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rosentorf

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About rosentorf

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  1. rosentorf

    UPSMON Updated to ArmaIII

    This version works for me. The error is not happening anymore. Upsmon groups do not stop moving anymore. Great many thanks for your fix!
  2. rosentorf

    UPSMON Updated to ArmaIII

    Okay, checking UPSMON_NPCs helped. I can now run my mission without interfering with UPSMON. Thanks a lot! I also used your Version you gave me. It works as good as the version I used earlier. It also creates the same error that I mentioned in my first post. I can recreate it by removing all units from an upsmon-controlled group. Result is, that all upsmon controlled groups stop moving and the "exiting main loop" hint repeats continuously. But adding your proposed check I can now safely remove entire teams and add them to another team. I hope this will fix all my issues I had in my main mission. But in the test environment it worked. Thanks again. EDIT: Still happening in main mission. have to perform deeper analysis. Will get back when sure what triggers it.
  3. rosentorf

    UPSMON Updated to ArmaIII

    I can reproduce it now: I have added an action to recruit a team from the UPSMON-controlled teams. It occurs when I join all units to my team after setting: _group setvariable ["UPSMON_Removegroup",true]; It seems to help if I let the script wait a couple seconds. So it is not an UPSMON-error. Is there a safe way to remove a group from upsmon and add its units to the players team? Thanks!
  4. rosentorf

    UPSMON Updated to ArmaIII

    Thank you for your hard work...with the recent release 6.0.9.4 (Versiontxt in UPSMON_init.sqf still says "6.0.9.1") I get the following error. I do not use the respwan feature so I can't make sense of this. Thanks.
  5. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Yes the BLUFOR teams cannot necessarily hold a position. They are of very equal strength as the enemy. Sometimes the take an area and hold it for a while. The waves of groups will most likely not end. Right now I am trying out selected spawning times for enemy/friendly waves. This will hopefully help with the enemy vehicles, as with reduced number of wrecks they get to you too quickly. Also increasing spawning times for certain zones will make it easier to hold and keep the areas. Also adjusting some upsmon settings may help. See Edit. For this mission I have already made the AI react and turn around quicker. It is in specific skill sets. They do spot, turn and fire much quicker than vanilla. But I have reduced the accuracy of their fire. Maybe turn of the TPW-mod to check. It may not be compatible or have unwanted side effects. Especially if the mod is trying to add effects that are already in the mission itself. It is very unlikely that spawning happens outside of the spawning areas. I do have witnessed "extreme" flanking when BLUFOR troops were on their way to there patrol area. They walked halfway around the town. I was impressed myself. But this is the AIs choice so I'll leave it at that. And similar things happened with OPFOR groups. So just be on your toes. They will try to get you! Edit: It is very likely the upsmon setting of the first locations. I will change that so enemy teams will not follow you around and attack from behind.
  6. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Glad you enjoy the mission. I know it is a hard mission, this is why I added the ammo boxes and recruitment option. I'll look into the lack of AT-guys to recruit. Maybe adding an extra AT-guy to all friendly teams. To everybody: if you feel the mission is too hard or un balanced: let me know. There are more than one ways to change difficulty. If the best ways are identified I can add those into the mission to choose for easy or hard gameplay or something.
  7. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    As was suggested by Brainbug I changed the objectives to randomly placed caches spread around town. This increases replayability of the mission.
  8. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Okay, I have uploaded a new version. Now the stopping of unit spawning should be fixed. The issue I could reproduce was that an AI-team got stuck in open ground and would not move. This could block spawn positions. Now this should be fixed. Unfortunately I cannot fix the AI-teams getting stuck. It takes a while for it to happen so reproduction is tedious. And there is a good chance that this might be a general Arma3 bug as in AI stops doing things and stops moving. I'll keep looking into it.
  9. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Well in this mission script spawning is a queued process. Groups gets spawned one after another. Depending on the reason why the spawning stops it could mean that only one side has an actual problem but spawning will stop for both. I just mentioned it, because I have experienced myself. But I have to reproduce it first and then check the log files hoping they will have some info on the problem. EDIT: Reproduced only one side getting stuck sometimes when AI decides to get stuck and wont move from the spawning position. This will halt the spawning for that side since the groups can't spawn on top of each other. @Brainbug: You are right and this only should affect one side. On the other hand this can happen to both sides at the same time so maybe it did happen simultaneously. This is the only spawning bug I can reproduce right now. I'll fix it and then hope the issue you experienced will be resolved.
  10. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    It might be the savegame loading. Did you leave the game and reload? I had this issue once I believe but I thought it was something else. It should not be a limit problem. The scripting takes care of the group and unit numbers. Empty groups and dead units get deleted and so on. The total number of groups is in this mission is defined by the location settings and they should be well below of any limit I know of. Please let me know if you just reloaded a save game or if you left the game in between. I fear this might be the cause. And if so, I'll need some help because I don't know what I could do about that yet. Thank you for reporting this. EDIT: It seems that it has nothing to do with savegames, which is good I guess. Or at least not in general. It might be a problem at with a function preventing units being spawned on top of other units. I have noticed it once. If the spawning stops this theory could be proven by checking if there is a single unit at the "BeachHead"-marker. If you do see this, you could destroy this single unit and more should spawn. Anyway this seems to be a more complicated problem. It is annoying, as it cannot be reproduced on the spot. I'll try to release a version that will write debugging info into the logfile this could help me fix the problem. But I need more time to do this.
  11. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    I added a "lighter" version of the mission. Less car wrecks and fires. @Brainbug: Let me know if this runs better for you.
  12. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    That is a good idea. I can move from the containers to a more random objective. Crates in buildings shouldn't be too hard to script.
  13. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Thank you Brainbug for your feedback. The RTB task was intended to give the mission an ending with purpose. On the other hand I did not want to make the player run back to the "base" which is basically an empty soccer field. Therefore I made the trigger very large so the mission ends when heading towards the task marker, but a good several hundred meters afar from it. It also allowed me to focus on the mission without building a convincing base. If this mission catches on, I will extend on the outside of town. The containers are actually part of the map, so I am not sure I can move them. But you are right about them. I tried to find objects that are destroyable and also fit into a destroyed town. All the placable containers are indestructible and cannot be used. I'll see that I find something I can randomly place in the town. Adds to replayability as well. This will probably have to wait till the weekend. Okay, the fires...I feared it might be too much for some. I'll make you a version without them. Also I remove some of the cars. Different levels of fire and "clutter" shouldn't be a big problem with the merge function of the editor. Give me a couple days to get this done. Thanks again for the feedback. This is a beta version and when this mission works technically, I will move it to a different place on the map. Just to keep it fresh. So some changes might come in the following mission.
  14. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    Sorry, uploaded several versions today. I made it, that AA-Soldiers become AT-Soldiers because there are no choppers or planes in this mission. Should be a working version on steam and download link now.
  15. rosentorf

    [SP] Dynamic Mission - Assault on Neochori

    I was not aware of that. No problem though - I've added a download link so you can get it independently from steam. Hope you like it.
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