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genesis92x

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Everything posted by genesis92x

  1. genesis92x

    [CTI,TvT,CooP] Dissension

    Thank you :) I will be looking to update the way towns work shortly. I am thinking only 1 active resistance town at a time (per side) and 1 active enemy town at a time. Hopefully this will fix a lot of issues.
  2. genesis92x

    [CTI,TvT,CooP] Dissension

    Thanks for the report, I will take a look into what I can do during my weekend (Sunday - Tuesday) for addressing some of these issues. Might as well make a video out of it. Especially with such a lovely formatted bug report :D Very helpful - I do appreciate that. A few things that I thought were going over: Units passing through unconquered grids on the way to take a town, cause a gridlock, making the town unconquerable until the grid(s) are taken care of I think I might need to completely re-do the grid/town system - Grids do not count toward the total number of ACTIVE towns. However, they do not seem to spawn reliably either. We had a number of artillery pieces back at a base locked while we were taking a town, came back and they were missing. Later on we found the AI driving them around. I really find this one funny...although I have also noticed this issue. This is more related to Vcom AI, and I need to find a better way to prevent AI from stealing vehicles that are player owned. Vehicles are listed under different categories for different prices I never noticed this...huh...that should be a simple fix. Hostile units spawn on top of you in an AO Town spawning is tricky, and I might have to make it more into a "wave" system - I am not sure. Currently it works like this 1) Towns will utilize a limited number of buildings to spawn AI from first. Once all towns have spawned the max number of AI they can handle, it will begin spawning AI in the center of the town. Before it was setup where the AI would spawn randomly AROUND the town and attack in - creating a frustrating experience for players on the edge of an AO and a weird "We are always surrounded" feeling. 2) Spawning all the AI in at once is not feasible as some towns can have up to 100 units. That's way too many AI at once. This creates an interesting design puzzle that needs to have an eloquent solution - finding proper AI spawning points has proven to be relatively difficult. I am beginning to consider even more "arcade-y" option, with 3-4 preset spawn points in a town for AI (randomly chosen every assault) so players know exactly where AI will spawn from, with a reduction of secondary objectives being placed directly onto a the center of the town, where AI like to spawn. Sell/trade vehicles back This is implemented, but simply under the player base structures. Although adding this option to the light/heavy factory would not be a bad idea. Only display the vehicles that are available to be purchased It seems like not having the light/heavy factory doesn't remove the vehicles from the listings This should be do-able. Currently, when you go to purchase and aircraft without an airfield it will not let you spawn one in. Commanders assigning a town or grid should lock that objective in to prevent gridlock The commander targeting system needs another improvement. Potentially even force locking down other towns from being activated until the current objective is taken. Allowing only 1 primary objective at a time per side would drastically reduce CPU/GPU strain, and allow players/AI to focus on one AO at a time. I'm not the biggest fan of this option, but it does resolve many issues. please, who can explain? is this parameter affects only number of towns activated? or grids too? Only the towns :D Genesis92x, is it possible to spawn "garrisoned" troops as reinforcement, that is coming into activated grid from nearest town (if their areas overlaps), or from neighbouring nonactivated grid? and in "grid activation" case to spawn only small patrol, that calls others, when being attacked. and more about grids capturing. this works well when the grids are taken away for the first time, from the greenfor. but when grid is frontline between red and blue, and is heavily contested by, capturing conditions looks unperfect. e.g.: we lost grid because all the units from the "garrison" pool were killed, even though almost all the attackers were also killed and there was stayed plenty of units from mine and other 2 AI squads. Are you suggesting towns forces actively moving out to support grid forces if they are available? I would have to think about that. I also agree that the capturing conditions are flawed - I think redoing the entire capture system during my weekend is warranted.
  3. genesis92x

    [CTI,TvT,CooP] Dissension

    Wow. I feel like I left for one week! Thanks for the posts guys, very nice find on this bug. I will take a look into it. And...yeah...unfortunately the mission is fairly demanding...this does make me sad. I would recommend utilizing a headless client with the mission with server restarts in-between games.
  4. genesis92x

    Mission Publisher - Can't Update Scenario

    Hey guys, just to finish this thread off. I have a tendency to not be very clear. I published FROM the editor in the 1st place. It uploaded to steam correctly and over the next couple days gained 1000+ subscribers. After several bug reports rolled in I decided to go fix them and reupload, again THROUGH the editor in game (like the 1st time). However, the mission wasn't listed there - as seen by the images in the first post. I posted the picture of the publisher to prove that I did upload the mission through the editor. In the end I was unable to edit the mission and had to completely re-upload the mission and delete the old mission using Steam. After this it showed up correctly in the ArmA editor, allowing me to update the mission without having to delete it and re-upload it. The bug is sad because the mission is sitting at 250 subscribers instead of the 1000+ it had before (Not a big deal ) This is the first time I have had steam/arma botch up a mission upload like that. Thanks for the help!
  5. genesis92x

    [CTI,TvT,CooP] Dissension

    I don't know much about ACE - but if you tell me what you need I can fix it for the next version. I know there are a few conflicts with keys. But not sure of everything. That's...an interesting bug... I will keep that in mind, though I haven't see it before. If a troop isn't a static, or a "special unit" they will eventually be deleted - I hope!
  6. genesis92x

    [CTI,TvT,CooP] Dissension

    Thanks! And when anyone is willing to host one :D
  7. genesis92x

    Arma 3 Kills Me and I get no FPS

    What? That's not right. In a mission full of AI you should still expect 40-60 FPS depending on your environment (cities should expect much lower) With that said, the KoTH servers are notoriously laggy (which is a feat for a PURE PLAYER server). I'm not sure how they managed that - but I would not bench your A3 experience off of a KoTH server. Although 20 does sound incredibly low for it.
  8. genesis92x

    [CTI,TvT,CooP] Dissension

    Update Time! Several bug fixes - Removed all nonsteerable parachutes to fix game from freezing. 1st Attempt at preventing AI units from getting stuck All players can construct items off the same crate to assist in building bases (will still require own purchased HQ) Fix for towns that have only 1 person left to cap. (Towns that report only 1 remaining WITH A FULL BAR have simply not been initialized yet). Several other small bug fixes Dissension Altis V1.2 Dissension Tanoa V1.2 Dissension Source Files The steam version will be updated once I can figure out this issue here.
  9. genesis92x

    [CTI,TvT,CooP] Dissension

    Check the map! It highlights the towns blue/red depending on your side. At the top of your screen it should also show which town is being targeted by the commander, if any.
  10. genesis92x

    [CTI,TvT,CooP] Dissension

    I think I might see the issue, it should be a simple fix but will require more testing. To clarify, this happens AFTER the town is activated? As in, you were seeing troops actively spawn in before and the bar looks almost empty? Towns that are not active will always show 1 troop remaining. Pressing "J" will show all active towns on your side.
  11. genesis92x

    [CTI,TvT,CooP] Dissension

    I will give that a try and see as well. Just to make sure, you selected the Iron Front Lite for the mod options in the params? Arsenal will still show with all the normal weapons but once you attempt to leave Arsenal with any modern weapon it should remove it. Hopefully that parachute fix will work. Thank you Thanks Kremator for the update, glad you are enjoying it. I will also give the parachute test a try. If we get good results I will post an update. I will take a look into some AI squads getting stuck
  12. genesis92x

    [CTI,TvT,CooP] Dissension

    They should dismount over time - this is a Vcom feature however. So you should be able to disable it within the mission - I will have to double check Vcom for this code as well. I'm not sure what's so special about these parachutes that cause lag Here is part of the code that seems to just make some servers cry { private _SpwnPos = [_ClosestFinal, random 350, random 360] call BIS_fnc_relPos; private _para = createVehicle ["NonSteerable_Parachute_F",[(_SpwnPos select 0),(_SpwnPos select 1),((_SpwnPos select 2) + 400)], [], 0, "CAN_COLLIDE"]; _x enableSimulation true; _x moveInDriver _para; sleep 1.5; } foreach (units _grp);
  13. genesis92x

    [CTI,TvT,CooP] Dissension

    This is not something we see on our server - so I wonder if it's a certain setting with a server? Not sure.
  14. genesis92x

    [CTI,TvT,CooP] Dissension

    I would not recommend playing this gamemode without a dedicated server. I will constantly host an RHS and Vanilla version - listed on the 1st page. Try there. They have good FPS :D
  15. genesis92x

    [CTI,TvT,CooP] Dissension

    It's strange, when we had this issue on our server, it would only happen once. Then it seems to have "cached" the parachutes - future halo drops never had issues, but the 1st one always did.
  16. genesis92x

    [CTI,TvT,CooP] Dissension

    Yeah, it can be pretty brutal, especially in the early game. @foxhound Do we still bother foxhound if we want to let him know about an official release that can be uploaded to ArmAholic?
  17. genesis92x

    [CTI,TvT,CooP] Dissension

    Thanks Kremator :D Those are some amazing finds right there. And I have also noticed that parachutes seem to kill A3 for some reason...I'm not sure why. The mission does support, and runs better with, a headless client so that's one option at least. Sweet! Feel free to hop into my default discord and just let me know where to be, and what I need. I'd love to participate and use that as further debug testing.
  18. genesis92x

    [CTI,TvT,CooP] Dissension

    Downloads: Dissension Mission Source Files V1.1 Dissension Altis V1.1 Dissension Tanoa V1.1 Alright alright, here is the full release of Dissension! Enjoy! If any groups decide to play this I'd love to join :D Have fun breaking it!
  19. genesis92x

    [CTI,TvT,CooP] Dissension

    Most of these issues are fixed :) That's an old version I believe you were playing. I am looking to fully release the gamemode to the public within the next few days so I can move to other projects. It's actually been surprisingly hard to get a consistent player count for the mission for full testing. I think it's good enough to release now.
  20. genesis92x

    [CTI,TvT,CooP] Dissension

    If you can get a decent number of people, I would be more than happy to launch a server with whatever mods you want.
  21. genesis92x

    [CTI,TvT,CooP] Dissension

    The vanilla server is NOT running TFAR as optional. Although I have no problem throwing the key on there to allow it. I think TFAR requires the server to be running the mod as well though... CBA is allowed on the vanilla server
  22. Interesting. I never knew this. I'm not too familiar with CBA. Is the *force force* a command from them? Vcom CBA current works in a file called VCM_CBASettings.sqf, but if you don't have the mod you can't really access them. I believe with CBA you can log in as admin, change the Vcom default settings, and force save them to the server, all in-game. I believe a better implementation for the CBA settings will be to have it included in the AISettingsV3.hpp file in the userconfig folder instead. That way you can more easily modify them. For now, I'd leave -filepatching on and configure the settings how you want in the AISettingsV3.hpp file located in the userconfig folder. Just make sure the userconfig folder is in the root folder of the server and the settings should stick.
  23. Technically, no. The AI will, by default, be quicker to recognize you. These scripts do other things like make AI spot your IR lights with appropriate gear, see worse in heavy rain, and etc. Although...that would be an interesting mechanic. I wonder if there is a way to tell if a round is a tracer round...
  24. genesis92x

    VCOM AI Driving Mod

    I missed it! Vcom Driving is NOT included into Vcom - as it is quite out-of-date and probably needs more love.
  25. genesis92x

    [CTI,TvT,CooP] Dissension

    I am working on an update now :D! Making some changes to the game play to slow it down a tad. The game is just too quick. I want to encourage more player made bases, because defending those is a lot of fun, and foster a more slow march/front line combat feel. Also...I'm giving it all she's got captain! The server is a 32 GB DDR4, 4.0GHZ, AMD Ryzen 7 16 core, SSD setup. I think there may be too much going on... Tomorrow evening I plan on updating a new version and playing Vanilla. I am going to be recording a little mini-series of it. The more people the merrier.
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