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tvig0r0us

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Posts posted by tvig0r0us


  1. I'm working on it. Unfortunately I do have to place all of the assets for the mission by hand to set up a particular area so its slow going getting them put together. I wish I had more time to devote to it, but real life is running me over at the moment. That being said, I did put this little advance and secure infantry only style mission together in on Altis just to kind of show off the versatility of the code. As for planes, I need to make a mission with airports and they will be available. I haven't even tried to create any kind of cas scripting or anything like that. Same with the UAVs. I'll keep working on it as I have the time. In the meantime, enjoy this little AAS mission.

     

    By all means, if anyone wants to unpbo the mission and try to put some layouts together, I will totally support their efforts where possible. There are a few things that need changed in the params.hpp file that are layout specific parameters and the rest is in the description.ext. If anyone does it, you need to keep the weather and time settings for everything to work as desired with the environment, but other than that it's all just placing markers and areas to create the layout. The code does the rest. If anyone gives it a go just let me know and I'll be happy to consult.

     

    Battle for Zaros alpha1

     

    Enjoy!

    --tvig

     

     

    • Like 1

  2. Here's something I've been threatening to do for quite a while now.

     

    A complete explanation of the parameter settings...

    Spoiler

    West Faction 1 - Select a blufor faction for this game
    West Faction 2 - Select a second blufor faction for this game
    East Faction 1 - Select an opfor faction for this game
    East Faction 2 - Select a second opfor faction for this game
    Resistance Faction 1 - Select an independent faction for this game
    Resistance Faction 2 - Select a second independent faction for this game


    West Assault Count - Select the number of advancing blufor soldiers on the battle field
        Disabled - The game will be played with no blufor
        Human Only - The game will only contain human players and zone defenders
            -Players must use "Add To Group" in the ingame actions menu to add ai to their side
    East Assault Count - Select the number of advancing opfor soldiers on the battle field
        Disabled - The game will be played with no opfor
        Human Only - The game will only contain human players and zone defenders
            -Players must use "Add To Group" in the ingame actions menu to add ai to their side
    Resistance Assault Count - Select the number of advancing independent soldiers on the battle field
        Disabled - The game will be played with no independent
        Human Only - The game will only contain human players and zone defenders
            -Players must use "Add To Group" in the ingame actions menu to add ai to their side

    Assault Group Size (AI) - Sets the max group size for groups in the assault pool
        -Older groups will recruit ai from younger nearby groups until they are full

    Zone Defense - Activates/Disables zone defenses and determines how many defense groups to assign to zones
        -The actual number of defense groups in a zone is based on the number of buildings in the zone
        -This parameter creates the coefficient used to calculate the number of defense groups
        -Also causes ai soldiers mounted in ground vehicles to disembark and defend a zone if taken and having no assigned defenders
    Defense Group Size (AI) - The max group size for zone defense groups
        -Defense groups will recruit soldiers from nearby assault groups until they are full
        
    Player Group Size - Sets the maximum player group size
        -Players can recruit any soldiers in the game by looking directly at them and selecting "Recruit Soldier"
        -Players can also relieve soldiers from their command by selecting them and going to "Supports"
            -Select "Dismiss" to release them into the assault pool
            -Select "Set As Defense" to make them assume a defensive role at the nearest friendly zone

    Civilian Group Size - Sets the maximum group size for civilians
        -Civilians only spawn at the begining of the game
        -There is a harsh ticket penalty for killing a civilians
        
    AI Skill Level - This should be pretty self explainatory

    AI Target Select - The number of nearby targets considered by the command system when selecting an assault targets
        -Affects spawning as well
        -Set this low to keep the battle focused on a more limited front and higher to spread the battle around more

    Use Vehicles - Enables the spawning and use of ground vehicles in the game
    Use Helicopters - Enables the spawning and use of helicopters in the game
    Use Planes - Enables the spawning and use of planes in the game
    Use Uavs - Enables the spawning and use of uavs in the game
        -All four of the above options are subject to the vehicle spawn points available in the map layout
        
    Ground Vehicle Balancing (Light/Heavy) - Sets the balance of light vs heavy ground vehicles
        -This parameter sets a weigh as a percentage of light to heavy vehicles in a game
        -Results may vary based on random selection of spawning engine, but this skews the selection algorithm
        
    Auto Man Vehicles - Whether ai groups will be spawned to man vehicles if they are not taken after a certain amount of time
    Auto Man Delay - Sets the delay in seconds to wait before auto manning vehicles if Auto Man Vehicles is active
    Repair Vehicles - If enabled the ai vehicles will regenerate from damage making them way more difficult to destroy
    Rearm Vehicles - If enabled the ai controlled vehicles will never run out of ammo so watch out!

    Use Bases - If enabled, only points designated as bases can spawn soldiers
        -Points not designated as bases will be plain capture points and cannot be used for spawning
    Start Points - Sets the point team distribution when the mission initializes
        Single - Each side will start with a single zone
        All Points Distributed - Each side will start with its share of randomly selected zones
            -If bases enabled, only bases will be distributed at start up and other zones will be neutral until captured
        Domination <Side> - The domination side will start with only one zone and other sides will split remaining points
            -Best to use with only two sides enabled

    Start Time - Sets the in game starting hour
    Start Overcast - Sets the starting overcast for the game
        -The weather system takes over after that point on a half hour change cycle
        
    Tickets - Sets the number of starting tickets per enabled side

    Unit/Vehicle Markers - Sets the map markers used in game
        Disabled - Explains self
        Player Team - Shows markers for player team entities only
        All - Shows markers for all entities (Including civilians)
        
    CP Ceiling - Sets the height of the capture points(zones)
        -Lower settings make aircraft unable to capture a zone without almost landing
        -Higher settings allow aircraft to capture a zone with a flyover
        
    Point Count - Sets the number of points in the map layout to use
        -Unless all points are used, the points in any match are randomly selected
        -Smaller point counts result in highly random matches, but slower moving and longer hikes

     

    And then there's this... I think this one might be the one.

     

    Tanoa - Left Island (No Plane) - RC2

     

    Enjoy!!

    --tvig

    • Like 1

  3. On 5/18/2017 at 4:45 AM, kremator said:

    Hey tvig.  I've now got my standalone dedi working, and mission seems to be great.  I did have a chap join the server, but it remained on the blackscreen for him (an init problem?)  Will do more testing to see when others join if they get the same thing.

    Not sure what is going on with the blackscreen. There is a global variable that gets set to signal the initialization of the scripts is complete, I wonder if it's getting overwritten on the client. I'll check it out.

     

    On 5/18/2017 at 4:45 AM, kremator said:

    On another issue, would it be possible to lower the tick counter down a fraction on the screen?  It seems to interfere with the weapon information.  I'm on a 16:9 monitor at 1920x1280.  Playing with 192 AI is going really well, but it is BRUTAL (as war should be !)

    I honestly wish I knew how. I've observed that too and I think it's odd since it's the hint box that I'm using to generate that. I wish it was part of the interface that could be moved around in the options. If you or anyone else knows of a way to change it's position through code, please drop a link or something and I'll make that change.

     

    On 5/18/2017 at 4:45 AM, kremator said:

    One final thing.  All AI are spawning in COMBAT mode which slows down their movement from one spot to another.  Could they be put on aware instead ?

    This is actually a roll of the dice. It's random what mode they spawn in, but I imagine that with 192 on assault they probably shift into combat mode really quick. Some should come out aware, others stealth and others combat. Defenders may even be in safe, but it's all subject to the conditions in the battle field.

     

    I'll keep digging into those other things. Thanks again!

     

    --tvig


  4. Well I think I finally have this vehicle thing worked out. At least I've had a few successful test runs. Now one last issue to resolve. I need to get the weather figured out. I had it all working at one point,but I think some updates to the game have made it a bit wonky. Anyway, I think it's almost ready for another round of maps and releases.

     

    @kremator I'm not sure what could be  causing the client to slow down. I am playing on an alienware 17 r4, which pretty much consumes any slowdowns transparently. Only when i play the game local do I notice any stutters. When I'm playing on the dedi it's as smooth as silk. One slowdown I do notice on the server is occasionally the dedi will drop into the mid to low 30s for a minute or so, then it's back to the high 40s. Again, it's nothing that affects the game play in the least.

     

    If there is anyone out there that is good at building interfaces, I would love to have an interface built for this mission. If you would like to collaborate, that is something that would really round this thing off. If interested, PM me.

     

    --tvig


  5.  

    13 hours ago, The Man Without Qualities said:

     

    The questions was for tvig with focus where the calculation takes place. E.g. you could own a group and calc it at your client and then move ownership to server (HC).

     

    Sorry I missed out on this whole discussion. This is sort of a hidden function in this mission and probably the product of lack of documentation, but... If you add a bunch of soldiers to your group, then select them. Use the scroll wheel to scroll to supports. Select "Set as defense". The ai soldiers are then turned over to the fsm and proceed to defend the nearest friendly territory, like the one that you are in (provided you are in one). You can also release control by selecting "dismiss" and they will run off and attack a target of the command system's choice. As far as locality, I'm pretty sure it is turned over to the server, but I could be wrong I suppose. I've never had an issue with locality with regards to this issue.

     

    If you have activated defenders in the parameters, this is effectively what you have done. When a group reaches a zone and takes it, the number of entrances in the zone is counted and a calculation is made using that number and the selection of the zone defenses parameter. That determines how many groups will be assigned to defend a given zone. If there are a lot of buildings there, you will see more groups take up defense depending on how heavy you set the defenses. Truth be told, I could probably pull back that parameter as it seems to make for heavy zone defenses in a lot of cases. Anyhow, once the number of groups is determined they are pulled from the pool of assaulting soldiers in the area until the number and size of groups is completely fulfilled. New assaulting soldiers are then put into play by the spawn system. In the case that an assault group is spawned in a zone that needs defense roles filled, they will immediately be recruited into the defending groups or they will be assigned to defense as a group. In the beginning of a mission, all occupied zones are given defenders according to the calculations I just mentioned. In addition to all of this, when a vehicle overruns a zone, the occupants of the vehicle will jump out and take up defense of the zone.

     

    To answer an earlier question posed by you Krem, your experience with the ai when commandeering a vehicle is how it is meant to be. When you commandeer a vehicle, the crew will fill any remaining spots in your group. If your group fills up, any of the ai that don't fit will be placed back into the assaulting group and move off to find a fight. The same should happen if you jump in a vehicle. This is what I was trying to fix. I've yet to have it work completely as I want and thus the expansion and release of new maps has been delayed a bit.

     

    As far as the eye in the sky, one thing I can offer in future maps is this... I already have built the code for drones in these missions, but I don't think it's the way you are describing. One thing you can do in a mission with them though is switch to them. The only caveat is that once you switch to the drone, you become the drone and can no longer do anything else until you die and respawn. I'll have to do some more work with that in the future.

     

    Thank you guys for giving this mission a good run. I really appreciate your feedback and continued support.

     

    Cheers!

    --tvig

    • Like 1

  6. I appreciate the feedback.

     

    With regards to the point capture mechanics, there is a parameter that enables you to adjust the height of a capture zone. Its default value is pretty high, allowing helos to perform a cap just by flying over an unoccupied zone. It can be set as low as 10m which pretty much limits capturing to ground vehicles or infantry. I've tried several different methods for capping zones and I ultimately found that making the cap instant if the zone contains no opposition made for the best play. One thing I might suggest is turning on zone defenses. This adds the mechanic of assigning defenders to the zone to hold it. They are taken out of the assault pool and new assaulting soldiers are spawned in their place. The downside is the potential performance hit.

     

    On the note about the ai searching a yellow zone, they actually are supposed to do that, but I found that the ai takes alot of time determining their routes and actually getting moving. If they're not stuck inside of a building, they should be looking around in the zone until they kill whatever is there.

     

    That said, once I get this player vehicle issue fixed, the mission design is exactly as I envisioned and I have no plans to change it from a pure mechanics perspective. I am happy to add things to it if I can so so without destroying the existing mechanics, but I'm totally happy with the play of it, as is. With all due respect, if you play this mission and you find yourself saying, I wish it was more like this, I wish it was more like that, then unpbo it and modify it to your liking. Or go play the other missions that you are comparing it to. As I've stated before in this thread, this mission was created completely to my liking so that I could play A3 in a way that gives me the most satisfaction. I'm sharing it with everyone here, not designing it to everyone's spec.

     

    If you see something that looks like it it might not be right, by all means, let me know as I would certainly like to get it fixed. If you just don't like the mission because of its design, then I'm afraid you're out of luck.

     

    --tvig

    • Like 1

  7. Hmmm... I'm wondering if it's some kind of issue with the number of ai you're running. I have the defaults on my server with autoinit and it keeps running game after game with no issue at all. At this point I'm seeing an issue with vehicles not being taken out of the ai command system when a play occupies them, but other than that everything seems to be running flawlessly. Let me know if you have a log file and I can look it over to see if I can find the issue.

     

    Thanks again!

     

    --tvig


  8. 34 minutes ago, kremator said:

    Afternoon.  Ran into something strange with the dedi server last night.  Now I'm not quite sure what I did (I know that isn't helpful) but I think the mission completed and therefore ended.  I restarted the mission (on the client) and no AI moved on spawn !

     

    Will look into it again tonight (as I'm addicted to Total Conquest atm)!  Still running the arma3server_64bit release candidate on my dedi.

    Did you get any logs by chance?

     

    --tvig


  9. Just updated the OP with the link to the Tanoa RC version. Also added server info and registered my server here. Please jump on and check it out. It's set to constantly run a game with or without humans, so who knows what you'll find if you get on it. If you have any problems, please let me know so I can address them. Hopefully there will be more to add to the rotation soon!

     

    Cheers :)

    --tvig

    • Like 2

  10. 5 hours ago, kremator said:

    At work presently, but just thought, would it be possible to have the default markers just your side (rather than having to go through the params each time mission is run)?  Not wanting to open up the mission then re-pbo it.

    Yes

     

    5 hours ago, kremator said:

    Final request (but possibly too complicated) is for an 'AI commander' to select the Capture or Defend task around you?  Or what about this ... in Side chat 'We are advancing on XXX, require support' or 'large enemy push expected at XXX, require support'.

    This may not be as hard as you might think. The code to do it is written to a degree, I just need to adapt it to player entities and get it to update the tasking.

     

    5 hours ago, kremator said:

    Will be testing this again tonight but using MAXIMUM amount of troops and see what happens - will let you know if PC melts :)  This is seriously one of the best missions I have played (and repeatedly play) in Arma3.

    Man, I am hugely appreciative of your support. It's great to know that at least one other person gets as big a kick out of this as I do.

     

    5 hours ago, kremator said:

    WAR STORY ALERT ... not sure if this if DEV behaviour but I've not seen it before ..... I've got my team of 2 soldiers with me in a SlammerUP defending a capture point.  Every other point around me is controlled by IND faction and they are throwing EVERYTHING at me.  My gunner is mowing down all the troops that approach.  Suddenly I look behind me and an AI engineer is placing the antivehicle mine behind my tank!!  Little git!  But just how awesome is that ?

    I've not seen that myself, but yes, that is AWESOME!

     

    --tvig

    • Like 1

  11. 30 minutes ago, kremator said:

    OMG this is AWESOME !  It is working PERFECTLY!  The battle is just amazing and I'm getting my arse kicked !

     

    64 soldiers on each side .... FPS 48 !!!

    Excellent. I really need to write up something that explains the params. You can turn only your team markers or completely off in the parameters. You can also enable zone defenses and set it up in a bunch of different configurations to make it play differently. Also, the capture points are selected at random after every mission start so it's different pretty much every time. Really glad you were able to get it to work... and you're enjoying it! Thanks for sticking with it 'til I got it worked out.

     

    I need to get going on more map layouts now!!

     

    Cheers

    --tvig

    • Like 1

  12. Thanks for checking it out krem... I really appreciate your support with this. I've been having an absolute blast playing it with the dedi. It runs really nicely, even when there is a ton going on in the game. I love it! Anyhow, the server is up now if you want to jump on and check it out. I'm working so unfortunately I can't join it. The server name is --==TVIG's Total Conquest 24/7==--

     

    There is a persistent session running on it right now... might have ended by now though. Anyone that wants to give it a go is more than welcomed to jump on and check it out.

     

    --tvig


  13. Well, it took a long time, but I finally got around to setting up a dedi and trying to figure out what was wrong. The funny thing is that it ran without a flaw. In fact, it ran way better than I thought it would. 48 fps with all factions running 16 per side. I'm really not sure at all what was causing the issue. Maybe it doesn't like any mods (If any were being used)... IDK

     

    Anyhow, I'm trying to get a nice cleaned up version together on the little island in the lower left part of the map on Tanoa. As mentioned earlier, I've changed the spawning for vehicles and the whole mission really plays exactly like a battlefield conquest map. That's pretty much exactly what I was going for, so I call it a win. I will be running a server at times if anyone would like to join from time to time. It's TVIG's Total Conquest 24/7.

     

    Not quite 24/7 though.

     

    --tvig


  14. Well, for some reason I'm unable to figure out what the problem is with the dedicated server issue. Granted, I don't have much time to mess with it, but in the time I do have I've gotten nowhere. Can anyone tell me if something has changes with JIP in any of the recent game updates??

     

    As for the only available version, there are a couple of Altis versions in the workshop if you search there. I've eliminated everything but the test version from the thread starter until I can get the updates pushed to the older version. First things first though. I need to get the problems straightened out. Hang tight, more layouts are incoming!

     

    --tvig


  15. Trying to get this to work on a dedi server mate, but it is resisting :)  Won't show the unit selection.

     

    Seems to work fine on a local host, but I want the oomph of a dedi.

    Thanks for giving it a go. Strange that it won't work on a dedicated server. I fear that the sqm file may have been corrupted somehow. I was messing with some tweaks the other day and some of the units in the game were not being recognized by nearestObjects. I replaced them and everything worked, but I'm not sure what the issue stemmed from I'll be posting a small update soon and will try to test it on a dedi before letting it fly. Many thanks krem!

     

    --tvig


  16. Here's a little test version for those of you that are interested. When I say test, I don't mean it's missing features or anything like that. In fact, it's very very functional and IMHO extremely fun. Let me know what you think.

     

    Tanoa - Left Island Test

     

    I also added the link to the op with a couple of change notes. Please let me know if you have trouble with the download. I may need to find another host.

     

    Thanks!

     

    --tvig

    • Like 1

  17. I'd love to see a version of this using RHS units, that would be like a perfect modern day cold war type scenario!!!

    I'll be putting it up for an unmodded A3, but I'll probably drop a zip of the mission directory out there too. The code is all set to accept mod factions, you just drop the units/vehicles you want in the game near the markers in the ocean. When I post I'll give some instructions.

     

    --tvig

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