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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
change the init field of the Headless Client unit to match your headless client name rather than do option 1. That was just a generic name to identify it somehow. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
No thats a mistake that conveniently will not break things due to the commented section and the subsequent call to write a log. I've removed it but not updated the copy yet. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Damn JSRS. Fixed :p -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Sorry for the delays, I've managed to recover the mission from a saved pbo. gotta love that mission cache. Here is a sneak peek of some of the updates. Video by Lyndiman during a gaming night. Evaluation copies have been emailed so release will follow barring any glaring issues. Cheers, -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Not yet, a fixed version is coming. Cheers ;) Just a heads up, PO3.1 will be delayed. I've lost all work after a computer failure. I'll be back as soon as I can. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
correct, skipping missions is Admins only as we don't want just anyone to be able to. Role selection is bugged as the list selection for non-admins has its selection values incorrect. Update will fix that. IEDs, no but they will come... About ambient patrols, I've written about their implementation in the next update here: http://roy86.com.au/po3-1-ambient-enemy-patrols/ Here is sneak peak ;) http://t.co/woIPDxvcGJ Cheers -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Go for it ;) As far as I've tested, this mission does not conflict with any addon or the most common scripts. Try booting without mods to isolate the issue and report it in Dev-heaven. I have not scripted the recruitment of AI in the next update. Maybe a future update... ;) However by changing the "DisabledAI = 1;" TO "DisabledAI = 0;" in the description.ext file in the mission, you will be able to have AI in the mission with you. Cheers -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Custom one written eons ago for PO1 Yep latest VAS in the next update. ETA 1 week if tests all go well. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
I'll answer it after the update is released if its still needed. The roles and gear have been simplified as this was too complex and provided no real benefit. :D Testing has been a lot of fun. Final validation of version 3.1 is about to start with the release following straight after. Cheers -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Cheers Aymen, Its not the easiest system to modify in V3.0. It overwrites what you are trying at mission start so initialisation commands are useless. V3.1 is coming very very soon that simplifies that. Pilot and Crewman Roles are separated from the main role list and can be assigned at the start by roughly what you did above. I'll try and get some documentation up once its out. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Hi Dragonsyr, I've revised the role selection by combining+reducing the amount of roles. On review this was an undesired complexity that afforded little benefit. Those specific features you want, please log them in the dev-heaven project space and if there is enough interest, I'll implement them. Enablesimulation is in the scripts not an in-game editor trigger (In "fn_protector.sqf" ). Rallypoints are individual redeployment points at this time. An option in the future will be to make them squad accessible but I've not started work on that yet. Also, please report bugs/feature requests to the dev-heaven project space. Cheers, -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
ahh thats right, forgot I put that in there :p. It was for base protection but a bit redundant now. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Hi Dragonsyr, RE Flags: I haven't spent any time looking at the flags and seems to be an A3 bug when setting the texture. I'll take a look when I can. RE Stratis: Stratis is too small to make PO3 really viable but wouldn't cause errors porting PO3 to it. I can't help without knowing the script errors you are getting. RE Mines: Just the standard BIS A3 system for those. Toolkit and Explosive Expert should do the trick. Cheers Terox, In the next update, we've already been having a lot of fun testing my own ambient hostile scripts and it makes the task AO and even the whole Island a challenge. So many intense moments :p. Total ambient environment is between 3200-8000 AI with no/minimal loss of FPS. RE Alive Mod: Maybe. I haven't had the time to look at it yet so not sure what would be the benefit. Just got HC working properly last night so will be sending out evaluation copies to groups willing to help test and check before releasing (PM Me). RE anyone asking about recruiting AI units, Its not implemented at the moment but is in the pipeline. Cheers, -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
So much to do and so little time :p RL is very active ATM, but rest assured this is getting a considerable update based on all your feedback. We're wrapping up testing of the new features and tweaks that I think you will really like. No ETA as of yet but we are about ready to lock the development and begin testing of release edition of V3.1 shortly. I'll look into it ;) Cheers for the support and patience. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Will be back with new update soon(ish) + answers to questions. RL has taken all my time away. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Back from the holidays :D Many updates being tested atm so we will have a newer more intense version coming ;) Hey Red, The "Easy Takedown" is just a simple "HandleDamage" Event Handler that multiplies the damage. The code is located at mpsf\fnc\eventhandlers\fn_setDamageEH_AI.sqf. You can easily pull it out. Hey D, Actually most tasks spawn the AI before you recieve the task notification. Only defend missions and ambush enemies appear after. We're tweaking the balance around radius and volume/type of enemy including a new cache system to handle a tonne more enemies but not impact server performance. This is in testing now. Hi Falcao, Cheers for the positive feedback. The squad management is a bit harder to remove. I'm working on a modular version that should allow you to pick/disable features you want and don't want. It will be in an update soon (3.2+) To remove the "Pilot/Crewman" requirement on vehicles, edit the "po3\Patrol_Operations_3.sqf" and remove the line: [player] spawn po3_fnc_vehicleRestrict; Cheers and Happy New Year ;) -
AWESOME! Thank you very much OS. Loved it in A2 and glad to see such a great mod continued. Can we get this moved to the A3 forum though?
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making ai take more damage
roy86 replied to Azza FHI's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can add a damage handler to the AI example (assuming the enemy are EAST): add to init.sqf { if ( side _x == EAST ) then { _x removeAllEventHandlers "HandleDamage"; _x addEventHandler ["HandleDamage",{ _damage = (_this select 2)*2; // <-- the *2 multiples the damage by 2 _damage }]; }; }forEach allUnits; -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Cheers mate, Sounds cool, keep me updated. There are a couple of guys working on AiA and A3MP versions. If they are good, they will be released. BTC Revive is in the pipeline but I have not sought permission yet as it will require modification to intergrate. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
I'm working on a standalone version that I'll release. Hi Redfield, When you get hit, at a certain point your character goes into "Agony" and should fall to the ground. In your case, that didn't happen :p but you still get the blood effects and eventually will bleed out. The only way to get out of this state is to be "Assisted" by a team-mate who will get you back up and allow further medical assistance to be applied using the standard BIS system. The end goal is to have a full medical system but also offer alternative injury systems. Porting to other maps is permitted ;) Fantastic work Terox :D I love a lot of points you've made there and will certainly look to implement them. I would question allowing thermals as I think they are more deadly than a gunship but can be made optional. Cheers, -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
;) Cheers MKL, Yep definitely looking to support a couple of injury systems as there are some great alternatives. I just have to work out how to integrate and then get permission before proceeding. Interesting point about Recon elements. We run a fire team sometimes as a Recon element but it is more of the mentality than an enforced role that makes it successful. I'm open to anyone suggesting an ORBAT for PO3 as I'm not 100% with the current one. I would recommend logging feature requests in the Dev-heaven space as you have some good ideas there. RE: Artillery Munitions, I'm looking at using an AI battery with a Command Console to order fire missions that can then limit the munitions types but that will not be a feature in the next update. Cheers, -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Spot on Senshi ;) Hi Zach, There will be a fix in the next update to allow that again. Its a bit of a pain. Hi Zaint, Yep, you have full permission to modify for your own needs. If you add anything you think might benefit everyone, feel free to share. I'm happy to add in additional suggestions if they fit. Hi Legolasindar, The mission is about team work. No one member has a "maximum arsenal" as that would be unrealistic. By limiting gear to roles, this encourages public and lone wolves to begin working as a team. However maybe refer to the above post by Senshi with regards to adding in more weapons and gear to each of the roles. I'm keen to hear feedback about what is missing/required for each of the roles and this can be tweaked in the next update. With point two, PO3 does not affect AI, graphics etc. If a mod doesn't work, log a fault at dev-heaven so we can investigate if PO3 is the cause. The only partially valid issue is "content mods" such as items, weapons and magazines. In this regards, whilst I appreciate your position, I cannot cater for every individual community and their prefered addons. That is why PO3 is very customisable and the licence allows you to modify for whatever your community prefers should you be willing. If there is enough interest in a mod, I will try to support it. I'll look at the implementation of a server parameter for role restriction. As stated above but if PO3 doesn't suit your needs, please accept my apology and you are under no obligation to use it. Cheers Mate, Thanks :D Merry Christmas -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Tasks can be very random :p those were the enemy scouts. -
large [SP/MP][COOP] Patrol Operations - Official Thread
roy86 replied to roy86's topic in ARMA 3 - USER MISSIONS
Hey Vengeance, If your a "Explosive Qualified" Rifleman, just swim up to them with a tool kit in your gear and you should have an action to defuse (its just the default BI system). If your a "Medic Qualified" Rifleman, you'll have to kamikaze them with a boat. Cheers, -
Hi Rick, Unfortunately I did not retain a copy of the lingor version. Maybe someone who has a copy or their own port would be kind enough to share? Cheers,