate with every shot fired by the artillery. I know the US military has a system like this as do many others. I believe its called counter-battery radar.

    Due to the lack of structures for that I'll be using the CC for artillery projectile detection. Or maybe some strategic emplacements on the map.


  2. PublicVariableFunction, those are used to send messages (which can run functions or change local variables) to the clients, server and so on

    You should use the last one, I tweaked several stuff in it and there should not have any error left (normally, but i got some on JIP when the server cps is dropping for some reason).

    Anyway benny, if you want to implement some sort of territorial mode, you are free to use parts of my code (as long as you keep proper credits :) ). If you need a DL link for the code, send me a private.

    Too late mate :)

    Oh, and before I forget, some video link that could be used to make the promotion of the warfare BE. Taken during a match between the Jammy warfare and arma2.ru servers :

    Cheers.

    Ola,

    No problems, feel free to send it. Thought i'm going to do some special stuff to my territorial version :)

    Nice video btw ;)

    I was playing last night, and I was using the AI micro management window to give orders to my squad. I had told my squad to capture X city and when they did, the started to move to the next one, so I told my squad to get in the truck I was driving and as soon as they got in, they would get out and continue to the next city, or also they would all get in, but as soon as I stopped the truck they would all get off again. Is there any way to cancel/stop an order/command?

    Micro AI tend to have conflicts with direct orders. I'll see if I'm able to improve it.

    playing is sp mode i only see enemy resistence in town, but don't see the enemy faction (WEST) conquer the city...is normal?

    Was it on stratis or altis? did you have alot of towns?

    2days 6hrs and some minutes

    This error started to happen to all clients

    When they joined so was JIP related.

    Error in expression <ex < _m) then {_x setGroupID [_milalpha select _forEachIndex]};

    if (CTI_IsClient>

    Error position: <select _forEachIndex]};

    if (CTI_IsClient>

    Error Zero divisor

    File mpmissions\__CUR_MP.Altis\Common\Init\Init_GroupsID.sqf, line 12

    Error in expression <{_x setVariable ["cti_alias", _milalpha select _forEachIndex]};

    } forEach (_x ge>

    Error position: <select _forEachIndex]};

    } forEach (_x ge>

    Error Zero divisor

    File mpmissions\__CUR_MP.Altis\Common\Init\Init_GroupsID.sqf, line 13

    This alone didn't crash the game but it did mean that acre would then crash TS not thats any fault of the mission.

    And I know you don't support any mods atm.

    anyway the server will be restarted not bad 2 days 6 hrs :)

    Glad to see it running fine. I'll look for that zero divisor error.

    Thanks! I know you get a lot of messages, so I'll try to keep this short. I'll keep an eye on SteamWorkshop and here for a source code repository link before I try writing any code.

    If you don't mind people doing whatever they want with your code, I would feel better with an explicit BSD, or MIT etc. license packaged with it to guarantee those freedoms, at the least so I know how to license my own contributions. I don't mind the GPL either, because I wouldn't use your code in a closed-source project without specifically asking anyway, and I can't imagine why anybody else would.

    Thank you for your time and for the great game!

    I'm not really into copyrights and stuff as I'm mostly doing this for fun thought I'll have a look asap.


  3. Thanks Benny. The messages is a bug not your bug.

    -The hooking system would help by having a larger radius. Also with the hook system when releasing (especially with the HQ) the vehicles get damaged or explode and game over when its the HQ :).

    -When rearming Helicopter using the service menu, the flares do not get replenished and the flares end up with 0.

    Thanks

    - I'll pimp the hooking function

    - I'll tweak the rearm function as i'll rollback to the old system, shame that the newly introduced command no longer work :D

    How far off we from implementing an AI skill parameter or instead just turning them down halfway? As much as I enjoy a challenge the AI are like Deathclaws at the moment.

    I'll try to introduce bl1p skill modification in the upcoming one.

    I like some of the new features and menu systems, the 3d editor like construction. Some of the Ai teams seem to become idle even if you tell them to take a town several times, some do follow orders. Is this happening to others also? it might because of my pc is not fast enough to handle everything, on the official version I do not see an option to adjust the number of Ai teams. Being able to lower the default number might help with this problem.

    Camps:

    Also just curious to know why they the camps and depot buildings are not in it anymore? Depots was good for doing repairs and getting a basic vehicle if you are stuck on foot. Some other versions allowed you to recruit extra troops also. The camps were good for several reasons, having to capture 3 or 4 camps to take a town faster was always handy for being able to respawn at them if having trouble taking a town when low in numbers, and once taking a camp you were able to buy some gear or resupply your ammo. Also you can get an idea which side of the town the Opfor enemy are attacking from when they are trying to retake a town. With those gone it doesn't seem like warfare as we knew it, more like capture the single zones or capture the flag. So please bring back the camps at least, and the depots.

    I know that Ammo and repair trucks have replaced the them, but getting the Ai to drive where you want them too can as you know still like pulling teeth when they get stuck somewhere. This means you are miles away from being able to fully repair vehicles (if you can afford them at the start) or if a FOB has been built to travel to it to get new gear, the map is big enough as it is without doing more traveling inbetween taking towns when you need to resupply or get some more troops back at the base. So i presume these changes are to cater for pvp only, where other players are meant to take on logistics roles?

    Money:

    I also feel the money gained from taking towns is far too low, especially if only a handful of people are playing or by yourself. I think captured towns need to be sequentially linked up to the HQ (and perhaps FOB also) in order for the supply points to generate a flow of supply/income.

    Another idea for a feature could be airports that are taken enables players to access halo jump like in Domination either from the airport itself or from the HQ (Air factory) as well.

    Workers:

    The workers needed to build buildings doesn't pan out too well when you want to build buildings far away from HQ, this makes building new bases or a secondary one impossible, unless I am mistaken and you need to recruit engineers or something for that?

    Anyway this is just my 2 cents on feedback.

    Camps will be back with some heavy modification and parameters (gear restriction, per camp upgrade...)

    Due to the lack of defensive structures I can only use a flagpole for now, I just couldn't find a model which match a depot. Servicing will be available soon too

    Regarding income, the occupation upgrade will increase the non-occupied town income. An occupied town will bring a full-income. Territorial mode will also be introduced soon.

    I could work something out from Airport. Something like that shall cost money and shall be timed.

    I'd like to say that it would be great to be able to build factories as a player, as much as I like that workers do it for me, I as a player would appreciate the ability to do it on some occasions.

    I could add an action to build, thought it'd be slower than a worker (worker speed / 2 or 3).

    I think when most people ask for better hooking they are looking for a model just like Sa-matra wasteland uses. When the airspeed of your heli is below a certain value, and there is a vehicle close enough to hook, the "HOOK" option pops up in the action menu. This results in pilots only having to push the spacebar as soon as that option pops up. Very simple and effective. Your menu system makes it very awkward for pilots to hook vehicles onto helis.

    I'll try to add an UI helper with a quick action.

    Quick feedback on the headless client (if that is still needed?): Seems to be working nicely! We are running a game at the moment and despite the grand scale of it the server fps are at a steady 50-49 avg fps.

    That being said, this mission has an enormously impressive setup. Love the UI work. I missed "Warfare" / CTI a lot. Thank you so much for making this!

    Nice :), my goal is to delegate everything on the HC asap.

    Benny, I know you receive suggestions and feedback constantly, but the suggestions SpanishSurfer and I elaborated are important to me, and I don't know if you want to implement them. Do you maintain a source code repository that can be forked?

    I still gotta upload it on github or something.

    @Benny

    You gona Submit your finished BECTI for "Multiplayer Game Mode" in the Make arma not war contest ?

    If so count me in on any testing, think tank , or other stuff ya need to help m8.

    Why not :)

    RE: Hooking...

    On the plus side, the current implementation means you need to have an above average pilot in order to be able to air lift successfully... Personally, I think the awkwardness is good... but i'm often one to swim the other way. (thats swim, not swing!)

    Tweaks are on the way

    A new addition to Arma 3 just made its way on the DEV build today, check it out!

    This means I can have a player throw a IR grenade to a target and from the cockpit I'll see a red target box to lock onto, designated by the IR grenade and drop either a scalpel or GBU right on the nades poisition!

    Should make for VERY interesting matches when players can just throw IR nades rather then have to paint them with the laser designator.

    Could you please provide server info? I didn't even know HC was working for Arma 3 BECTI. How did you guys get it to work? It would be great if you had a guide for other server admins out there who are not able to get HC working. Currently the slowdown BECTI suffers after an hour or so of gameplay is what prevents many players from taking the time to learn this great game mode. Thanks!

    I've wrote a guide some pages ago

    Also, there's no license attached to the code. What license is BeCTI Be released under?

    Licensed under nada, use/edit what you want as long as you keep the credits :)

    Now that the independent faction is getting some new stuff what's the chance of being able to play as independent like in that version you made back in Warfare BE.

    It shouldn't be hard to do that with the system I've made. May have to change 2-3 script with side checks.

    @ Benny

    Some things I have added to an edit I am working on that might interest you...

    The prices might look strange but that's because I am using a param for prices and default is *10 the base value

    The code might look a bit crap thats easy to explain I wrote it :)

    If you use the ideas feel free to make the code look and work better !!

    We use the next one because your mission works so well that we play for days on one mission

    an example is the last restart was because we had a new version of the edit but the previous mission was running for 72hrs

    and still going strong :)

    Empty Vehicle Removal based on Vehicle cost

    Server_HandleEmptyVehicle.sqf

    _vehicle = _this select 0;
    _Vtype = typeOf _vehicle;
    
    _cost = ((missionNamespace getVariable typeOf _vehicle) select CTI_UNIT_PRICE);
    
    diag_log format ["_cost = %1",_cost];
    _delay2 = 0;
    _delay = if (count _this > 1) then {_this select 1} else {missionNamespace getVariable "CTI_VEHICLES_EMPTY_TIMEOUT"};
    
    if (_cost <= 1000) then
    { 
    	_delay2 = _delay + _cost / 6;
    };
    if (_cost > 1000 && _cost <= 10000) then 
    { 
    	_delay2 = _delay + _cost;
    };
    if (_cost > 10000 && _cost <= 500000) then 
    { 
    	_delay2 = _delay + _cost * 2;
    };
    if (_cost > 500000) then  
    {
    _delay2 = _delay + _cost  * 2;
    };
    
    //--- set highest and lowest allowed
    if (_delay2 > 86400) then 
    {
    _delay2 = 86400;
    };
    if (_delay2 < 600) then 
    {
    _delay2 = 600;
    };
    
    //--- make quads quick respawn no matter what the cost or the timeout setting
    
    if (_Vtype == "B_Quadbike_01_F" || _Vtype == "O_Quadbike_01_F") then 
    {
    _delay2 = 300;
    };
    diag_log format ["Vehicle timeout in seconds _delay2 = %1",_delay2];
    
    _timeout = time;
    while {alive _vehicle && time - _timeout <= _delay2} do {

    I had to remove Static Defenses from the list of watched items but I guess you will be able to add them back in if you tweak the code to be neater

    Also added a line to the vehicle bought message :-

    Client_OnPurchaseOrderReceived.sqf

    //--- bl1p add vehicle timeout message Start
    
    _delay2 = 0;
    _delay =  CTI_VEHICLES_EMPTY_TIMEOUT;
    //--- bl1p create a timeout on the cost of the vehicles
    
    if (_cost <= 1000) then
    { 
    	_delay2 = _delay + _cost / 6;
    };
    if (_cost > 1000 && _cost <= 10000) then 
    { 
    	_delay2 = _delay + _cost;
    };
    if (_cost > 10000 && _cost <= 500000) then 
    { 
    	_delay2 = _delay + _cost * 2;
    };
    if (_cost > 500000) then  
    {
    _delay2 = _delay + _cost  * 2;
    };
    
    //--- set highest and lowest allowed
    if (_delay2 > 86400) then 
    {
    _delay2 = 86400;
    };
    if (_delay2 < 600) then 
    {
    _delay2 = 600;
    };
    //--- make quads quick respawn no matter what the cost or the timeout setting
    _Vtype = typeOf _vehicle;
    if (_Vtype == "B_Quadbike_01_F" || _Vtype == "O_Quadbike_01_F") then 
    {
    	_delay2 = 300;
    };
    //--- create time in 00:00:00
    private ["_r","_h","_m","_s"];
    _r = "";
    _h = floor(_delay2 / 3600);
    _m = floor((_delay2 / 60)-(_h*60));
    _s = floor(_delay2 mod 60);
    if (_h != 0) then { _r = _r + str _h; _r = _r + "h "; };
    if (_m != 0) then { _r = _r + str _m; _r = _r + "m "; };
    if (_s != 0) then { _r = _r + str _s; _r = _r + "s"; };
    
    
    
    //--- Notify the current client
    _picture = if ((_var_classname select CTI_UNIT_PICTURE) != "") then {format["<img image='%1' size='2.5'/><br /><br />", _var_classname select CTI_UNIT_PICTURE]} else {""};
    hint parseText format 
    ["<t size='1.3' color='#2394ef'>Information</t><br />
    <br />%4<t>Your <t color='#ccffaf'>%1</t> has arrived from the <t color='#fcffaf'>%2</t> at grid <t color='#beafff'>%3</t>
    <br /><t>Vehicle Timeout is <t color='#ccffaf'>%5</t>
    </t>", _var_classname select CTI_UNIT_LABEL, (_var select 0) select 1, mapGridPosition _position, _picture,_r];

    Auto ejection from mhq when locked action is used.

    We dont have AI on So players cannot buy any AI at all.

    You may want to make it so it only kicks players out when locked :p

    Action_ToggleLock.sqf

    private ["_lock", "_vehicle"];
    
    _vehicle = _this select 0;
    _lock = if (locked _vehicle == 0) then 
    {
    //--- bl1p eject all on lock
    {
    unassignvehicle _x;
    _x action ["EJECT", _vehicle];
    sleep 0.5;
    } forEach crew _vehicle ;
    2;
    } 
    else 
    {0};
    
    _vehicle lock _lock;

    A global resistance AI count Limit

    This is a param the the admins can set that allows you to state how many resistance AI you want to have before the creation script decrease the amount they make

    As I also use CQB , Roadblock and Heli reinforcement AI scripts this also suspends the use of thouse scripts until the amount of resistance AI is below the limit set.

    Example :- (with UNITLIMIT as the param and a value of 0 as off my default is 175)

    if (UNITLIMIT > 1) then 
    {
    	_ResUnits = resistance countSide allUnits;
    	CountUnits = _ResUnits;
    	diag_log format["Toatal RESISTANCE units = %1", CountUnits];
    	if ((CountUnits) < UNITLIMIT) then
    	{
    		if (_value >= 350) then 
    		{
    		_resistanceSize = _resistanceSize + 8;
    		diag_log format ["CountUnits = %1 _value = %2 creating extra group ",CountUnits,_value];
    		};
    	};
    }
    else 
    { 
    	if (_value >= 350) then {_resistanceSize = _resistanceSize + 8 };
    };
    
    _totalGroups = round(_resistanceSize / 12 + 1);
    
    // switch value...
    _pool_group_size = 12;
    _pool_units = [];
    _chtime = 0;
    
    
    if (UNITLIMIT > 1) then 
    {
    	if ((CountUnits) >= UNITLIMIT) then
    	{
    		_pool_group_size = 6;
    	};
    	_pool_group_size = 12;
    };

    Anyway hope they come in handy m8 and sorry the codes so crappy.

    No credits needed or expected.

    BL1P

    Glad to see the mission running so well :)

    Any errors in the rpt btw?

    Removal based on cost is a nice idea, I'll see if I can work something out from it.

    For the client notification it's easier to use PVF as the time tick is never the same between the client and the server. It shall be done server-sided. I'll add a notification too in the next one :)

    For the player eject you have to use PVF too I think otherwise locality may kick in just like A2's.

    I may add a similar unit limitation system with difficulty params. Thought I don't know if I shall base it on FPS or unit count.

    Credits are important

    • Like 1

  4. @Benny

    1. Would it be possible to stop a player getting income when not connected to the server please.

    2. Could you make it so a player in an artillery Mortar/Vehicle uses the command menu Artillery same as an AI would (wanted for none AI missions).

    Thanks :)

    Hmm,

    What do you mean with #1? The previous AI Slot?

    #2 Is tricky, I don't know if doArtilleryFire / commanderArtilleryFire work on player. Some workaround may be needed such as a self made ballistic UI (Bit like the one in ArmA 2 Vanilla).

    running version 0.97 Stratis

    encoutered these script errors after 24hours of run

    2013/11/27, 12:26:26 Error in expression <CTI_BASE_CONSTRUCTION_DECAY_DELAY;
    
    if (_completion > _completion_last) then { _>
    2013/11/27, 12:26:26   Error position: <_completion > _completion_last) then { _>
    2013/11/27, 12:26:26   Error Undefined variable in expression: _completion
    2013/11/27, 12:26:26 File mpmissions\__cur_mp.Altis\Server\Functions\Server_HandleStructureConstruction.sqf, line 60
    2013/11/27, 12:26:26 Error in expression <ompletion;
    
    _lasttouch = time;
    
    
    while {_completion > 0 && _completion < 100} do>
    2013/11/27, 12:26:26   Error position: <_completion > 0 && _completion < 100} do>
    2013/11/27, 12:26:26   Error Undefined variable in expression: _completion
    2013/11/27, 12:26:26 File mpmissions\__cur_mp.Altis\Server\Functions\Server_HandleStructureConstruction.sqf, line 56
    2013/11/27, 12:26:26 Error in expression <Null]];
    
    deleteVehicle _structure;
    
    if (_completion >= 100) then {
    _var = missio>
    2013/11/27, 12:26:26   Error position: <_completion >= 100) then {
    _var = missio>
    2013/11/27, 12:26:26   Error Undefined variable in expression: _completion
    2013/11/27, 12:26:26 File mpmissions\__cur_mp.Altis\Server\Functions\Server_HandleStructureConstruction.sqf, line 72
    

    otherwise keep up great work

    Thanks for the report,

    It seems that the variable attached to the ruined structure vanished or that the structure got removed inbetween the construction process. I've added some extra checks to quit the loop just in case.

    Been playing for weeks now and really enjoying CTI. There is some small bugs that i think if eliminated would make this the number one game.

    -The transporting of vehicles thru the hook function needs to be a little bit more giving. Many times i have gone to hook the HQ and both helicopter and HQ explodes rendering the game to end.

    -The radio messages and SITREP stops showing after playing the game for a while.

    -Weapons loadout save templates do not show up after playing for a while

    Thanks Benny and we all appreciate all your hard work!

    - Define better hooking :), more distance between the hooked and the hooker? larger hook radius?

    - I'm not sure that this one is related to me.

    - I've noticed it for new players, I'm looking into it.


  5. BroTox;2557045']Thats true' date=' but i think is to easy to kill them. When i attacking a town with APC i can see the towndefense from miles away and burn them out in seconds.

    its mutch more fun to fight in the middle of the citiy ;-)

    Ok, but is often heared form commanders they want to build a second Base near a Airbase for example.

    Maybe its a good idea for a new paramater.

    greetings BroTox[/quote']

    I'll rework the way the defense spawn asap (gonna try to make them spawn near doors and stuff).

    Base area param is already in but it was skipped somewhat :D

    Enjoying the .97 version. Has a lot of improvements.

    I have two bugs to report.

    1. The new filter Arty magazines to remove mines, does not work. Any Arty tank spawned has the mines in them. I did not try using the new Arty call interface, I was simply inside the vehicle using Arty comp.

    2. Deleting factories, although this works to remove the buildings, it has been reported by some of my admins, that the base itself is not deleted when the last factory is. You can only rebuild in the same spot as the last base. As the base itself is still considered active, even though no buildings. This prevents commanders shutting down an earlier base, and moving it across the map to a new location where it can be of more use to fight the other team / take towns.

    Thanks for all the hard work so far. To both Benny and Zerty, your collaboration has made this one hell of a map, and its only getting better.

    On behalf of myself and all the other guys at GunnysWarhouse.

    I'll have a look as I had no problems with it the last time i've checked.

    I've fixed #2, selling was skipping the area update cycle.

    There's more to come starting by wide town-to-town patrols :D

    Thank Benny for the response about base area.

    Is it possible to have a parameter so that will allow a base to be built anywhere as long as it is near a captured town? So maybe instead of 650m from the last base building, make it like within 500m of a captured town?

    Also do you have plans for putting in the ability to use the service menu in a town once it is captured? Along with the ability to purchase basic infantry and basic light vehicles in captured towns?

    It's possible.

    Yes i'll add the town servicing feature in the next version. I'll see about the reinforcement from towns as I wana experiment a few stuff with it.

    Thank you, Benny, for all your efforts! I've been playing different BE Warfare and CTI editions since, uh, year zero now, and these missions definitely are the most ones I play nowadays.

    The question: bug reports (I personally btw don't like the term bug as it's used so widely nowadays, I'd call it defect or failure), feature requests, support requests, questions, you-name-it, are mushrooming now here and there. What about to start to utilize dev-heaven's Issue Tracker (or similar) again to capture these and store and manage centralized?

    Thanks, yeah a bug tracker would be nice.

    Cant wait and keep up this fantastic work! And how can i play commander in single player?

    Atm you have to edit the mission in order to do that (mark the Officer as the player in the editor). I'll be adding ingame teamswaping feature for SP soon.

    Got a problem trying it in solo (lan multiplayer game mode). I choose to be Bluefor commander, set ai to enabled. I started the game (on Altis and Stratis for the test), but after 30 min or so of gameplay, it didnt seem that Opfor is doing anything at all. I cannot confirm it, cause i dint have visual on their base.

    I dont know if im supposed to see or not some red flag poping up when opfor is capturing city, but after 30 or 40 min of gameplay, it only showed green flag all over the map (minus the blue one ive already captured).

    Also, is there a way to setup resistance difficulty in neutral city??

    Hmm I had some great fights with opposing AI teams during my tests, some confirmation would be great :)

    I'll add resistance difficulty asap.

    Usually have the vehicle cleanup on, was just wondering whether or not it was necessary to have it a check all vehicles on the map every 15 seconds.

    It has a non-existant impact.

    Had a quick flick through the last couple of pages and I don't think this has been mentioned:

    On some rounds all Indie vehicles in towns explode on spawn. Doesn't seem to happen to east/west town occupation vehicles. Not quite managed to pin down a common denominator as to why it only happens on some rounds yet, but it could be something to do with one of the parameters - the one that springs to mind that we have been changing is the economy town occupation, however i don't have proof :(

    Also if its of any worth, you can break people out of jail with vehicles/choppers (yeah we got a bit bored at one point!). Granted the person still gets teleported back at the end but maybe place a 2nd ring of walls and a roof? :p

    Aside from that .97 is a great improvement :)

    I've had the exploding vehicles too (physx ftw). It happen during the vehicle placement (like the blufor truck) where the vehicle is created but the rear or the front spawn underground, the velocity (to fix it up) kicks in and send the vehicle flying toward mars. I think that I'll add an extra height offset during the spawn of vehicles.

    I'll pimp the prison :)


  6. Thanks Benny! This is the best missions ever created for Arma! Any chance we can have airdropped reinforcements for the player as this would take the hassle out of waiting for your troops to get to your position miles away.:)

    Thanks :)

    Why not, but this shall only work near a town.

    Hi Benny, thank's for the new version! i love it..

    anyway, i just want to complain about building factories "bases" !! u can build any building one time only and the destine is 500m away from the barracks only!

    can u explain why?

    thank you

    That's the base area. This was introduced to prevent scattered bases and to make bases more interesting.


  7. Something has to be done about the Comanche/Blackfoot being the only air asset that has air to air capabilities. If the pilot is half way decent it's almost impossible to shoot them down from the ground. I was on gunnys CTI server last night and we tried EVERYTHING to bring down the heli, nothing works. We ended up having to find his base and shelling the hell out of it. The core problem is that ground vehicles do not have the range that the Blackfoot has and OPFOR has NO air assets with Air 2 Air capabilities.

    Solution: Either introduce jets (with air 2 air capabilities), introduce EASA so that Mi48 pilots can change weapon load outs and put AA missiles on their helis, or extend the range of ground to air defenses.

    I'll be adding EASA, no worries.

    I can confirm that the "addItemCargoGlobal" command used, in the "Common\Functions\Common_EquipContainerBackpack.sqf" file is bugged, the best solution is going back to your old way with

    /*
     # HEADER #
    Script: 		Common\Functions\Common_EquipContainerBackpack.sqf
    Alias:			CTI_CO_FNC_EquipContainerBackpack
    Description:	Alter the content of the backpack and it's items on a unit.
    Author: 		Benny
    Creation Date:	16-09-2013
    Revision Date:	16-09-2013
    
     # PARAMETERS #
       0	[Object]: The unit
       1	[string]: The backpack classname
       2	[Array]: The items to add in the backpack
    
     # RETURNED VALUE #
    None
    
     # SYNTAX #
    [uNIT, CLASSNAME, ITEMS] call CTI_CO_FNC_EquipContainerBackpack
    
     # DEPENDENCIES #
    Common Function: CTI_CO_FNC_ArrayPush
    Common Function: CTI_CO_FNC_GetItemBaseConfig
    
     # EXAMPLE #
    [player, "B_FieldPack_blk", ["Laserbatteries","7Rnd_408_Mag",...]] call CTI_CO_FNC_EquipContainerBackpack;
    */
    
    private ["_added", "_backpack", "_items", "_unit"];
    
    _unit = _this select 0;
    _backpack = _this select 1;
    _items = _this select 2;
    
    if (backpack _unit != _backpack) then { removeBackpack _unit };
    if (_backpack != "" && backpack _unit == "") then { _unit addBackpack _backpack };
    if (backpack _unit != "") then { clearAllItemsFromBackpack _unit };
    
    _added = [];
    {
    _item = _x;
    if (_item != "") then {
    	if !(_item in _added) then {
    		_base = (_item) call CTI_CO_FNC_GetItemBaseConfig;
    		[_added, _item] call CTI_CO_FNC_ArrayPush;
    		_count = {_x == _item} count _items;
    
    		//(unitBackPack _unit) addItemCargoGlobal [_item, _count];
    		switch (_base) do { //todo figure out bout that goggle mystery
    			case "CfgMagazines": { (unitBackPack _unit) addMagazineCargoGlobal [_item, _count] };
    			case "CfgWeapons": { (unitBackPack _unit) addWeaponCargoGlobal [_item, _count] };
    			case "Item": { (unitBackPack _unit) addItemCargoGlobal [_item, _count] };
    			//case "Goggles": { for '_i' from 1 to _count do {_unit addItemToBackpack _item} };
    		};
    	};
    };
    } forEach _items;

    This doesn't even surprise me anymore :D

    I'll just roll back.

    Is there a way to re-add bounty for all kills (including AI infantry) you or your AI's do?

    And how do you increase the money received from capping towns?

    Can you add a service point for all towns that are yours? Like in Arma2.

    I'll be introducing some modification regarding this part in next version. By scripting you just have to decomment the EH from Common_CreateUnit.sqf.

    I'll add a coefficient constant to increase the money awarded during towns capture. By scripting a coefficient has to be added in Server_OnTownCaptured.sqf for:

    _value = _town getVariable "cti_town_value"; //--- Old
    _value = (_town getVariable "cti_town_value") * x; //--- New (where x is a coefficient)
    

    I'll be adding service utilities in towns too.

    BroTox;2556127']Big Thx to Fred for you help! Server rund smooth now ;-)

    Benny die you planed all AI by hc for the future?

    Greetings BroTox

    Most of them yes.

    I like a lot of these ideas. I would like to add the following:

    1. Classes

    - No comment.

    2. Capture Towns

    - I agree that players should not have to run supply routes manually. Even though supply trains are an important part of warfare' date=' it would distract players from the fun parts.

    - The order towns can be taken shouldn't be forced. Distant towns already pose a logistical challenge to "lone wolfs", and most players attack nearby towns first, anyway.

    3. Obtaining Cash

    - Just like in real war (usually), cash/supply should only come from a base income, capturing and holding towns, and perhaps salvaging wreckage. Adding resources to players for kills can take an asymmetric war and just make it more asymmetric. It's enough to know that the enemy has fewer assets. Victory is the reward.

    - It might not even be all bad if most income was optionally from base income. Battles would be fierce to the end. It might be worth playing with.

    4. Bases

    - Tweaking structure HP a little might help, but I don't think it should be made too unrealistic. Harden walls and defenses, and allow construction without the HQ. Buildings are simply vulnerable to destructive devices. They have to be protected by walls and defenses. When a persistent attack inevitably destroys core structures, let it not be too difficult to reconstruct them. Perhaps allow the commander full construction capabilities from repair vehicles.

    5. Commander

    - No comment.

    6. Unit Costs

    - I would like unit costs to reflect their equivalents in actual warfare. A rifleman might only be $40, a tank $5000-$8000, and a gunship only $12000-$15000, but that's modern warfare. Any imbalance can be offset with effective AA radar, and possibly more limited fuel for aerial vehicles so they have to land more. I think those are two of the main factors that prevent aircraft from obsoleting tanks in the real world. Not sure about maintenance costs. Please consider.

    In addition, I would like all vehicles purchased to automatically be manned with repair specialists. In the current game, AI drivers are guaranteed to wreck your wheels, and anyone who doesn't bring a rep spec is going to have a bad time. But, it's a pain having to always load them manually.[/quote']

    2. The orders shall come from the commander, a TL cannot and shouldn't be able to decide.

    4. The problem is that there is so little content regarding defensive structures... There was a good concrete wall model unfortunately it cannot be damaged for some reasons...

    6. An excel/good doc spreadsheet could be usefull there to adjust the prices.

    Regarding vehicles, I think that the AI should be tweaked regarding the driving behaviour, It's kind of carmaggedon.

    Anyone in a repair truck can repair destroyed structure quite fast (repair/construct speed depends on how many time it was destroyed thought)


  8. i do have some issues with bought unit/building placement:

    a) when a vehicle is not removed from the placementposition newly bought vehicles spawn on top of the other vehicle, both explode and damage/destroy surrounding buildings.

    an example of genius ki behaviour...not moving vehicles

    b) when i'm fortifying structures on hillsides placed walls tend to fly above the ground with one part of it. so i wonder if there is something like a terrain alignment option?

    This used to be fine in arma 2, I guess that I have to play with emptyPos and stuff now.

    SinglePlayerIssue

    Hey there! First off, great work as always and thankyou soo much.

    1. I still cant seem to find the opposing teams AI taking over the island? I tried on stratis just to make sure(small area/fly around and search). I play single player so, Me= blufor commander + no AI teams..towns occupation = enabled..Opfor AI commander and x1 AI team. don't see them taking anything.

    2. Is there a way for me to make a never ending version? maybe remove the HQ destroyed=lose script and or make the HQ allowDamaga false? If this is totally against your vision for the mission or don't have time to explain or make param. don't worry. thx man!

    ---------- Post added at 21:32 ---------- Previous post was at 19:36 ----------

    ok nvm on problem #1

    I restarted my mission and made it AI commander w/ x2 AI teams and maxed out there starting cash. now I see them :) Im thinking x1 ai team was too weak to ever get started? any ideas on AI team minimums etc to play a good single player?

    anyway, thankyou so much for the best mission ever.

    would love to hear ur thoughts on my 2nd question above, if possible. thx!

    Hey,

    An endless scenario is possible, you may want to make buildings and HQ invincible thought:

    - In Server_HandleStructureConstruction.sqf (note that you have to comment in the other handledamage events, there's 2)

    _structure setDir _direction;
    _structure setVectorUp [0,0,0];
    _structure addEventHandler ["handledamage", {0}]; //--- Add this for 0 damages.
    ...
    

    - in Init_Server.sqf (note that you have to comment in the other hq handledamage event below)

    _hq addEventHandler ["killed", format["[_this select 0, _this select 1, %1] spawn CTI_SE_FNC_OnHQDestroyed", _sideID]];
    _hq addEventHandler ["handledamage", {0}]; //--- Add this for 0 damages.
    ...
    

    I have to ask if indeed you are playing you're own version because there is no base limit parameter in Benny .97. Zerty doesn't have this parameter his 6 versions of .96 I stopped checking the Russian versions.

    More parameters=more choice. How would you like your Benny today?

    Na, I don't play it that much :)

    I forgot to include the base area parameter, there's only a constant -> CTI_BASE_AREA_MAX

    Nice work, been playing 97 and have a few observations. 2 games played so far and on the first the gear upgrade and the town occupation upgrade were switched in the list...just the 1/3 part. IE I had 1 gear and 2 occupation upgrades but on the list it said 1/3 for occupation and 2/3 for gear but on the right side it would say the correct amount. This was the first game, it did not happen in second, so weird.

    I have gotten a message many times when saving a template for equipment that says cannot save because a piece of equipment does not belong to that side. But I am just buying from the screen, no scavenged weapons on me. I have yet to figure out which item is the culprit.

    Arty may be broken? I bought both rockets and arty, in the arty interface I could make my selections but I could not call in arty, when I clicked on call fire mission it would flash, I would click on map and nothing. Also what do the parameters do short,medium,long and ballistic computer? It says set-up in the parameter, maybe that can be re-worded to something more specific?

    The parameter max FOB changes how many base structures you can build and therefore... bases. The parameter name makes it sound like the max bases players can build with using trucks but it ends up being the base total. Set on 2 you can build 2 barracks and that's it, even if you sell one it still counts against you.

    I know I have mentioned this in .96 I thought maybe I was doing something wrong, but with this version now that I can see a number for each town I could then test it more. So far in 2 games , even with occupation upgraded max it just does not seem to work. Comparing what money should be coming in with what is actually coming in. I never see the towns get a solid circle unless a player sends troops there specifically. Is the effect instant? could there be something preventing the occupation from working? The only way I can get full value is to station AI troops in every town. Also if you could take the time to explain the mechanic of occupation. Are troops supposed to actually spawn in town or does the value just increase? What is the percentage of increase for each occupy upgrade? Does it gradually happen or is it supposed to be instant?

    I'll have a look about the gear/occupation upgrade switching.

    Regarding the templates, were you commander by any chances? There's some vest/uniform issues there I think.

    I'm using inRangeOfArtillery command and it seems that the calculation is kinda weird. I'll see if I can improve it.

    The parameters are as follow:

    - Disabled

    - Artillery Computer (the stock interface, 0 timeouts)

    - Short range (CTI UI)

    - Med range (CTI UI)

    - Long range (CTI UI)

    - Extreme range (CTI UI)

    The FOB parameter changes how many FOB may be built from a repair truck for a given side. The Base Area parameter is not present (it got left in my other parameters.hpp somewhat)

    Occupation upgrade increase the resources generated from empty towns. A soldier is still needed in the vicinity if you want to max out the town resources

    The calculation is as follow for an empty town:

    - Occupation Level 0 (default): 25% * (town value)

    - Occupation Level 1: 30% * (town value)

    - Occupation Level 2: 35% * (town value)

    - Occupation Level 3: 50% * (town value)

    Note that the parameter 'INCOME: Towns Occupation' on disabled will make the towns resources be on 100% no matter if empty or occupied.

    The occupation upgrade will also improve the quality of units which may spawn in towns (0:Nada, 1:Infantry, 2:Mechanized, 3:Armored)

    The reason why you don't see occupation in towns when there is no enemies around is that it would probably lag alot to have them all present at a time.

    Even a small team per towns would requires quite alot of resources (40 towns * 1 squad of 3/4 units -> 120/160 idling units).

    This system is open for suggestion as always :). We can always improve it!

    Thanks, i'll try that.

    Any way to edit the mission so I can start commanders with more than the max 60k in parameters?

    You can open up parameters.hpp and add some extra values for those parameters:

    - CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER

    - CTI_ECONOMY_STARTUP_FUNDS_EAST

    - CTI_ECONOMY_STARTUP_FUNDS_WEST_COMMANDER

    - CTI_ECONOMY_STARTUP_FUNDS_WEST

    You just have to add extra values in values[] and texts[] at the end.

    OK, version got tweaked (prolly just params file) and I can confirm the following:

    Random Spawns not random

    Still an issue. I know exactly where both teams will spawn on both maps.

    Paramaters are non-editable, and non-readable

    Ignore - I believe this was a config issue

    Re-arming Helicopters is 'buggy'

    Confirmed - this is definitly a major issue.

    aside from wasting money on re-arming that doesn't happen, the re-arm script removes countermeasuers (for all veh), and does not replace them. ie. 1st and subsequent re-arm means no more countermeasures.

    Titan Launchers

    Heard many players complaining that either:

    a) can't load ammo in Titan launchers

    or

    b) can't lock on with titan launchers

    Display of numbers in Commander upgrades is screwy

    As per someones earlier comment, the numbers are all mixedup - ie. its shows level 1/3 for first upgrade, but 1/1 for third.

    gotta run... really fast now!

    The random spawn depends on the distance set. On stratis it's kinda easy to guess. When no suitable spawn is found within 1000 attempts, location 1 & 0 are picked.

    Regarding the ammunition I'm using this command: http://community.bistudio.com/wiki/setVehicleAmmoDef

    I think I'll try not to use those new commands in the future. Time to go back to the old addWeapon/addMagazine!

    Regarding the launchers I still haven't tested it but I suspect the addItemToxxx command to be behind the issue (handling the magazine as an item).

    I'll have a look about the diff in the upgrade menu.

    Assuming that I have built the max bases allowed. I found that even if you sell your buildings...or they get destroyed you can't build another base. I could go back to the base area that was destroyed and build in that location again.

    I'll have a look, I think that selling a building skips the base area processing.

    BroTox;2555493']Hey Fred' date='

    i think you're right there must be something worng. Now we tryed nearly everything to fix it but we cant find the reasson :-( we all noobs in configure the server.

    I've dont seen any double spawning AI jet, but i will take a look tonight.

    What ive seen today is when the games is starting all AIs where calculated by the Server and after a few minutes the HC is starting to calculate some AIs but like in the linki from DarkGenesis just some of them not all.

    -now ive seen double spawning AI when game is starting. i set 4 Ais and on map after starting is see 8 AI.

    And ive i spawn without any AI myself doublespawned on the map.

    greetings BroTox[/quote']

    The HC will kick in after 60 seconds ingame.

    Only Towns AI will be delegated on the HC atm.


  9. Hey,

    Thats exactly the case, when loaded from the gear menu, no ammo is considered valid for titan lauchers iven if it is in the backpack.

    Ive tried changing the classname of the titans lauchers to the unmarked ones with no effect.

    Strangely, the bug is not present if you create a new mission with only the player and a laucher box. In this case the titan can find its ammo and the classes on both the laucher and the ammo are the same as in the 0.97.

    So Ive thougth you hided some kind of watchdog to validate that the current weapon can be used considering the gear upgrade level.

    Sadly I Wont be able to do more test until next tuesday, maybe it could be fixed by dropping the backpack and taking it back, since its not related to the classes of the weapon and that Bis putted some restriction between lauchers and backpacks.

    I suspect it has something to do with addItemTo(Vest/Uniform/Backpack), It was broken like that once so why not twice :)


  10. I'm flat out, so don't have time to test and report more thoroughly, but here are a couple of probably 'bugs' that I believe exist in latest version:

    (It's always possible that i'm just a noob, and my idea of a bug is simply noobishness)

    All testing was completed on STRATIS

    Random Spawns not random

    After a mission restart, BluFor and OpFor spawn at exactly the same place (3-4 restarts, all the same place - some just #restart, others via #missions).

    Paramaters are non-editable, and non-readable

    Many of the params are not editable (ie. only one option available). Many params are not human friendly - ie. set to things like "0" or "1" or "-1" or "3586210". (Instead of "Disabled" / "Enabled" / Inverted / X Minutes etc...

    Re-arming Helicopters is 'buggy'

    Re-arm via ammo truck does not seem possible.

    Rearm via service menu is available, and will happily take your $3,000. However, either no rearm, or partial rearm is executed each time.

    Sit in pilot seat, select rearm from service menu, recieve initial message, ammo dump, no rearm, receive completed message.

    Sit in gunner seat - had 50/50 success with this, but even when you get success...

    rearm never rearms flares

    I haven't nailed it down, but I THINK you have to sit in the gunner seat and make sure you do nothing between clicking rearm and getting the finished message.

    I've tried this a handful of times, and had to complete between 3-4 rearms (at almost $3k each) each time.

    Gotta run!

    EDIT: NOTE: I've just had a quick play with 0.97 off the server I play on and 0.97 from Steam Workshop... I get different results. Possibly config related? Garrr... now I have to Sprint!

    Ed

    Are you sure that this was my version? :D

    Steam & Skydrive versions are identical.

    Run as you would in arma! :)

    Hey,

    Another bug is present on the mission, If anyone can confirm it:

    The titan lauchers cant load their ammos for some reason.

    I tried to see if some kind of limitation script was added for those but I could not find anything, so do anybosy may think of a cause for this strange behavior?

    Cheers

    Hey,

    You mean the current weapon's magazine slot in the gear menu? There's no command to load a specific magazine in a weapon yet afaik. Otherwise I had some strange bugs before on dev channel where even if I had amagazine in my inventory it would not be considered as a valid magazine.

    Hey Benny, love the new version of BE.

    I do have a question, its something that I can't quite figure out. If this question has been asked before or is just completely noobish, then I apologize beforehand.

    My buddies and I have been playing BE for the last few weeks and one thing I keep running into is the inability to build bases as we progress. I keep getting "The base area limit has been reached.". Is this a limit on how many bases can be built or a limit on the distance from the initial spawn point? Is there anyway of increasing the limit to allow more than 2 bases to be built?

    Thanks.

    Hey,

    By default the base area is 2 to prevent scattered bases. Try to sell an old base or increase the base area limit parameter from the lobby.

    An area is defined by the base buildings it has within 650~ meteres


  11. BroTox;2552347']Hey Benny' date='

    now ive seen when i open again the mission.sqm i see the folliwing lines.

    position[']={2028.2897,7.2539482,4678.6309};

    id=34;

    side="CIV";

    vehicle="C_man_w_worker_F";

    player="PLAY CDG";

    forceHeadlessClient=1;

    leader=1;

    skill=0.60000002;

    text="hc";

    init="if (profileName == 'hc') then {selectPlayer this};";

    description="hc";

    when i changed them into the right lines and saved them they changed by his self, is this a problem ?

    You've added battleyeLicense=1; in the HC profile? in HC luncher by parameters right ?

    now is the same problem battleye kicked them out cause no respond.

    greetigs BroTox

    Hey,

    forceHeadlessClient=1; will vanish everytime you save the mission.

    Also you have to add the following line in the HC's *.Arma3Profile else it'll be stuck (our shortcut used -profiles=hc which will create a folder at our arma3 root called "hc", the profile is located within users. * is the name of the hc)

    battleyeLicense=1; 


  12. It seems I've caught another property of the commander bug : when both BLUEFOR and OPFOR have a human player commander, the commander bug completely disappears !

    The cause I couldn't catch this fact earlier was that I either tested BECTI by only myself when noone else had connected or all players who had joined, picked the same side I was on and played in my team while the other side remained without a human player commander. Once any of these players had disconnected, I got dropped back to the HQ as a commander.

    Now I could put a game together where both sides had a human commander and the game ran completely flawlessly as long as the human player commander of the opposing team was in the game (I was the commander of my own team). Once he had disconnected I've immediately got dropped back to the HQ as a commander of my team again and the bug had returned.

    Interesting, I'll look it out.

    BroTox;2551969']Hey Benny' date=' thx for the guid and your help :-)

    ive done everything but it doesn't works :-(

    this is my Mission SQM:

    class Item34

    {

    side="CIV";

    class Vehicles

    {

    items=1;

    class Item0

    {

    position[']={2028.2897,7.2539482,4678.6309};

    id=34;

    side="CIV";

    vehicle="C_man_w_worker_F";

    player="PLAY CDG";

    leader=1;

    skill=0.60000002;

    description="hc";

    text="hc";

    init="if (profileName == 'hc') then {selectPlayer this};";

    forceHeadlessClient=1;

    ive dont found unit : "TK_CIV_Worker01_EP1" is this a problem ?

    and i changed the name from the hc profile into hc.

    On other maps with HC he is working.

    in the most of time battleeye kicked the hc cause he is not responding.

    is it possible that you upload a version of 0.97 with included hc ? cause all of us are very nooby in working with missions.

    so we just have to chance the name of the hc profile.

    hope you able to help us :-)

    greetings BroTox

    Hey,

    The unit was an ArmA 2 OA unit, it can be whatever you wish it to be on CIV side.

    You've added battleyeLicense=1; in the HC profile?

    You only have to edit the mission.sqm and from what I saw it's fine, the rest is 100% config related. Detail your steps some more if possible.

    Thanks for the mission Benny. I've played it a lot in the last few weeks and I really enjoy it.

    I've spent a little over 1,000 hours in Arma2, and I once dreamed of writing a mission vaguely similar to BECTI (rough cross between the 'life' missions and a milsim). Funnily enough I never ventured out enough to find BECTI in A2.

    Anyhoo, here's my tuppence...

    The manual

    Thanks for including the 'online manual' - I know there's a lot of work that can go into manuals!

    Is there any more in-depth manual anywhere?

    I'd love to understand the mission better.

    I'd love to tell newbies to RTFM and know they will get most of the questions answered.

    I'd even consider writing some content, but I don't know the mission well enough.

    Steam Workshop

    I don't see the actual BECTI on Steam Workshop. Am I doing something wrong?

    Loadout templates

    It took me a long time to figure out how these actually worked.

    There's a bug with it in new version. I spawned as BluFor and can't even create a template with the default kit.

    The help error reads:

    "The template could not be created since some items do not belong to the sides equipment"

    It was a tricky problem to find, but its something to do with the default aviators given to BluFor commander.

    Bug reports / feature requests

    I guess the answer may be obvious - but i'm assuming this thread is the official channel for bug reports / feature requests?

    Civilians

    It would be nice to have some 'ambient life' and some people actually living in the towns. Obviously with big penalties for killing civilians. I realise there may be some significant performance issues with this idea.

    GREAT Idea! Some common side missions would really do wonders for the PVP element. Love it!

    +1

    Scripting in ArmA is always funny :)

    Online manual will be expanded, I still have to cover some topics. Thought there's no deep manuals around. If you feel like a topic is missing then feel free to tell me about it or even write about it and I'll add it to the ingame help.

    I'll add it to steam workshop later tonight, It's hard to upload from work on steam :D

    I think I forgot to check the com's gear at start, I'll have a look.

    You can submit bugs or requests here, for gamebreaking stuff just pm me.

    I'll try to add a civ parameter.


  13. Benny i see you've definitely made changes in working of commander slot but ...

    ... the commander bug ... oh no :o it's still there :S

    It's not there only if you lock the server once the game has started.

    I couldn't reproduce it,

    Could you detail it a bit further? was it on LAN or dedi? are AI disabled?

    BroTox;2551454']first of all good work Benny.

    new version runs very good and makes a lot of fun to play ;-)

    but iam to stupid to runs the HC....

    i connect hc to the server but normaly theres a slot to switch him hin and start the game

    what i have to do in your becti ?

    greetigs BroTox

    Thanks' date='

    I've just noticed that I somewhat removed the environment disable command. If you want to disable it, add the following at the end of init.sqf

    0 spawn {
    waitUntil {time > 0};
    
    //--- Disable rear-end rabbits, opening-doors-snakes and all those bis mamals.
    enableEnvironment false;
    };
    

    For HC you have to use Fred's solution since.

    Steps aren't too hard:

    Headless Client Guide:

    Preparing the Editor

    1. Edit the mission in the Editor and add a civ slot as playable (or more if you have more than 1 HC), and put the following line in the init field (you can add a description too like "Headless Client"):

    if (profileName == "hc") then {selectPlayer this};

    We add it since BIS made the HC non-player by default for some dark reasons.

    2. Save the mission and edit mission.sqm

    Find the slot and add at the bottom of it's parameters:

    forceHeadlessClient=1;

    You should have something like:

           class Item114 
           { 
               side="CIV"; 
               class Vehicles 
               { 
                   items=1; 
                   class Item0 
                   { 
                       position[]={4723.4199,-8.379611,12673.128}; 
                       id=303; 
                       side="CIV"; 
                       vehicle="TK_CIV_Worker01_EP1"; 
                       player="PLAY CDG"; 
                       leader=1; 
                       skill=0.60000002; 
                       description="Headless Client"; 
    				init="if (profileName == 'hc') then {selectPlayer this};";
                       forceHeadlessClient=1; 
                   }; 
               }; 
           };  
    

    3. Now that the mission.sqm is modified you have to either pack the mission as PBO with a tool like cpbo or whatever pbo packager there is around or you can reload the mission in editor and export it to multiplayer.

    Preparing the Server

    In our server.cfg we add the list of our potential HC so that the server allocated them an infinite bandwidth.

    If it's the same machine then we simply add the localhost ip:

    localClient[]={127.0.0.1};

    If we can have 2 LAN clients 192.168.1.5 and 192.168.1.6 then we use:

    localClient[]={192.168.1.5, 192.168.1.6};

    The server config is now ready

    Preparing the Headless Client

    And the final piece!

    Remember that the headless client is simply a client without an interface (no graphism) so it's unfortunately an extra licence per HC

    You can launch it after/before the server, it will hammer until it connects.

    Here's how to launch it assuming the server port is 2300 and that the HC is on the same server (otherwise change -connect=localhost to a LAN IP like -connect=192.168.0.1).

    "C:\Server\BIS\arma3.exe" -world=none -nosplash -nopause -client -profiles=hc -name=hc -connect=localhost -nosound -port=2300

    Note that the "-name=hc" is important, the client will be named "hc" (that name shall match the profile name defined in the editor (hc in our case).

    Also you have to add the following line in the HC's *.Arma3Profile else it'll be stuck (our shortcut used -profiles=hc which will create a folder at our arma3 root called "hc", the profile is located within users. * is the name of the hc)

    battleyeLicense=1;

    If you don't have the the HC's *.Arma3Profile then you may launch the shortcut once and close it (it'll generate it).

    Annnd that's it!

    You mean as a template? I mean having it re bought to your soldier on death with a fee?

    I thought you were talking about persistency. I'll see about reequip on death.


  14. 7.62 weapons seem out of place at gear 0 on Opfor, namely the Zafir and rather potent Vermin SMG with .45 ACP. Also why doesn't Opfor receive the Katiba as their standard rifle, seems strange. Not sure it's wise to give people AT launchers with standard gear either?

    I'm not sure that I am enjoying the separation of the repair and ammo trucks into their own exclusive factories just for one vehicle. I would personally rather they were placed back within the light factory at level 1 or something?

    Would you also consider when mobile re spawn is turned on having the team start with an Zamak or HEMTT medical?

    I like the new "use factory" scroll menu option. Also I am sure I'll figure it out but could you attach actual ranges to the artillery parameters.

    Why is it that I can't lock vehicles that I don't buy locked, is that intentional?

    I'd kill to be able to save my gear too, is that something that BIS is preventing you from working on? Oh and what is the current range of mobile re spawn?

    Thanks for the work thus far.

    Working with classnames is a pain now, I'll try to improve the weap balance in next version.

    I like the separation of repair & ammo.

    I'll see to give opfor & blufor a med veh if mobile is turned on.

    Artillery is handled of an odd way, inRangeOfArtillery is not really behaving like it should and getting the actual values seems a tad hardcore to get since the distance between the fire mission and the artillery piece affect the initSpeed of the projectile. Some input is welcome regarding dynamic range adaptation :)

    Locked & Unlocked vehicles shall have the action.

    You can save your gear, it's already working.


  15. Hey,

    Just did a quick test and I have some Questions / suggestions / remarks:

    - Is it possible to have some kind of indication of the time left before next fire mission in your custom artillery computer?

    - Under some conditions (I think its when you try tofire mine clusters in the custom artillery computer) the arty computer bugs and you cant select a new target

    - Its hard to see which structure you are selling in the base management menu

    - When you are selling all structures in a base, do the current base number for the side decreased?

    Keep up the good work , I love how you code look so good :)

    Thanks,

    I'll be improving that for 0.98 :)

    0.97 is available on my skydrive (see first page for links).

    I hope that I didn't forget anything !

    PS: Headless Client works 100%


  16. ... wow, this are really goooood news, cant wait :)

    For me, the buggy behavoir of HC, was fixed with a vehicle init line like this:

    init="this allowDamage false;if (profileName==""HCXX"") then {selectPlayer this;};"; (whole line extracted from mission.sqm)

    Where i use "name=HCXX" param in HC start command line.

    At least in the beta this worked for me.

    Greets,

    Fred41

    Thanks,

    It's a shame that we have to do workaround to actually get something as simple as this to work :)

    I'll do a last control about HC with this fix before submitting it.

    What's a dedicated client? We are talking headless client here right? What can a player mean on HC since there is no player on an HC. Not sure why one would even try referencing a player on HC.

    A dedicated client is just a pure client without interface. The HC is just a unit, it's owner ID is needed for delegation (owner <object>).

    Once more it's a shame that it no longer works while it was working perfectly fine in OA...

    First of all, thanx a lot for submitting your stuff Benny, I'm sure it's a pretty tough work to dev such CTI scenarios. I prefer CTIs and would like to have complete ones for each map. For me, Arma 3 will only be a game when all of the maps ever submitted starting with those which Arma 2 already had will be available in the game and there will be at least 1 complete (non beta, final and bugfree) version of CTI for each (I know I know this probably will never happen).

    Besides many other smaller bugs all of which I cant completely enumerate here, I think the biggest prob with current BECTI scenarios is that they are not completely prepared for running on open servers where people keep coming in, play for a while in any team and then leave. When you play as a commander, each time when any player of your team leaves the game, Arma puts you back to the HQ, no matter where you were on the map and what vehicle or even chopper (!) you were driving. This makes the game almost unplayable when player coming and leaving "traffic" becomes swarmy. Btw I couldnt find a way how could I swap my team position between commander position and other "pure" (non commander) squad leader position and vica versa without restarting the whole game. Another question: is there a way to update factories to buy more advanced vehicles and stuff in the current version ?

    Benny could you check the bug I mentioned above before submitting 0.97 ? (sorry if this is a n00b question) :)

    Can't wait to grab the newest version anyways :)

    Hey,

    So upon Join in Progress the unit shall remain wherever it was? I'm fine with this and it's simple to fix, i'll see if I can work it out.

    In SP you cannot really swap (I need to do a "new init" when teamswaping, that'll be done later on). On a LAN or DED you can just go back to the lobby.

    As of 0.97 upgrades can be done for factories & gear menu.


  17. Fix for vest/uniform inventory issue

    (for real this time!)

    I did some experimenting around and got the right script functions for adding items to the vest and uniform. Tested that it works properly with respawn, reload, and purchase. The mission is available on Steam Workshop, and also here:

    https://dl.dropboxusercontent.com/u/41982446/ArmA/BECTI/becti_0096_z105_j101.Altis.pbo

    The post above links to a zip file with the now-corrected source files, if Benny wants to roll this into the main line. The secret was to use the same code as used to add items to the backpack, but to use the uniformContainer and vestContainer functions to obtain the container objects to add to.

    It was fixed in my internal version when the commands started working (for real :D)

    I'll release 0.97 Tomorrow.

    HC seems bugged here, the "player" object is always null for some dark reasons (was fine in A2 OA).


  18. Sorry Benny if my post offended you and all the hard work you have put into this....i just wondered if there could be an alternative to the "Golf ball"...or maybe even come camo netting to cover it from air units as it is very easy to spot from even 4km away.

    I can always place in trees but only on edges of forests as it needs space for vehicles.

    Why not just a house like the command center or the light vehicle depot?

    But i can live with it and again i don't mean to annoy you with asking for this.

    Squadie

    No offense taken here :) I was just wondering if there was a better model laying around (so little content regarding mil structures)

    Some structures also take 0 damages so it's a bit hard to use them. If you find some buildings laying around just send me/post a picture around.

    Also you're not annoying me at all, didn't mean to sound like it hehe.

    Very nice Job !!!

    Thanks :)

    on altis and stratis there are those military compounds with all the sandbag walls, towers etc. but all the big coop missions concentrate on towns and leave them empty the most time (domination, invade and annex, btc sandstorm, becti, resistance). so i'm looking for a massiv coop mission focusing on the military points on the map.

    What if I was adding some interesting stuff on them?

    Some of them could have POW, others could have ambushes etc

    Regarding the new AF model. Whilst I don't have a suggestion for a replacement building (not got access to my desktop atm, no Arma for me :( ), how about reintroducing the AAR and using the golf ball model for that instead?

    I'll have a look in the editor at the weekend and come up with a few suggestions for a new AF model if it helps?

    Need more models! :)

    Can you reintroduce the anti-collision script from Arma 2 warfare?

    We are starting to see a few exploits, where commanders are building bases inside of hangers and other structures. I would like to see a return to the script in arma 2 where you could not build structures within x number of meters from another structure/tree etc.

    Also anyone know if there is any work being done on making arma 3 warfare buildings? Game feels a little lacking when you have to use misc. buildings instead of being able to build up a proper base with military looking buildings.

    I'll tweak the building placement before .97 release. I highly doubt that those structures will be added.


  19. Pretty much the same system as in A2 BE Warfare. 2 Camps for smaller towns and up to 3-4 camps for the bigger cities. That way each faction can have at least one spawn point at each objective and this would result in both more interesting player versus player fights over objectives and more possibilities to clear objectives of AI defenders (maybe tune up the AI defense to balance the spawn point and give AI waypoints to "capture back"/block taken camps).

    Although i didn't like the possibility to buy AT weapons at small camps, which made most vehicle attacks against players in towns pointless (endless ammunition of javelins/nlaws) in A2. Maybe just allow to buy small arms/clips/first aid kits/items and such things.

    Doable. I was thinking of adding a gear access array for each items in the gear menu "Barracks/FOB/Ammo/Camps?".

    Camps shouldn't have any AT at all.

    Hey Benny.

    I been working on something and Thought ya might like the idea for BECTI.

    Instead of Credits you have Tickets.

    An example would be 50 credits would = 1 Ticket.

    so starting funds would then = 9000 credits or 180 global Tickets.

    and a truck would cost 11 tickets.

    obviously no tickets = no respawn

    and no team tickets would = game over.

    Any thoughts ?

    It's a good concept althought I think it might fit better on respawn-able devices

    Hi Benny,

    First of all...love your mod..

    I would like to ask if there is any way you could change the model for airfield/factory so we could possibly hide bases easier?

    The golf ball is too easy to spot even in my opinion...would be great if you could.

    Hey, If you have a better model in mind then I'm all ears :)

    i'm wondering if you will put in a parameter where you can choose to capture those military outposts and facilitys instead of towns?

    Could you detail this?

    Benny since you seem open to new ideas here's an organized list that shows the features that were on Rubber Edition plus some of my ideas that really made warfare extremely enjoyable to not just myself but several thousand players. We had servers full 24/7 at our peak before Arma 3 came out. I believe there are MANY more mature players out there that are hungry for a complex RTS/FPS combo that includes all elements of Arma.

    ...

    I listed a TON of ideas: Benny and BECTI community please dissect this huge post and share your thoughts and ideas. Lets take this opportunity to make BECTI even better than before.

    Long list, I'll only answer about the new/non existing features.

    1. Class based system is planned.

    2. Towns:

    - Some stuff will be reworked. I'd like to remove the supply notion still.

    3. Award:

    - I could boost the capture coefficient (there's already a system to prevent exploiting this)

    - I'll add infantry bounty but with a longer delay (way longer).

    4. Base:

    - Base placement in/out of towns could be a parameter

    - Buildings HP has been reworked

    5. Commander Roles:

    - 0 to 100 is a terribad idea, 30 to 100 is ok.

    - HQ shouldn't be able to be repaired without a repair truck.

    6. Costs:

    - Some prices will be tweaked.

    - Heavy vehicles should be accessible. Above 10k is overkill as noone would be able to afford it in a reasonable amount of time.

    - I'll raise the Air prices.

    - 100k is just too much for artillery.

    7.

    - Gear to vehicle is planned.

    - It's possible.

    For that headless client guide you wrote you might want include the step of adding battleyeLicense=1; to .arma3profile

    Thanks, I've missed this one


  20. Will towns/cities in 0.97 have "camps" (for respawn and gear) again? I think, that is one of the most important things, that are still missing compared to A2 BE Warfare, as it introduced CQB PvP fights over towns.
    I agree, though I'd like to see them done a little better for A3. Instead of random "camps" that didn't make any sense, I'd much rather see full checkpoints, and less of them per town. 2 per big town, 1 per medium and small. This way it gives the player vs AI aspect more focus as the checkpoint would carry the brunt of the entrenched defenses (And not necessarily all stuck on roads either). And at the same time, fits in much better than just a random 2 storey bunker placed at every inlet road.

    Right now, I'm essentially using FOBs as camps with a much higher build and spawn limit on them in params.

    I'd be willing to build some prefabs to help out if it's an idea you're interested in, Benny.

    Well this need some thoughts,

    If you guys can detail it a bit more then I may be able to introduce something.

    Benny I'd really like to see a focus on teams fighting out in the open over towns rather then going after each others MHQs/bases. Because base destruction takes too long to accomplish (and sometimes is impossible with a good commander) many servers are enabling the parameter that ends the game if the mhq is destroyed, to prevent long games. This has resulted in matches where an entire team will rally behind the commander, build an aircraft factory, build orcas and repair trucks and then fly around all over the map looking for the enemy base. When they find it they build FOBs all around and keep dying/spawning and launching rocket attacks to try and destroy the mhq. Since they get unlimited rockets by spawning/dying its a constant barrage until you can find their FOB and destroy it. I would much rather see a game where capturing towns has large rewards and the main focus is the first team to capture x of x towns, attacking the enemy base should be more of a side mission. This would solve many issues that I currently see with the game mode (constant base camping, long games when all structures have to be destroyed

    This game mode (Rubber Edition, which was your work with heavy mod by Rubber) has been tested and proved to be the most popular in Arma 2 before Arma 3 was released.

    Power/Sector Struggle in the open? Random events (both teams see the objective? random/frontline events?)

    Ideas are welcome :)

    So I was playing wasteland today. (for the first time). I really liked how there was a rush to get to secondary missions where red and blue were fighting each other to get to it in time. It even got as intricate as sending team members ahead to lay ambushes while others held back to secure the objective. And all based around random convoys, downed helis, etc; all out in the middle of nowhere most times.

    Not sure if you're taking on feature requests like that yet, but I'd LOVE to see something similar in BE. I think they'd work well especially at boosting initial income at the beginning of games. It focuses PVP, which is always a good thing. And it may give the wastelanders and DayZers something familiar to chase when they don't know wtf is going on, rather than blindly running around before killing a few team members and logging off before a kick.

    So, side missions (common/indepent to both sides) :)

    0.97 Is ready, I'll wait for the stable release to release it (otherwise it'll only work on dev branch)

    Beta testers are welcome :)


  21. Hi Benny, the opfor teams "Heavy APC" is set as the MSE-3 Marid, which is about on par with the Bluefor's Marshall. It seems like the BTR is a better choise for Opfors "Heavy APC".

    I was wondering if the FOB's will eventually allow the AI teams spawn on them, or fast travel between them for human players.

    Hey,

    It's fixed for 0.97 :), those classnames confuse me alot

    FOB will have many more features in the future (buy light units/quads, behave as occupation when placed within a town radius...)


  22. Will the playerslots be increased or is that something you are leaving to others?

    For now I'll leave it at 32 players seeing the awesome performance the game has on MP compared to A2...

    I have mentioned this in WBE for Arma 2 thread.

    There seems to be a bug where if you hover a structure preview over a small bridge, it will destroy said bridge. If I manage to replicate it, I will make a video of it. :)

    It has to do with collision, I've improved the preview mode with disableCollisionWith.

    We were talking about what we'd like to see in beCTI the other day and I thought a couple of cool ideas came up.

    * An underwater capture point or small Island capture point (Important wreck? Strategic Island?) Basically an amphibious assault or underwater sneak attack.

    * Equipment upgrades to come back (Perhaps iron-sights @ level 1 then Thermal scopes + snipers Equipment 3)

    * Cheaper boats + Cheaper naval factory (No one uses them they are seriously super soft targets)

    - A note about the above, if larger ships come in then it should be rebalanced but since their are no naval transport units that can transport vehicles they are pretty useless

    * It's probably a parameter but more than 2 bases would be nice

    * Softer buildings

    * FOBs producing quads or IFV (without armaments)

    * LF2 having more affect (I think it is more of lack of assets in A3 then anything)

    * Voting in Commander again

    * Having a parameter that makes gear cost less at barracks but FOBs cost more perhaps 25% or 50% at base and 100%-150% at FOBs. My load out costs $700 sucks especially when you get unlucky twice.

    * Rewards for killing ANY AI even as little as $5.

    I can't think of anything else at the moment, some people want a big town or a city to focus the PvP on I think the middle of the island does this job already (AirPort/Lenos/Athira and Garcia?) Perhaps add the electricity station as another town making a nice even 50 town map?

    Still loving the mission although I really wish the voting Comm was back in as the quickest in the slot is not always the best commander, had a few commanders that have taxed 30% for 4 hours of the game got their nice attack chopper where as we're lucky if we can afford a Marid.

    P.S Thanks for that quick reply of script sadly I don't own the server or have any access to it :(.

    Some nice ideas there,

    - Underwater is possible but expect some fancy stuff happening with AI :)

    - Gear Upgrade is planned, I'll see if I can make it in 0.97

    - I'll reduce the naval factory's cost (You can hook vehicles with some boats, SDV can hook wrecks too)

    - It's a parameter

    - Buildings HP has been reworked

    - I'll try to add a purchase menu to the FOB asap, the stuff there shall be veryyyy light (atv kinds)

    - There's just not enough content to do more than 1 upgrade level on LF

    - Com voting may be added later on

    - I'll try to rework the gear's cost coefficient depending on where you purchase your items from (Barracks/Ammo/FOB)

    I'll try to tweak the middle of the island


  23. Yeah but its not the same behavior cause with this edit you can still exchange part of your gear without actually paying (or i am wrong and i did not fully understand the reselling process)

    It's kinda similar as you won't be able to get money out of gear sales (trade-in).

    Hi there Benny :)

    First of all, I would love to thank you for this amazing gamemod .. it's wonderful ..:bounce3:

    secondly, I want to ask you about the extra vehicles and equipments that you can find in repair trucks! such as the jet, UAVs, mortars and extra stuff i saw in different servers! any idea how to get these mission files Please?

    thank you again.

    Hey,

    Thanks but I don't recall adding jets/uav in my mission yet :)

    You can get the files from your mpmissions cache (pbo, use an extractor).


  24. great! glad you fixed it, thx again for your hard work! How often do you update the pbo on your skydrive/armaholic? sry, just cant wait to get the fixed version :)

    I update it everytime there's a new version or a huge fix :)

    Plz add remote vehicle flip to unit cam.

    Thanks for your work!

    http://cache.www.gametracker.com/player/Trader/74.91.123.178:2302/b_560x95.png

    I'll include it in 097.

    BroTox;2537513']Hey Benny' date='

    i tried your new version 0.97 on your Server.

    good work so far.

    HC is not possible on DEV branch right ?

    Hope for Altis Version with HC and revive option in parameters :-)

    AI is killing Server Performance at the moment.

    And iam often scared about the Defense AI, iam often see them first if iam closer than 400m infront of them, thats a really problem. it feels like a teleport of AI if your rush into a City.

    than it would be the best MAP ever !

    Greetings BroTox[/quote']

    Hey,

    I don't know about HC but I've had troubles with it on DEV (unable to test). Yet it should work

    AI spotting is kinda odd unfortunately.

    Am I right to understand that it will not be possible to stack ammo clips into vest until Arma 3 is updated with code to allow it?

    It works as of 0.97

    Hey,

    I dont know why but sometimes i experience some massive framedrop on the server. And when it does i get shitones of message like this one:

     Server: Object 6:265 not found (message 117)

    Seems to do with the thrashing of remote objects like player IA.

    Anyoneone has any idea where it can be from ?

    I've had those messages since the dawn of times (arma 1). It's mostly about net object being accessed and can be ignored.

    I am not sure what this has to do with this mission however as far as I can remember even going back to the Alpha this was never a problem.

    It was recently introduced (1.04). You could add items to the vest & uniform back in alpha but you could not control the order (engine determined it).

    http://community.bistudio.com/wiki/uniformContainer

    http://community.bistudio.com/wiki/vestContainer

    It would be great if Benny could post a small guide on getting HC working with the upcoming BeCTI 0.97. I got the hardware standing by here for a proper 64 slot CTI but HC needs to be functional in order to get this player number.

    This applies to ArmA 3 too (You only need the editor & connect part):

    http://forums.bistudio.com/showthread.php?138805-Warfare-BE&p=2293620&viewfull=1#post2293620

    You should create the HC slot(s) on Civ

    As a fix to the Uniform and Vests not being able to have anything put into them at the equipment screen. Maybe make the Barracks have Virtual Ammo Crates around them and get rid of the equipment buying screen. Or have the same way but instead of placing the items on you it buys everything into a Footlocker that despawns after a short while.
    BroTox;2538145']Yeah thats right i have HC on our Server but dont know how to use with 0.97.

    Ammo in Vests or Uniform works on Version 0.97 stay tuned it will be come soon iam sure ;-)

    Greetings BroTox

    See above :)

    Found an exploit last night' date=' basically if you sell all your gear and suicide you make $200 every 40 seconds. Possible quick fix? Also do Opfor vehicles even have any AA launchers on their Helicopters or is that AA upgrade for the AA mobile tank?

    I've also heard town occupation past level 1 is bugged although not sure? Also perhaps a town occupation 1 increases the 25% income from unoccupied towns to 40%, then 55% then finally 70%. It's a pain to have AI squad members maxed out all over the map because you desperately need the income.

    Played last night as Comm think the slot got bugged somehow, am I not meant to have an income unless I tax people? As I was on $0 for 100% player returns.

    Thanks mate.[/quote']

    OPFOR has no AA on their chopper, I'll add EASA support asap!

    Occupation shall work above 1. That's a nice idea regarding the economy.

    If you have no income then the slot may had been disabled (fixed as of 0.97)

    Unpack the mission, go into client/Functions/UI/Function_gear_menu.sqf and replace the CTI_UI_Gear_UpdatePrice function with :

    CTI_UI_Gear_UpdatePrice = {
    private ["_coloration", "_trade_in"];
    _trade_in = [uiNamespace getVariable "cti_dialog_ui_gear_target_staticgear", uiNamespace getVariable "cti_dialog_ui_gear_target_gear"] call CTI_UI_Gear_GetGearCostDelta;
    uiNamespace setVariable ["cti_dialog_ui_gear_tradein", _trade_in];
    _trade_in_real=_trade_in ;
    if ( _trade_in < 0 ) then { _trade_in = 0 };
    
    _coloration = if (_trade_in > 0) then {"#F56363"} else {"#76F563"};
    
    ((uiNamespace getVariable "cti_dialog_ui_gear") displayCtrl 70025) ctrlSetStructuredText parseText format ["<t align='left'>Trade-in: <t color='%3'>$%1 </t>($ %5 )<t><t align='right'>Resources: <t color='%4'>$%2</t><t>", _trade_in, call CTI_CL_FNC_GetPlayerFunds, _coloration, CTI_P_Coloration_Money,_trade_in_real];
    };
    

    And repack.

    ... Or you can set the gearresell constant on 0 :)

    Just wanted to say THANK YOU for making real warfare mod for Arma 3. :yay: I have lost hours playing it in Arma 2 and it was definitely my favorite.

    Anyway, after a couple of sessions here's a couple (literally) of observations:

    - there's a bug when respawning as AI (you spawn without magazines in rifle),

    - some weapons are just too cheap in regards of their firepower capabilites (eg. TITAN AT costs 600$ and it is capable of destroying heavy tanks in one hit).

    Thanks :)

    #1 is fixed in 0.97 with the new commands

    #2 I'll tweak a bit the structures HP (weapons price too later on)

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