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tvig0r0us

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Everything posted by tvig0r0us

  1. tvig0r0us

    1.72.142223 Small Marker Text Fix

    Ha! And here I was examining my code to see why the names weren't lining up with the markers anymore!
  2. TOTAL CONQUEST by tvig0r0us Current version: 1.03 RC2 Instability has finally erupted into an all out battle for control where all sides come ready to fight and scorched earth is a viable option. It's up to you to pull together a team and lead them to the ultimate victory... TOTAL ANNIHILATION OF THE ENEMY! With total freedom, how you approach your mission is entirely up to you. Take control of any vehicle, recruit soldiers or go it alone, there are no rules other than get it done. Total Conquest is a fast paced, action packed engagement where the enemy could be lurking around any corner, so watch your back and stay frosty soldier. My Steam workshop: Download Links: Tanoa - Left Island (No Plane) - RC2 Altis - Katalaki Bay - RC1 Battle for Zaros AAS - A1 Tanoa Airport - A1 Servers: --==TVIG's Total Conquest 24/7==-- Features: - Totally dynamic combat - Instant action - Selectable soldier count, vehicle count, vehicle types, AI skill, fire-team size, starting time, weather, quick start option... - Selectable spawn points - Selectable soldier class or random selection - Totally independent AI - Recruitable AI - Drive any vehicle - Complete mulitplayer compatibility with up to 12 players(subject to change) - Join other player groups - Random Environment Mission parameters explained: What do the markers on the map mean??? To do list: - Add some kind of ammo crate system - Try to get AI groups to use vehicles with cargo slots for transport and deployment in target zones - Create presets for game modes for easier administration - partially done - More map layouts (including custom maps) - partially done Current test: - Fixed vehicle commandeering. - Changed weather settings to overcast only until some other solution comes along - Several code optimizations where nearestObjects or nearObjects could be replaced by nearEntities - Added random weather v2 script by Meatball(sic) - seems to work well - Reduced units types available for the time being - added units back for Tanoa test.. more to come This mission was built from the ground up with the use of no preconfigured modules and very very little borrowed code. If you should decide to modify any of my code, do not come to me and ask me to fix it. If you happen to run into any issues at all, please report them so I can fix them!!! Thanks and enjoy :) Cheers:D
  3. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Found a few minutes (more like made a few minutes) and wanted to see the new jets, so here's one around the main airport in Tanoa. Tanoa Airport - A1 Enjoy! --tvig
  4. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  5. tvig0r0us

    [Template] (big) Podolsk city, district #4

    This looks like it would be awesome for a Total Conquest mission. Do you have any plans to try and make it into an addon? --tvig
  6. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    I think I have some configs for ASR in one of the files. I wonder if it's causing something to run off of the rails when the mission initializes. I'll have to look at that. --tvig
  7. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Here is a shot at Katalaki Bay. I may still have some tweaking to do though. I added a bunch of zones and did some work with the bases list. This layout is quite large and contains over 50 points so it's pretty random. Katalaki Bay - RC1 Enjoy! --tvig
  8. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Here's something I've been threatening to do for quite a while now. A complete explanation of the parameter settings... And then there's this... I think this one might be the one. Tanoa - Left Island (No Plane) - RC2 Enjoy!! --tvig
  9. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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. 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. 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
  10. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  11. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  12. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  13. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  14. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Did you get any logs by chance? --tvig
  15. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  16. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Yes 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. 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. I've not seen that myself, but yes, that is AWESOME! --tvig
  17. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  18. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    I'm not even sure what version that is. Definitely try the version I posted in my last post. It has all of my cumulative changes over the past... I'm not sure how long :) --tvig
  19. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Try this one. https://1drv.ms/u/s!AqxBNFH4U9ccguB2A3CMHF8b-iGCyw This is the working Tanoa version. There is no current Katalaki Bay version right now. If this code checks out I will apply it to some old layouts, like Katalaki and post them all in the OP. Let me know if that link doesn't work. Thanks! --tvig
  20. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  21. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  22. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Hey krem. I think I may have finally found something of interest regarding that problem. Were you by chance using anything other than the default factions? I figured out that even though some of them are in the params settings, only a couple were actually set up in the mission. Let me know if that makes any sense. Thanks, tvig
  23. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  24. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
  25. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    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
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