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roy86

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Everything posted by roy86

  1. @Blackheart_six no more allowDamage false ;) https://twitter.com/Roy86Au/status/741980829304258560
  2. Hi Axion, Happy to answer any questions. 1. Player Numbers, I'm planning on 32 or 48 but simply adding more playable units in the editor will allow more. I would not go over 100 ;) 2. PO4 has it's own system (NCWS) however I've added support for BIS dynamic groups and it is now a mission param. 2a. The squad setup including roles, gear etc is setup in the mission config file which can easily be changed. I am not familiar with GREUH from Liberation (not seen it). 3. Yes. Because of Tanoa, I made sure these are setup. 4. Yes. Apex is almost here and PO4 is too. The two may arrive together or they may not. Cannot give any firm answer to this as RL is insane. I'm aiming for before but... Cheers,
  3. Definitely will, just working on wrapping up the first MVP for the initial round of beta testers. Cheers,
  4. Parents are Operational Level Objectives, Child Tasks are smaller objectives, e.g. Parent: "Operation Random Name" > Locate and Eliminate IED Facility Child Tasks: > Speak with civilian to locate IED maker > Eliminate IED maker and collect his intel on factory > Move to factory and destroy it. Once all complete, the parent completes. Some child tasks are simultaneous so teams can divide and conquer, others may lead to much larger operations (depending on number of connected players). Lol, to answer as best I can, Fear of Apex? nope. The changes affecting PO4 are happening now with 1.58 & 1.60. Only making it better honestly. PO4 Tanoa? Plan is Altis, Large CUP terrains and definitely Tanoa. Other maps will be on demand basis. Porting PO4? Porting is a little more complex this time but possible. It takes about 1-3 hours to prep a map and about 1hr to generate the MapData used in the framework (based on Altis running on a surface pro 3). Instructions will be hosted at arma.roy86.com.au Porting as well as modifying PO4 setup is allowed. I cannot cater for everything so I'm more than happy for those who enjoy PO4 to adjust it based on their preferences but I do encourage you to feed back to me what is changing so I can learn more. Patrol Ops 1? Certainly was. It was designed solely for OCB.net.au and never released to the public. However, thanks to the encouragement of the members, it was refined and released publicly as PO2. The framework behind it and PO3 powered a lot of in-house tactical missions. I hope that answers your questions, Cheers,
  5. Yep, always develop mod free and then add support/testing compatibility with the main ones (CBA,ACE,ACRE,TFAR) I don't use sound mods. Used to have JSRS but download limits are a big issue for me these days.
  6. Lol I wasn't so tactical in that one was I... :p 36 so far.... ;) There is also another teaser in that shot if you can guess it.
  7. PO4 Update: Wrapping up (finally) on the feature development/refinement and finishing off the first batch of task updates. Beta testers, I'll be in contact soon for those still up for it. In the mean time, I've recored a couple of teasers of some of the features and will be uploading them before launch. More teasers on my twitter ;) Cheers,
  8. Hey Black, No eta as of yet. Balancing between Family and two jobs. I am still working slowly though, trying to get it to run smoothly and stable enough to run a beta. As always, slow progress. I'll have an update towards the end of April for the beta testers. Cheers,
  9. Spot on ;) For PO3 I'm happy for people to edit. Only real condition is any public release is labeled properly as an edited version and run past me first. PO3 is fine to modify as per license. "Do Not Modify" segments are recommended only for experienced programmers as those parts are you break it, you fix it yourself. The variety of CC licenses is when comparing with PO2 and PO4 licenses. Just be considerate of the developers and you should be cool. PO4 news: FYI, dealing with a lot at the moment. PO4 beta will commence once I've dealt with RL stuff. Thank you for your patience, I will be in touch with more detailed updates to those supporting the beta. Cheers,
  10. http://img259.imageshack.us/img259/1443/patrolheader.png (264 kB) Hi Everyone, Inspired by Takistan Force, Patrol Ops is a 32 Player dynamic, random mission series that is great for both Mass Public Play and Clan Tactical Gaming. Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately. To play Patrol Ops all you need is: ARMA 2 Vanilla Combined Operations The same mission pbo also supports ACE and ACRE and will adapt the gameplay and equipment to match the servers settings. Player Class types denote access to specific gear and vehicles to strengthen the realism. A focus on co-operative team based gameplay is the principle of Patrol Ops On behalf of the Online Combat Battalion Australia, we hope you enjoy this mission style and please visit us at http://www.ocb.net.au Patrol Ops Project files:DEV-Heaven Files Armaholic mirror:Patrol Operations 2 OCB Forum:OCB Patrol Ops Features are outlined below: Mission Types Mission Features Server Startup Options Special Thanks: - BIS for Arma Series - BON_Inf for alot of Code, Support and Inspiration from Taksitan Force - XENO for Code and Inspiration from Domination 2 - Kochleffel for Vehicle And Squad Team Hud - Code34 for Advanced Hint System and adaption of Vehicle/squad Hud - [OCB]Kev for his knowledge and code examples - Shuko for Task System and Position - R3F for Respawn GUI and Logistics Code - Ei8ght and Mike-USA for Sampled Base Layouts - ArmA 2 Community for support and solutions Note to mission makers: Patrol Ops is designed to be as easy as possible to modify and port to different maps and mods. I'll be posting up instructions and all our variants of Patrol Ops in the Dev-Heaven Project Space
  11. To get zeus to see and manage them, that is simple. Add this to your init.sqf file at the bottom. if (isServer) then { [] spawn { waitUntil { sleep 2; _objects = allUnits + vehicles; { _x addCuratorEditableObjects [_objects,true]; } foreach allCurators; false; }; }; }; Its rough but will get the job done. To get him to see them only and not control them, That's very difficult without completely restricting Zeus ability to control units.
  12. Check Twitter Not really designed for it but does work. Blackheart has got the solution above. PO4 will be the same (Designed for MP but will work if locally hosted/SP) I'm a little delayed scheduling the first Beta release. First batch of communities have been selected and will be notified shortly. Work is very busy and I'm away this week so will update a bit later. November looks like it will be quieter ;) Cheers,
  13. I can't remember why I removed them, I think it was because i was not happy with their stability. It's certainly on the agenda: http://arma.roy86.com.au Cheers
  14. Back home, will be spending a few days with family then the PO4 beta will start. I'll post up a request for interest by the end of the week. Don't know anything about that. Probably fake.
  15. Rallypoint option should be in the mission parameter options. or you can force it: PO3_param_respawn_rallypoint_allow = false; For Pilot License, Add this to a units init line: ​[this] call PO3_fnc_setAsPilot; // Automatically Assign Pilots License Keep an eye out for more PO4 teasers soon... won't let you down ;)
  16. Hi Terox, Aiming for early October for closed beta with selected communities. Release will come after when I'm satisfied with its stability. A form will be posted for expressions of interest in helping test the beta. Cheers
  17. Getting a lot of emails regarding that video. To clear up a few points, PO4 is built on a custom mission framework that can be used to build a variety of missions. The conversation system is easy to modify and build. Mission makers can play actions and randomise the responses so that conversation can be made very dynamic The vehicle depot is a hub-spoke design that allows players at the hub depot to select specific vehicle types to create at a spoke depot. The spoke is configured to permit creation of certain vehicle types and also can resupply vehicles (Fuel/Repair/Rearm). Mission makers can set a cost and number limit per vehicle type. This is all scalable as it uses the vehicle type hierarchy (E.g. "B_MRAP_01" >> "CAR" >> "LandVehicle" >> "AllVehicles") to set these limit allowing automatic support for 3rd party mods. Both the conversation system and vehicle depot are configured through the description.ext file. I've started documenting this at http://arma.roy86.com.aualong with other features you can expect. More to Come ;) Cheers,
  18. Thanks for the awesome feedback. As a treat, here is a video of a test of the NPC conversation system and the new vehicle depots. Please remember, These are alpha and have already been tweaked and improved. Bit delayed these days due to work. Flying around a lot at the moment.
  19. I am not sure what your asking for... Leights version is easy to modify yourself but "insurgency style"?
  20. Admittedly I'm being a perfectionist with this one but for those willing, it will be worth the wait.
  21. Lol I'm still working on it and progress is steady but time developing is limited due to RL. Right now I'm re-writing part of the tasks, trying to optimise it further. The last 10% is the aesthetics and polish (Mission Hints, Tutorials, Guides, etc...) ;) I'll record some play footage from the next test and post it up for you all. After that, a form will be posted for interested groups to register for Beta Access. Cheers,
  22. Hi FiveZeroThree, Thanks for the positive feedback. To remove the Base Protection event handler, you'll find the executing code in fnc\eventhandlers\fn_setFiredEH.sqf (just delete the contents of the file)
  23. Expressions of interest at this point. I'll go through the list for testing when PO4 goes to beta.
  24. Sure is, currently in Alpha, almost complete (~90%), just focused on optimising, balancing and tweaking. Moving soon to Beta and will be contacting those communities who have asked to be apart of that. Final release once I'm happy with it.
  25. That's looks awesome Pastor, the bushmaster is looking great and thanks for intending to release the PSD files. They go a long way for communities to contribute and integrate such quality work. Cheers,
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