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Posts posted by roy86

  1. On 5/19/2022 at 12:05 AM, Blackheart_Six said:

    If you can create an object, and it's local to the mission, and everyone that plays doesn't need to install a mod to use it, thats huge. That is my understanding of it right now. Maybe wrong. 


    I always try and not have dependancies but I think for the Enfusion/Reforged look of things, everything is a mod so while I won't have any intermod dependancies, PO will be technically a mod. (I was toying with that idea when I created the precursor MPSF mod)

  2. 20 hours ago, holliday50 said:


    Looks like I was missing the Recruit step?  I wasn't able to get anybody in my squad until visiting the Recruit building.  Unfortunately, assigning them roles completely jacked them up.  For example, assigning the "Medic" role to a soldier changed all of his gear to modern gear.  Is there a way to change or edit their gear after you've recruited them?

    ah yes, that is a bug when i was porting some code over from the Altis version. Will have that fixed shortly.

    • Like 2
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  3. 45 minutes ago, holliday50 said:

    Is there a tutorial somewhere on how to create groups?  I'm trying this in SP for the first time, and I have 30+ soldiers, all Privates, and all listed as group leaders in separate groups.  How can I create a squad?


    Go to your "intel Docuements" and Tab 2 (F2) is your squad management. There you can have them join your squad and on Tab 3 (f3) you can assign them ranks and roles.

  4. To Celebrate the release of SOG DLC, Patrol Ops 4 is launching with a specific version for the DLC adapted to support the UI and features operations tailored to the map. Bother versions are now available for PAVN and US Army MACV.




    More enhancements will follow as new tasks, operations and features will be upgraded and added.

    I hope you enjoy and please stand by as the rest of the versions are released for Altis, Malden and Tanoa editions including Blufor and Opfor playable factions.

  5. PO4 Released for S.O.G. Prairie Fire

    To Celebrate the release of SOG DLC, Patrol Ops 4 is launching with a specific version for the DLC adapted to support the UI and features operations tailored to the map. The initial version release is putting the player in the OPFOR PAVN vs US Army MACV.


    People's Army of Vietnam (PAVN)


    The year is 1968 and the Vietnam War is reaching its peak. The elite MACV-SOG reconnaissance team is attempting to stop the flow of materials down the Ho Chi Minh Trail by hunting and destroying the PAVN 559th Transportation Group. As the PAVN, locate targets of opportunity, gather intel to complete key operations and push back the MACV-SOG forces.

    A dynamic mission generator with random objectives designed for combined-arms co-operative tactical gameplay by larger groups of players.

    Patrol Operations is a co-operative mission set on various maps, configured for different sides, with diverse, randomly-generated tasks. Players must work as a team to engage in tactical missions scaled in difficulty with player count. Task locations, enemy forces and scenarios are randomised to ensure players have an interesting experience every time the mission is replayed.



    I hope you enjoy and please stand by as the rest of the versions are released for Altis, Malden and Tanoa editions including Blufor and Opfor playable factions.

    • Like 3
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  6. On 4/3/2021 at 10:38 AM, lawndartleo said:

    Is PO4 going to be user friendly enough (like the previous versions) for most players to create missions or is it a more complicated framework that will need a bit of inside knowledge in order to use to its fullest extent?


    The front end mission making and task making is pretty straight forward for those looking to dabble in missions. I'm documenting the process here: Multi-Player Scripted Framework

    The backend of the framework is more complex and not for the inexperienced but you would only go there for heavy customisation.

  7. 4 hours ago, lawndartleo said:

    Blackheart,  I think you are taking offense at trivial words.  Dabbling is nothing more or less than him working on it as his time or interest allows.

    i noted that there seemed to be activity on the patrol ops front and was pleasantly surprised to see as much.  Honestly I thought Roy probably moved on with far more important matters like, oh, real life.


    all good, I got it 😉 and appreciate all the support you've shown too

    • Like 1

  8. On 12/14/2020 at 12:23 PM, Blackheart_Six said:



    I don't think that is a fair assumption. Roy is not dabbling. That's not right.

    I don't have any insight to what he is doing, but I do know this...he is hand coding tens of thousands of lines of code. He is creating a framework from the ground up, by himself, all for the total cost to you and me of ZERO dollars. 

    I have been waiting as long as anyone, and I will wait as long as it takes. Form Follows Function. If it doesn't function, then it ain't worth a hill of beans. 

    He is programmer by trade. Do you think he wants to work all day doing software programming and coding, then come home and do more programming? I think not. 

    Love you mate, though i need to update the resume with you. Working on ML applications now 😉


    I'm still working on it but due to current situation this year, my work and family are the important focus in an increasingly poor economic environment.


    There are 2 principle bugs I'm fixing which, in the last few Arma updates, has caused performance issues in the mission. Once these are resolved, we're good to go.


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  9. 7 hours ago, Blackheart_Six said:

    @roy86 just a thought, but if your building missions,  can we assume the framework is done and ready for beta test 2?

    After that last session, yes. I had to reimplement a logistics process for some of the operation types that require the movement of objects on trucks.

    Now that it is working, the final check is some MP tests to ensure this version is stable and an update will be published.


    7 hours ago, Blackheart_Six said:

    Additionally are the modules i.e. vehicle depot, stand alone module? Or is there dependencies on the framework? 

    There are some small dependencies like addActions and event handler framework. I wrote them in the current form so I can go back and build stand-alone versions easily.


    7 hours ago, Blackheart_Six said:

    imho and ive truly have been humbled trying to create small functions, its amazing the coding you’ve put into this. I understand the time it takes to write test rewrite and repeat that thousands of times across hundreds of files. THANK YOU!

    And thank you for the support. Building so it is SP+MP compatible, scalable, variable and stable takes time so I appreciate everyone's patience and support as we go.




    • Like 5

  10. 10 hours ago, Blackheart_Six said:

    Insurgents would establish camps in forested valley areas, far from roads and urban areas to conceal smoke from fires, and overhead drone and satellite views. They would occupy steeper and narrower terrain to limit forces to maneuver in that space. NW Altis mountains is an example of that. 


    Not sure if possible to find a location based on terrain features like valley, or draw. I've tried using BIS_fnc_findSafePos and selectBestPlaces with not much success. 

    Just an idea... 


    definitely  is. You can use "forest" to identify concealed areas with tree cover and we could create locations in the metadata to identify viable locations outlined as described.

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