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Everything posted by roy86
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large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
The group and squad markers can be turned off via the mission parameters at the start OR you can just delete the contents of "fnc\intel\grpmark_draw.sqf" IgiLoad is in PO3.1 already and you can easily update it with the latest version by overriding it and amending the path to scripts. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Sorry for late replies, Away on work. When a vehicle is destroyed, it is not the same vehicle that "respawns". It is a new vehicle so the action will not be there. You need to add special case handles to add the variable to the new vehicle in "fnc\creator\fn_objectrespawn.sqf". Other cases have been specified in there, simply add your own. Comment out the Injury system in the INIT.sqf to use other injury systems such as XmedSys. note BTC is not supported as it handles the injury state AFTER death and not before which is required. Can you elaborate on "Units appearing on the map" as this is too vague. I use default server settings on Veteran to Expert. The "Mission Parameters" are adjusted for the community you play with, server specifications and features that I cannot predict players will want to use. Thanks but please read through previous posts. This has come up many, many times. Yes A2 maps will become available but there is no timeline as they are a bit buggy for my liking. Restriction free VAS is not what this mission is about but if you want to modify it for your own community you are free to overwrite the existing version with a fresh copy that will allow you to do that. Thanks for the feedback, please make sure you log these in the Dev-heaven so I can track these. I haven't used Alive before but your free to give it a shot. I'll take a look when I get back. It will be in the "fn_get/setloadout.sqf"s in Loadout Functions that gets that information. There are a few updates to those scripts so I'll look into is an try release an update soon. Missions will automatically scale to the number of connected players but PO3 was designed for larger tactical play. I would raise this to whoever created that. I have heard of those working in PO3 but have not tried them myself. That would be a lot of effort. I would recommend adjusting the "Values" in the params line 62 to something smaller (maybe values[]={0,100,200,300,400};) to suit the scale or you could modify the "fnc\creater\fn_ambientgroundpatrols.sqf" line 35 to get the vehicle types you would prefer (retrived from the mission configuration). Side Note: I have received a lot of requests for stand alone scripts for various features in PO3. Whilst some are very difficult to isolate I will extract parts for people to use in scripted and mod versions. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Will do. Forgot to update those with a few people including Terox ;) This can be a bit of a balancing act. We often have good runs with the oiccasional lagged time. Markers, sure. Log a request in the dev-heaven to see it in there. MLRS can be added just by adding them into the editor. UAVs can be called through the squadmod interface. RL is full on but will try to have an update post A3.1.14 update with the new content and a couple of fixes. Cheers, -
Chessmaster's Wounding System
roy86 replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
...and what about me? lol only kidding, always happy to share and thanks for the credit ;) Congrats on the release. I hope I can use some of the improvements you've made? Cheers -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
It is actually a mission parameter located in patrol_ops_3_02a.Altis\data\params.hpp line : 151 code = "if(%1 > 0)then{ enableRadio true; 0 fadeRadio 0; enableSentences true; }else{ 0 fadeRadio 0; enableRadio false; enableSentences false; };"; ;) change all to "enableRadio true;" and "0 fadeRadio 1;" (Or preferably just delete the whole parameter) -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
RL has hit in a big way. Will try to get some documentation up about all the features and answer questions asap. Any bugs or feature requests, please log in dev-heaven. Reading forums takes to long. For Headless Client Server Crash Issues, please UPVOTE this ticket No Patrol Ops was never designed for singleplayer. It is an MP game mode. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Xmed is a medical mod you run in tandem. http://forums.bistudio.com/showthread.php?169030-XMedSys-Improved-Medical-System-for-A3 BTC revive is not supported as it handles the injury state after death not before which is required. ---------- Post added at 11:34 PM ---------- Previous post was at 11:33 PM ---------- I'll check it out, but make sure you save your gear at the box just in case. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Marshals are down by the tanks to the south west side of the base. Init.sqf > Line 22 ;) -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Don't have an exact ETA as of yet, we're just going through those over the next few days to work out what works and what we might pass on. ---------- Post added at 08:56 PM ---------- Previous post was at 08:54 PM ---------- Cheer but this is by design. If you want incapacitated/dead, its easy to disable the injury system by commenting it out and use Xmed. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Update 3.1 Released 7th March 2014 Dev-Heaven: DEV-HEAVEN Main Changes: Reduction in Classes to 5 categories: Rifleman, MG, AT, Recon with a support class for pilots and crewman Increase from 42 players to 60 players Customise the Headless client name in the init field of the Rabbit to what you call your headless client. The rest is taken care of for you. Adjustable Ambient Enemy patrol volumes (Make sure you set this correctly as too few players on hard will be impossible) Restricted but diverse gear selection to encourage team-work and co-operation Advanced hud tied into ShakTac Squadhud Team Allocations including map markers and 3D hud when Tactical glasses are equipped Removal of some tasks as they did not add to the game and where overly complex. Capture vehicle task now has another return point located at a nearby shed to the AO. TFR and ACRE are supported Inclusion of IGILoad logistics scripts Replaced injury system with similar Arma Wounding System by Bon_inf and [TcB]-Psycho- ChangeLog:V3.1 - Update Added Credits & Special thanks: - Tankbuster for his code and Inspiration from Domination - [TcB]-Psycho- for his adaptation of Bon_Inf Injury System - IGI_PL for his IGILoad Logistics Scripts -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
There is no information in those log that indicate an issue with the mission. It appears to be a BI issue that you need to raise to them. That is often caused by using missing or mis-matched mods and other scripts. Missions are rarely ever the cause of that. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
;) Cheers mate, there are also repair points on either side of the hangers (next to the locked service vehicles). I'll make sure the 3 Vanilla variants are always available. Not sure about the crash bug.. haven't witnessed it myself or had any previous report. Cheers, -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
:D awesome!! Thanks for the great work. Glad to see it all coming together :D Release packs will be updated. On target for Friday. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
ok, it appears the owner(Server) is 1 and not 0 which i thought it was, based on "owner AA_4c(1)" can you change the fn_hlc_assignowner.sqf line if(owner _x IN [0] && !((owner _x) IN _playerIDs) ) then { and add in 1 to become if(owner _x IN [0,1] && !((owner _x) IN _playerIDs) ) then { this should progress the ownership change to the next test. All good Terox, we're making progress ;) -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Release will be soon and be available at the dev-heaven and armaholic links. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Just overwrite with a fresh copy of VAS. ..but it is that way for a reason :p Hey Terox, are you able to update fn_hlc_assignowner.sqf by replacing it with the following code and post the results? Need to check how the server is responding to the HLC Polling if !(isServer) exitWith {}; ["HLC",format["Server recieved %1",_this]] spawn PO3_fnc_log; _hcID = owner (_this select 0); _state = [_this,1,0,[0]] call BIS_fnc_param; if !(_hcID > 0) exitWith { ["HLC",format["Failed: HLCID %1 is Zero - %2",_hcID,_state,(_this select 0)]] spawn PO3_fnc_log; }; if(_state < 15) exitWith { ["HLC",format["Failed: HLCID %1 Low FPS %2. Too low to assign any further units",_hcID,_state]] spawn PO3_fnc_log; }; _playerIDs = []; { _playerIDs set [count _playerIDs, owner _x]; }forEach (playableUnits); _playerIDs = _playerIDs - [0]; ["HLC",format["Existing PlayerIDS: %1",_playerIDs]] spawn PO3_fnc_log; { if(owner _x IN [0] && !((owner _x) IN _playerIDs) ) then { if !(isNull _x) then { if( _x setOwner _hcID ) then { ["HLC",format["Succeeded: HLCID %1, Object: %2 Command: %3 setOwner %1",_hcID,typeOf _x,_x]] spawn PO3_fnc_log;} else{ ["HLC",format["Failed: HLCID %1, Owner %4, Object: %2 Command: %3 setOwner %1",_hcID,typeOf _x,_x,owner _x]] spawn PO3_fnc_log; }; }else{ ["HLC",format["Failed: HLCID %1, Owner %4, Object: %2 Command: isNull %3",_hcID,typeOf _x,_x,owner _x]] spawn PO3_fnc_log; }; }else{ ["HLC",format["Failed: owner %1(%2) IN [0] && !((owner %1(%2)) IN %3)",_x,owner _x,_playerIDs]] spawn PO3_fnc_log; }; }forEach allUnits; Already implemented. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Just need to work out this headless client. If not complete by Friday, I'll release without supporting HC and defer that to the next update. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
An awesome video by Lyndiman of his experience in PO3.1. Good demonstration of the new ambient patrols. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
It appears the Headless Client is not executing the "PO3_fnc_hlc_sendKeepAlive" properly as I can't see the server attempting to even assign the units. can you update fn_hlc_sendKeepAlive.sqf replacing it with the below code and resend the logs? This will tell what the HLC is doing. if(isServer || hasInterface) exitWith { ["HLC",format["Exit fnc_sendKeepalive %1 || %2",isServer,hasInterface]] spawn PO3_fnc_log; }; ["HLC","Beginning send KeepAlive"] spawn PO3_fnc_log; waitUntil { ["HLC","Waiting for NOT isNull"] spawn PO3_fnc_log; waitUntil { !(isNull player) }; ["HLC","Waiting for Alive Player"] spawn PO3_fnc_log; waitUntil { alive player }; ["HLC",format["%1 Ready to send keepAlive",player]] spawn PO3_fnc_log; PO3_sVAR_HLCKeepAlive = [player,diag_fps,time]; publicVariableServer "PO3_sVAR_HLCKeepAlive"; ["HLC",format["%1 sent %2 keepAlive to Server",player,PO3_sVAR_HLCKeepAlive]] spawn PO3_fnc_log; sleep 15; false; }; ---------- Post added at 09:42 AM ---------- Previous post was at 09:41 AM ---------- Not easily at this time. BTC Revive will break the respawn system as it handles the injured state after death, not before which is required. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Hey mate, can you redownload, test and send me the logs? Cheers -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Thanks for the offer, we've just completed testing and making final adjustments. Cannot replicate issue in any of the tests. Please provide more detail to the ticket. Also the 3.1 on the servers is a small update only to fix a few bugs and not the actual PO3.1 Cheers, -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Hi Nuker22110, 3.1 is still being tested. It will be released once the feedback has been processed and will be available through the dev-heaven and armaholic cheers, -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
not a bad idea. Added FPS check to prevent any further unit assignments. fn_hlc_sendKeepAlive.sqf (from HLC) [player,diag_fps,time] fn_hlc_assignOwner.sqf (Server Response) _hcID = owner (_this select 0); _state = _this select 1; if(_state < 15) exitWith { ["HLC",format["Failed: HLCID %1 Low FPS %2. Too low to assign any further units",_hcID,_state]] spawn PO3_fnc_log; }; also increased the poll time to 15 seconds (4x a minute) -
[Module] how to get the synched units of a module?
roy86 replied to x39's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Using the synchronizedobjects command, this is a quick function I use for getting various types of objects synchronised to a module fn_getModuleSyncObjects.sqf private ["_module","_types","_return"]; _module = [_this,0,objnull,[objnull]] call BIS_fnc_param; _types = [_this,1,["CaManBase"],[[]]] call BIS_fnc_param; _return = []; { _syncObject = _x; if( {_syncObject isKindOf _x} count _types > 0 ) then { _return set [count _return, _syncObject]; }; } foreach (synchronizedobjects _module); _return; Works with objects, modules and triggers (so far that i've used) Usage: /*For Men*/ _synchronisedUnits = [MYMODULE,["CaManBase"]] call MYFUNC_fnc_getModuleSyncObjects; /*For Men%Vehicles*/ _synchronisedUnits = [MYMODULE,["CaManBase","LandVehicles"]] call MYFUNC_fnc_getModuleSyncObjects; -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Thats very wierd. I haven't seen that before. The way the HC works is essentially it polls the server every 10 seconds and the server responds by assigning any units it owns to the headless client using the setOwner command. This is a very light weight way of load balancing the locality but needs a lot of testing to ensure it works, but has been working for us so far. Let me know how the session goes as its a big unknown for me. ---------- Post added at 11:10 ---------- Previous post was at 11:01 ---------- just found a bug in fn_hlc_assignOwner.sqf, needs the forEach loop replaced with the following code. { if(owner _x IN [0] && !((owner _x) IN _playerIDs) ) then { if !(isNull _x) then { if( _x setOwner _hcID ) then { ["HLC",format["Succeeded: HLCID %1, Object: %2 Command: %3 setOwner %1",_hcID,typeOf _x,_x]] spawn PO3_fnc_log; }else{ ["HLC",format["Failed: HLCID %1, Owner %4, Object: %2 Command: %3 setOwner %1",_hcID,typeOf _x,_x,owner _x]] spawn PO3_fnc_log; }; }; }; }forEach allUnits; I'll update it tonight for download.