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roy86

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Everything posted by roy86

  1. roy86

    Patrol Operations 2

    Hi LUPO I recommend, with building a whole additional config for a mod, to start testing with a single vehicle and unit and test from there, not all at once. double check that each array is finished with a comma except the last one. Your unit config you posted up is an example of by commenting out, your last array will break the script due to the comma at the end of the pilots. Try This in each: config_addons\config_vehicles_my_vehicles.sqf mps_config_vehicles = mps_config_vehicles + [ ["PedagneMOD", "cargoc", "ASZ_ACTL6x6_EI_repair", 1,1,1,0,500] ]; config_addons\config_units_my_units.sqf mps_config_units = mps_config_units + [ ["PedagneMOD","so","ASZ_EI_B_dig1_ar7090"] ]; if your 1st test vehicle doesn't work PM me. Make sure you have debugging on so you will see if there are any script errors. Also make sure your faction SIDE_A is set as "PedagneMOD" in init_mps.sqf Cheers, ---------- Post added at 02:20 ---------- Previous post was at 02:14 ---------- Cheers Mate, Glad you like it.
  2. roy86

    Patrol Operations 2

    Lol soon... delayed due to christmas and new years obligations. Hi subroc, Enemy unit classes and factions are set in mps\config\config_addons. If there are no configs for the unit faction, there will be no units spawning. Currently Supported Factions by default are listed at Patrol Ops Sides. There are more to come. Hi USRanger, This is weird. I've never seen this issue before and at a loss as what could be the cause. There are so many potential causes of this, none of which I can explain in the actual mission file as alot of others have had no issue with extracting and modifing. Maybe the file you downloaded and extracted has been corrupted? Try a fresh download, use the BIS pbo packer to extract the files and boot up with no mods, just vanilla combined ops only and go from there. PM me for further troubleshooting. Cheers BL1P, - MHQ has been known to occasionally "DROP" at position [0,0] which is the bottom left of the map. Working on a fix. - ACE wounds in Patrol Ops is a bit of a hit n' miss on it working properly. I've found a better way to implement it and am currently testing it for the next release. - Alot of the ACE gear is still yet to be added as i'm planning how it would affect the gameplay. Not all gear is added as it would overcrowd the ammobox and players would spend too long choosing the gear. - AI won't be class restricted as to allow one player to create a team and able to insert them via any method without the need for other players. - AI in the lobby is not on by default and will remain as such, however this can be easily changed in the description.ext file by changing DisabledAI to FALSE There will be more updates soon but i'm delayed due to the christmas break and work commitments. Keep an eye on the DEV-Heaven Project to track the progress. Thanks for all the support and Happy New Year !!
  3. roy86

    Patrol Operations 2

    Yep, this is handled in the config_armoury.sqf script in the mps config folder.
  4. roy86

    Patrol Operations 2

    Hey M4RT14L, Don't quite understand what your getting at with the loading of containers but one truck should only be able to hold one contianer. The radio tower container is created at the "return point" marker at base and then should be transported to the destination. Cheers, Hey BL1P, Thats some great feedback. i was thinking about adding lives options but hadn't considered limitations around halo and its effects on game play. I'll look at adding a system around that into the next release. Cheers,
  5. roy86

    Patrol Operations 2

    Of course, I'll upload a version for i44 Allied Vs Axis with v2.03 to be released in for Christmas. Unsung is on the list as well :) will get one out asap.
  6. roy86

    Patrol Operations 2

    Hey stk, The supply depot is "near" the town, not so much in the town. Look around within 1km radius. and you'll spot it in a flat area somewhere. Mission was designed for dedicated but works fine running on clients.
  7. roy86

    Patrol Operations 2

    Hey Juggernaut Correct, although i'll look at making that a bit clearer. For USA factions, there was no "AT" Delta Force so the Delta Force with M14 was used. This will be updated in the next version. Cheers,
  8. Cheers Bon, another great release!! Thanks for all your hard work.
  9. roy86

    Patrol Operations 2

    Hey Shadow, in mps/func/mps_func_detect_ace.sqf ACE_IFAK_Capacity = 4; publicVariable "ACE_IFAK_Capacity"; Hey JuggernautOfWar. Doing absolutely nothing wrong. Gear Restriction refers to what gear is available at what rank. When off, the player has all access to the gear their class is capable of operating instead of unlocking it by increasing rank. Class restriction of gear is always on. e.g. snipers can get sniper rifles, AT can get Javelins etc. This supports a more tactical teamwork approach so that not eveyone just grabs a sniper rifle and goes and camps an AO until the enemy are all dead. The ammunition for all weapons is available to all players to allow others to carry surplus gear for special classes. Cheers,
  10. roy86

    Patrol Operations 2

    Hi Juggernaut, Glad you like it mate. I've added a new section to the wiki to explain all the mission types and the selection options. i hope that helps. Patrol Ops Wiki Thanks for the feedback. I like that last part :p. I've checked out the wounds issue but cannot replicate. It could be that in the mission editor one TL is a "PLAYER" and all other units are "Playable". I'm going to redo the units from fresh for the next release based on other feedback i've recieved and I'll give you a heads up before its release to see if the rework has fixed the issue. Cheers
  11. roy86

    Patrol Operations 2

    Yep, I've put a safe guard in against the repetitive kicking, however the large amount of objects, their "SetPOS" commands in their init, all gets really taxing on the start-up for clients. I've been given an alternative solution to get around this issue and I’m going to implement it in the next version. Hi Wonderman, It definitely works as we've been playing it no problems. Double check your patrol version (2.02+). When loading the mission on a dedicated server, in the mission parameters, make sure you have ACE wounds set to "Yes". That’s all you need to get it running. When in game, make sure you have med kits, bandages etc. Other checks are to limit all mods to just ACE + ACEX (updated to latest version). This will verify that ace is not being bugged by any other mod. If it is, let me know what mods you are running and I’ll try and work it out. Cheers,
  12. roy86

    Patrol Operations 2

    Hi 7th, Glad you enjoying it :) Files your looking for are: \mps\dialog\mps_titles.sqf line: 42, text ="[OCB] Patrol Ops 2"; \mps\func\mps_func_rank_hud.sqf line: 31, _text = "[OCB] Patrol Ops 2"; Keep an eye out for our Patrol Ops Tactical Series (coming soon) which is sequencial mission objectives building on each other (using the same foundation). I think it would be right up your ally. Class restrictions, ejections and notifications are all handled on the client in an FSM script. The only thing that is on the vehicles is the variables setting if a client should check a players class type,check a players rank and the server side vehicle respawn script. e.g. M1A1 Tank this setVariable ["check_driver",true,true]; this setVariable ["check_rank",[1500,"Sergeant"],true]; veh = [this,300,1800] execVM "mps\vehicle_respawn.sqf"; I'll test around what could be happening here to see if there could be something causing the server to load. It could be the vehicle respawn or the variables being public.
  13. roy86

    Patrol Operations 2

    Yep, Class restrictions for weapons is alway on. Not every soldier is a sniper :p Persistent Dedicated Mode will work fine. Most missions are not limited by time. Only 2 are. A task will usually keep running until it is completed by human players. Recommend running a large mission count if you want to do this. Spot On :) also AT will see heavier AT weapons such as MAAWs,SMAW and JAVs. The config files in "config_units.sqf" specify the class type for each unit_type. Class_ID is used to restrict player gear and hostile unit spawn types: aa = Anti Air at = Anti Tank cr = Crewman mg = Machine Gunner / Automatic Rifleman na = Default such as Medic or other pi = Pilot sn = Sniper so = Soldier //Gives access to "Soldier" weapons (better than "na") tl = leader e.g. ["BIS_US","so","US_Soldier_GL_EP1"], ["BIS_US","mg","US_Soldier_MG_EP1"], ["BIS_US","at","US_Soldier_AT_EP1"], ["BIS_US","sn","US_Soldier_Marksman_EP1"] I've catered for every BIS unit in A2, OA, BAF and PMC with more "expansion packs" on the way to add in the configs for mods posted earlier. ---------- Post added at 22:17 ---------- Previous post was at 22:04 ---------- Appreciate the feedback. Glad your liking it and any feedback is taken seriously to improve this mission. I'm looking at revising the ammobox system. ATM the box and ammo are local to the clients completely. I'm looking at a better way of handling the boxes.
  14. roy86

    Patrol Operations 2

    Cheers Vengeance, Glad your having fun with it. I'm setting up downloadable content packs, which are like "patches" for mission makers that includes all the nessessary configs for the following content mods: I44 Hexagon / Operation FrenchPoint BRDM-2 by hcpookie PRACS Unsung AAW Duala Lingor R3F Weapons This should help modders/mission makers to add their own vehicles into their version of patrol ops. Also Documentation on how to modify/port Patrol Ops will be released bit by bit in the coming days. Recommend keep an eye on the Wiki as i will be updating the pages bit by bit. Patrol Ops WIKI If there are any requests for additional mods other than the above list, just PM me with the needed object class names and i will try to add configs to the next content pack.
  15. roy86

    Patrol Operations 2

    PATROL OPS UPDATED TO 2.02 Patrol Ops 2 Files Including AAW Versions with Units and Vehicles Chernarus and Takistan Changes Hope you enjoy,
  16. roy86

    Patrol Operations 2

    Cheers Gnarly, thanks for the feedback. I'll tweak the container "attachTo" offset to set it back a bit further and update the POW mission. Got a fix for ace wounds in place, just testing to make sure it is all good before releasing 2.02.
  17. roy86

    Patrol Operations 2

    I think i have found a solution to that, which i will build into the mission. basically delaying until the client has fully entered the game before executing most of the scripts. will be in the next release.
  18. roy86

    Patrol Operations 2

    As the documentation isn't ready, here is the untested way to do this. To change, you'll see there are markers on the map as the following: respawn_x respawn_mhq_x return_point_x ammobox_x where x is the players side. modify those markers to the players side and ensure that you also have a respawn_y for the opposing side. Then open file: mps\init_mps.sqf and modify the SIDE_A and SIDE_B to represent the player side and opposing side respectively. To get the sides faction name, use the file: mps\config\config_side_b_units.sqf to fill in the one you want. eg: SIDE_A = [east,"BIS_TK"]; SIDE_B = [resistance,"BIS_TK_GUE"]; All thats left is just to code check the tasks for certain class names that are not configured yet for correct unit types and away you go.
  19. roy86

    Patrol Operations 2

    Hey nobrainer, all tasks in patrol have been tested, many times, on ocb dedicated servers with no crashes. Tested in vanilla and with mods: Full ACE Package, ASR_AI, AAW, ACRE Double check you haven't corrupted the pbo file when loading it on your server, check lastest patches are applied and try with no addons. If you are running Ace and someone tries to connect without it, this can crash the server as we have found out a few times. If its a mod causing it, let me know and I'll find a work around in the code.
  20. roy86

    Patrol Operations 2

    Hey 1nsider, Alot of the ambient stuff might be a bit taxing on the server. Try switching off civs and insurgents to improve fps. I will look at tweaking the code to reduce the load on the server and consolidate some of the processes. Hey Noricum, make sure if you use ACRE, turn on the ACRE radios in params. I'll make an addition in the next release or 2 to auto detect acre and add the radios in the box automatically. For the tasks, which mission type did you select? I'll look into ACE wounds. It should declare the parameter if it is set it as "ON" in the mission params. Hey, yeah that barracks has been a headache. The code to spawn the units can be attached to any object. I'll find a different object to spawn them from at the same location. Hey Blackfox. Glad you like it mate, the documentation will be available once i'm comfortable all current features and missions are reasonably stable. At the moment alot of tweaking and changes are happening based on the feedback from the community. Once stable, i'm happy for people to modify and port Patrol to different maps and mods.
  21. roy86

    Patrol Operations 2

    Thank you for the feedback Bon_InF. Credit must go where its due. I learnt the basis of my knowledge of SQF programming from you and TFOR is a great mission. Patrol Ops would never have existed without your examples and coding style. The specifics on the feedback help greatly with tailoring the missions and ambience to better suit the community and i'm glad you and others so far are enjoying it. I am including a new feature to question civilians for intel on any mission in the next release to involve more interaction with the environment. Cheers and keep the feedback coming,
  22. roy86

    Patrol Operations 2

    Ah yeah :p changed the folder structure of patrol and no one ever packed the tower before. I'll ammend that for the next version. In the meantime, just don't deploy the tower until you reach the objective summit.
  23. roy86

    Patrol Operations 2

    Try any other radio other than the one ACRE equips you with at start. found in a number of other missions that the default doesn't work. Not sure if its ACRE or mission code. ACRE is an awesome addition, at OCB we run with the 148 UHF with the 117 for long range comms. Hey, added the // as i added the action directly to the barracks but taking it off will just give you the same action so either way is fine.
  24. roy86

    Patrol Operations 2

    Thanks for the feedback guys, much appreciated. Included are updated credits in game, a couple of code fixes and updated the comments in the sqf files as well so you know where they were sourced and to explain some stuff for mission makers. PATROL OPS UPDATED TO 2.01 http://dev-heaven.net/projects/patrol-ops/files Also a 2 new missions including AAW Units and Vehicles Chernarus and Takistan Hope you enjoy,
  25. roy86

    Patrol Operations 2

    Thanks for the heads up. Got a fix in place and will update the pbos tonight.
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