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roy86

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Everything posted by roy86

  1. roy86

    BIS Aircraft Carrier

    For those interested in spawning the carrier via scripting:
  2. Sure... sounds like Arma with minions and brain freeze but hey, to each their own
  3. Lol, didn't think about that date. Exact tasking i'll explain later as it is subject to changes during beta. Suffice to say, things change based on what players use... Agreed. And PO4 is as customisable for each community to create their own flavour.
  4. nope not messing. With the few mins in life I get free, I'm preparing the beta pack for testing. Also to answer the most common 5 questions from my inbox after getting spammed when Jets trailer dropped :p Q: Will Jets be supported in PO4? Yes. Q: Will there be carrier operations? Not specifically dedicated to Jets or the carrier. Infantry is the focus with everything else playing a supporting role. Q: Will the carrier be used as a base? I'll add the carrier as an option in the parameters though I have not even seen it yet so will have to wait to build the composition. Q: Are there missions for aircraft? Yes, air superiority is always a challenge. Q: What mission types are for air combat? You'll have to wait and find out. Cheers,
  5. Hey Axion, Task system re-write complete. Testing and performance optimisation in progress and I've begun preparing the beta packs for community testing. (Taskmaster, ReviveMP, RespawnMP, RecruitMP, SquadManager, VirtualArmoury, VirtualDepot) and notifications to those communities involved will follow. PO3 was compatible with ACE when built at the time. ACE has changed a lot since then so I cannot ensure it still is. I've stopped all support for PO3 as it was taking up way to much time to help debug for people and I'd rather focus on getting PO4 ready. Cheers,
  6. Not to PO3. PO4 is coming. Just updating the task system before releasing it to community testers.
  7. For me, there was a significant burn out period where I struggled with motivation. My community fractured, work sucked, etc... But, there were some specific people on this forum who (unknowingly) got me motivated again and have kept me going, Also Jester814's YouTube reminds me of what used to motivate me to build missions for OCB. You're close Terox, but no beach (at work) :p It's 42C/107F here, looking forward to a beer after work and laptop's on charge for a bit of programming if I can squeeze it in tonight. I've almost completed the re-write of how the mission tasks work, I'm actually happy with the new patrol events set-up and now just have to link it to the task operations and it should be good for some community testing. Cheers,
  8. Lol because you asked, but what to tease with.... In game looks like ARMA atm till I pretty up the UI (I'll do that in beta) so how about the model used to chance random encounters while patrolling? I'll record a couple of these encounters when I get a chance and post them up. http://imgur.com/a/90KZj
  9. Fair bit is a little out of date as I've been optimising the framework through testing, but yes, the whole mission configuration is in the description.ext file. I'll let you know when I've update the info and examples. Happy New year ;) Cheers,
  10. Sorry dude, good news is I've got a couple of weeks holiday so actually have time to work on that task system ;) Cheers,
  11. I did purchase one for fun, still waiting on it to arrive. However that part of the site will deep link to a company I've work with for the last few years.
  12. Lol they get the masses too excited and my email gets spammed. Will have more once i've completed the task system re-write.
  13. Yep, new framework ;) I'll post up the code for that when I have the chance so others can use it in their stuff. Cheers,
  14. Sorry Terox, didn't see your questions for me. 1) case "NameCity"; in the switch statment uses the subsequent code statement from the next case statement to execute. Example 1 & 4 from switch_do shows how this works 2) from memory, those are bays or locations that caused problems with spawning or their size wasn't sufficent for the tasks. Cheers,
  15. Hey Lawndart, Still in dev however slowed a little. Kids got sick (Flu) and work is insane so sleep eludes me at the moment which makes programming impossible. This is exactly where the major features stand: MPSF (Core MP Framework) is complete - Tested Ambient Events are complete - Tested Virtual Armoury (Virtual Arsenal Modified) is complete - Tested Virtual Depot (Base Vehicle Spawner) is under review - Tested requires small fix Squad Management is basic but complete - Untested Task System is under review - Tested... The Task system is being re-written. After testing with ATC, I was not happy at all with how it flowed. While it's far better than PO3 and performed really well, it was not intuitive and the progress through the missions was dis-jointed. Once this is tackled, it is good to go. Cheers,
  16. ;) cheers, can guarantee the above is not an issue in PO4. The latest apex update has screwed my install so just dealing with that atm before final round of alpha testing with ATC. If all goes to plan... beta!
  17. Not quite sure what you mean by "scrubbing the mission of it's default material handling is the key to success" Logistics will be R3F in the first release with a custom system later.
  18. Interesting, I have not played around with the ORBAT so i'll defer till after PO4 launch before solving this one. In the mean time, finishing the polish on the updated injury system. Concept I've wanted to build for so long and has similar principles of BIS Revive. it can be easily configured to be simple or complex and supports MP & SP (AI + Players), drag, carry etc... and hit points can be worked on by multiple players to speed up the process
  19. Difficult to confirm at this stage but I've spent a fair amount of time on optimising. I'm predicting far better however I won't know until I start MP tests for Beta.
  20. CfgLocations have always been a pain to develop around as BIS just don't seem to bother setting them up correctly (Cherno,Altis and now Tanoa). The screen shot you see is the default tanoa map locations by BIS which has very weird area sizes and are often placed for aesthetics not function. I've had to uses trigger areas sync'd to logics to define detailed "Locations" for the CfgMapData used by the tasks. I'll share a screenshot of that later so you can see the difference. I'll fix the download page #soon :p
  21. PO4 Injury is not compatible with ACE Medical but will disable automatically if ACE Medical is detected. Progress saving is not a required feature yet as gear, vehicles etc are configured at the start and "unlocked" to the player but I will look into it once the large operations are implemented as it would piss me off spending 2 hours on an op and have it crash. I have not seen liberation but may ask the dev to see how it was implemented when the time comes.
  22. Thanks guys, rule is: Family > Work > Arma > Health ;) I appreciate PO4 has been insanely slow development as I have been very passionate about getting it right with what little time I have and I'm glad your excited, but it will not come any faster than when it will ( soon... :P ). I recently set my dedicated server up again to refine MP offline, so more teases to come as I am getting features stable. Once they are, the beta begins... then Tanoa expansion. I will have Git Hub setup once it is released for others to contribute and grow it further but I want to set a standard first to be clear on the direction I would like it on. I'm interested to have community made operations included as they can be map specific too and that is what the framework is for. Cheers,
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