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karphead

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  1. karphead

    SP 10 CYPHER: SYNDIKAT

    Malden/Livonia for sure, but it will probably be a month or two before I start on it. Coop, probably not, I did zero testing besides singleplayer and it's pretty much all I play nowadays.
  2. karphead

    SP 10 CYPHER: SYNDIKAT

    GC_FSNV was from a mod I was running. Didn't realize it saved it into the scenario. Anyways, it's fixed and the links are updated, thanks for the heads up 😄
  3. THIS IS A SINGLEPLAYER MISSION THAT MUST BE PLAYED IN MULTIPLAYER SO THE USER CAN SELECT VARIOUS MISSION PARAMETERS AT STARTUP (Go to Quick Play > Host Server > Choose Tanoa > Choose Mission > Choose Parameters > Choose Units) Steam Workshop [Link] SP_10_CYPHER_SYNDIKAT.zip [Zip] CHANGELOG V 0.1 - uploaded to Steam Workshop V 0.1b - removed GC_FSNV dependency error SUMMARY Cypher is a dynamic mission generator based on and inspired by Cipher , which was a custom user mission for Arma 2 created by Wiper. The original mission was based in Chernarus - you started with a 10-man Blufor task group that had to take on a small Opfor squadron randomly staked out in a random building on the map. Your goal was to obtain information from the enemy leader and then do a chopper extract. Although the goal of each mission was the same, each mission had a unique start and often played out epicly, win or lose. This was, in large part, due to Wiper's excellent scripting. Hopefully this version captures some of that feel. PARAMETERS Mission Modes: [Squad w/Recon, Squad (No Recon), Solo] - Squad size is 7 units, Recon adds 3 units, Solo is just you Starting Vehicles: [None, Wheeled (Unarmed), Wheeled (Armed), Wheeled and Little Bird, Helicopter (Heavy), Armored, Random] - Choose what vehicles will spawn at your rendezvous point Insertion Type: [Chopper, Airborne, FUBAR, Random] - Choose your insertion option, more details below Recon Type: [Land Units, Diver Units, Random] - If you choose Squad w/Recon above, then you can choose what types of Recon units here Time of Day: [Dawn, Early Morning, Morning, Noon, Afternoon, Dusk, Evening [Full Moon], Late Night [New Moon], Random] - Choose time of day Starting Weather: [Clear, Cloudy, Foggy, Raining, Stormy, Random] - Choose weather Enemy Force Size: [Low, Normal, High, Random] - Choose enemy force size Reveal Suitcase: [Never, 15 Minutes in Red Zone, Within 75 Feet of Suitcase] - Choose end game reveal options Civilian Presence: [Yes/No] - Turn civilian presence on or off Blind Overwrite: [Yes/No] -Blindly overwrites all of the above options randomly, except for civs Debug On/Off: [On/Off] - Turns debugging on or off BRIEFING Increasing unrest in the region has given Syndikat an opportunity to strike on Tanoa! A week ago, farm laborers protesting the curfew imposed by US forces, seized and blocked the main national highway on Tanoa in La Rochelle. The Gendarmerie were told to immediately restore order. They began firing at the unarmed demonstrators, who fled into the fields and took cover. For 25 minutes the police fired volley after volley of shots into the fields where unarmed families were hugging the earth. Two laborers were killed and others wounded. The State is sending a clear message. Now Syndikat will send our own. Let this mark the beginning of effective cooperation between Syndikat and the other independent movements on the Islands. Armed revolution for the masses! INSERTION TYPES Chopper - Standard chopper insertion. If you chose the squad option then you will automatically be team-switched to the team leader to order the units to disembark once the chopper sets down - the chopper will fly off to wait for the extraction call. If the insertion chopper does not touch down (due to AI issues) then the mission scripting will be broken - restart. If you chose the squad option then ordering your units to disembark will sometimes get the AI to force land. Airborne - Drop in with parachutes to the insertion point - chutes are scripted and will automatically deploy at around 200 meters. This option should be more covert than the others. F.U.B.A.R. - This option finds your chopper shot down and your squad scattered around the crash site (if they survived at all). Equipment loadouts are random and minimal. A few items may be found near the crash site. Once you have a radio in your possession the other units in your task force that also have a radio will join your group. Units with no radio but that have a map or GPS will head towards the rendezvous point. Units with no radio or nav gear will set off any IR/Chemlight/Smoke Nades they have and hunker down. If you can locate these lost units (and you are the leader) then they will have an addAction that you can select to have them join the group. The crash site is dangerous (watch out for explosions around the wreck itself) but it may be worth checking out to see if anything (or anyone) survived. Don't take too much time looking, any nearby enemy sentries will focus in on the site. Also, if the enemy helicopter spawned it will soon be on it's way. The FUBAR option is a challenge and you'll probably spend a bit of time getting your group together before you can even go for the main objective. EXECUTION Our contacts in Tanoa have sparked the uprising known as Black Saturday. The local government, bought and paid for by the US, have reacted harshly to a farmer's strike in La Rochelle, and have ensured that they have little to no allies left on the islands. In the wake of the unrest, the US battalion stationed on Tanoa has been ordered to evacuate and only a small remnant remains. Even more importantly, VIPER has revealed that a CIA task force is still within the area and that they are using a new piece of technology that can decrypt all known radio traffic. Your main objective is to obtain the code from this module, then extract from the island before the US can counter-attack. We will have to maintain radio silence until you have the module in your hands. Turn on Comms once you've retrieved the data and we can coordinate your extraction. Phase 1 - Approach. Enter the hostile area carefully. Watch for patrols. Search and destroy. There may be armed independent units in urban areas. They are allies and will attack US troops on sight. Phase 2 - Locate. The CIA team are located in a building somewhere inside the Red Zone. Find them and the suitcase to retrieve the decryption module. Note that this task has priority over everything else, although you are free to use your discretion on how to achieve it. Phase 3 - Extraction. Once the module is in our hands use Radio Channel Alpha on your radio to call the extraction chopper to your location. You will want to make sure you are far away from any enemy AA. Again, we have total support from the civilian population. CREDITS Thanks to these coders for their scripts used: Shuko (SHK_pos Positioning Scripts) Kronzky (Urban Patrol Script) Highhead, Wolffy, ARJay (ALiVE Functions) Bangabob (Civilian Occupation System) Beerkan (Simple Paradrop Script) Tophe (Random House Patrol Script) And, of course, Wiper, for the original Cipher mission and inspiration for this one. HINTS HOSTILE FORCES COS ERRORS: I was able to make the Civilian Occupation System script more stable but not error-free when running on Tanoa. If you see an error during the game it is most likely tied to COS. Some of the errors will only cause the patrol script in COS to fail but continue to run while others will cause it to error out completely. Overall, this only means that civilian spawns will stop occuring and has no impact on the mission scripting as far as I've tested. There is a parameter option to turn COS on or off as you like.
  4. i failed. upon continued testing i started running into errors again. notably around Tobakoro, La Foa, Cerebu and Vagalala and Oumere. probably others. reducing spawn numbers again seemed to help but not enough to make Tanoa error-free. sorry, i initially only tested this for a day and i thought i had nailed it with the .p3d crap, but there's definitely more going on that's causing it to fail. here's an updated mission file with reduced spawn numbers - i will say that it is reliable enough for myself to include it as a quick and easy way to add civilian life to my own Tanoan missions - but that's me being subjective: COS_Tanoa_v0.5b - turned aerielActivation to false (turn to true if you want flying over towns to spawn civs) - reduced _slack to zero - reduced # of spawned civs i should distinguish that i see two types of errors, one that causes COS to stop running (the .p3d issues?) and another that I think just affects the patrol script (the connectedRoad issues?), good luck to anyone that can kill them
  5. oh yeh, i think if you still run into connectedRoad issues it's because you have two major roads in your marker that aren't connected to each other by a road that COS recognizes. so when creating your whiteList markers make sure all the roads within are connected. duh.
  6. COS_Tanoa.zip COS v0.5a - TANOAN SPECIFIC UPDATE by me, karphead Added a few lines to remove road positions that cause COS to fail. nearRoads is pulling in objects like "101052: invisibleroadway_square_f.p3d" to the _roadlist variable which is why I think the script is failing down the road (I don't know why, it's above my paygrade). Harcourt is a Tanoan location that causes COS to fail regularly. When I dumped _roadlist to the log I saw various entries that had .p3d filenames and that seemed to be the common denominator when it came to COS crashes on Tanoa. Here's is an ARRAY OF OBJECTS that gets returned when using nearRoads on Harcourt: [1683361: ,1683363: ,1683364: ,1683365: ,1683366: ,1683367: ,1683368: ,101050: invisibleroadway_square_f.p3d,1683800: ,1683801: ,1683802: ,1683803: ,1683370: ,1683369: ,101052: invisibleroadway_square_f.p3d,101051: invisibleroadway_square_f.p3d,1684124: ,1683804: ,1683371: ,101053: invisibleroadway_square_f.p3d,1684125: ,1683372: ,1683614: ,101183: invisibleroadway_square_f.p3d,101182: invisibleroadway_square_f.p3d,1684126: ,1684127: ,1683373: ,1683617: ,1683618: ,1683616: ,1683615: ,1683613: ,1683612: ,1683611: ,1684128: ,1683374: ,1683610: ,1684129: ,1683376: ,1683375: ,1683609: ,1684119: ,1684118: ,1684113: ,1684117: ,1684116: ,1684115: ,1683608: ,1684114: ,1683377: ,1685013: ,1684112: ,1684111: ,1683607: ,1683606: ,1694605: ,1694606: ,1694607: ,1683378: ,1683379: ,1685009: ,1685011: ,1685010: ,1685012: ,1694608: ,1684108: ,1684110: ,1684109: ,1684107: ,1684106: ,1683605: ,1684105: ,1683604: ,1683603: ,1683601: ,1683602: ,1685008: ,1683380: ,1684133: ,1684134: ,1684135: ,1683383: ,1683384: ,1683385: ,1683386: ,1683387: ,483252: bridgesea_01_ramp_down_f.p3d,483251: bridgesea_01_ramp_f.p3d] Harcourt is located on an outlier island, separated by a bridge to Tanoa - I believe the invisibleroadway_square_f.p3d objects are for the bridge. It also has a boat ramp, which is what I think all the "bridgesea" objects are about. The script I added goes through the _roadlist array to remove any items that respond false to isOnRoad. The only way I've been able to distinguish the .p3d files from the other objects is by using isOnRoad (getObjectType and typeName were of no use because they all returned the same result). However, not all of the .p3d filenames return false, for example, most of the "invisibleroadway" files respond false to isOnRoad but the "bridgesea" files do not. I believe, but I haven't verified yet, that the "bridgesea" files will cause COS to fail. The good news is there were only two locations (Harcourt and Saint-Julien) that I discovered that had .p3d filenames that returned true to isOnRoad: 483247: bridgesea_01_ramp_f.p3d ("Harcourt") 483252: bridgesea_01_ramp_down_f.p3d ("Harcourt") 483251: bridgesea_01_ramp_f.p3d ("Harcourt") 483249: bridgesea_01_ramp_f.p3d ("Harcourt") 456862: bridgesea_01_ramp_down_f.p3d ("Saint-Julien") So, I've blacklisted those two cities by default. I've also blacklisted Sosovo and Nasua because they didn't have enough road locations and would cause the spawn search to go crazy. When adding you're own markers, just make sure you're keeping them away from bridges and boat landings. It's likely there are other objects that will cause the script to fail but I don't know what they are yet. Keep an eye out for weird road objects I guess. In any case, the script I added should make COS work on Tanoa without erroring out. Don't quote me on that. It's a band-aid. What someone needs to do is write some code that can remove all the .p3d entries from _roadlist reliably. Other stuff: - removed "sagonisi" from blacklist - made _showmarker = true by default, update to false to turn off - made debugCOS = true by default, update to false to turn off - the number in this forEach line is tied to map size. Updated it to 8000 for Tanoa (radius). foreach (nearestLocations [getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCityCapital","NameCity","NameVillage","CityCenter"], 8000]) +whiteListMkrs; - added map teleport if debug is true - added roadcheck script after road position array is generated (_roadlist). It removes any road positions that come back false to isOnRoad which could cause COS to error out: { _roadcheck = isOnRoad _x; if !(_roadcheck) then { _roadlist = _roadlist - [_x]; }; } forEach _roadlist; - reduced # of civilian spawns to half - reduced COS spawn distance to 300 (from 500) - reduced max COS groups to 36 (from 72) - reduced _slack to 1 - reduced radius search to 25 (from 50) - added TESTMARKER to whitelist Since the Tanoan map is smaller than Altis I reduced a lot of the spawn numbers to half. It doesn't seem out of place for the island and helps performance. It actually felt like overkill using the default spawn numbers. My fix is rather slow, using an if/then statement to remove the problem array items. I couldn't get deleteAt to work and didn't really have much luck with the Object Array because of the weird long names with punctuation and spaces. It could definitely be optimised by someone that is more familiar with working with Arma arrays. I hate them.
  7. i believe i found the commands i need under disableAI or disableConversation, sorry, carry on
  8. hi, mp scenario, i have a script that dumps off a task force from a chopper and i've given the user the option to NOT be the leader when that happens. everything goes ok, all the units disembark, chopper starts to take off and the goddam AI leader wants to order everyone back on board. what is the best way to prevent him from doing this? keep in mind sometimes the user will be that team lead. just looking for ideas, i can probably figure out the coding if someone can point me in the right direction. please god, let there be a command i missed.
  9. I had the continuous dog barking issue as well and figured out the problem. It was a failure to copy the config file per the installation instructions: I had an older config file in place which was causing the issue. Once I copied the current config file over the dog barking issue stopped.
  10. Hey D - thanks for the offer but I should be able to set up a dedicated server myself and see if I can come up with a fix...fingers crossed.
  11. That's an error I haven't run into before. Are you actually playing with online with other people in co-op mode? That's the one thing I couldn't test for. One other thing - are you waiting for the mission to load once you're in the debriefing screen? It takes a few seconds for the scripts to execute and the units to get placed. You'll know it's good to go once "Tasks" come up in the sidebar.
  12. Scripting is what makes or breaks the randomness of the mission and you'd have to do a lot of editing of those scripts so that you're referencing Zargabad locations instead of Chernarus ones. Not impossible, but it would also require a lot of testing/troubleshooting to ensure that your random spawn locations were generating properly. In my update I pretty much didn't touch any of the scripting that dealt with location spawning because I didn't want to break anything.
  13. Okay - I figured out why you all were getting the "Resource Dlg-cipher-options no found" error. It's because you're trying to play the mission in singleplayer mode and it's a multiplayer mission. Move your .pbo files into your arma 2 operation arrowhead\MPMissions folder and then start the game through multiplayer (create a new game with a LAN connection if you just want to try it out solo). Depending on how easy it is to transfer missions from Arma2 to Arma3 I'll probably give it a shot (unless Wiper was planning on doing it).
  14. All of those options should now be available through Parameters during the player selection screen (before you go into the briefing) - there's no longer a separate option screen. One thing I think I should reiterate is that you should let the mission load in the briefing screen before you hit start - usually takes a minute - you'll know it's good to go once Tasks come up. And just to be double sure, you guys are using A2:OA Combined Ops correct?
  15. Thanks, I'll see if I can hunt down that briefing bug. There is no difficulty select once you're in the briefing. You should be making that choice before you start the game (in the mission select screen). However, there is a difficulty parameter that adjusts the number of enemies (which you get to from the unit select screen). I'm hesitant to get rid of the pistols unless there's a lot of requests for it. I assume if you drop the pistols for those units in the game it frees them up? Not sure about the copy my stance issue but I don't think there's any scripting that is directly making them not follow yours. I've always found that to be kind of buggy anyway. If it's fixable I think it's out of my depth coding-wise...
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