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Jigsor

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Everything posted by Jigsor

  1. @heavygunnerYou might aswell make the freedom undestructible because it does not have damage models anyway and only damaged sections of the ship will dissappear when destroyed at least the last time I checked or has this changed?
  2. Hmm, are you guys sure this is not caused by editing with mods enabled. I found that the call wrapper was added when editing init field when CBA was enabled. CBA did not used to cause this problem until one of their updates about a year or more ago I believe. Best practice in general is to edit with only required mods because modification to mission.sqm like this could sneak in otherwise.
  3. Jigsor

    BMR Insurgency

    Yes, this started happening after A3 update 1.78 / 1.80 blunder. You must either disable battle eye in server config. BattlEye = 0; and remove -autoInit in server launch parameters. or if you wish to use battle eye then BattlEye = 1; battleyeLicense=1; in the server config and battleyeLicense=1; in headlessclient(s) profile if using headless client.
  4. Jigsor

    Saint Kapaulio Terrain [ W.IP]

    Amazing work god-father. Tried out your new version on or server tonight. Its grand! Thank you for continued work on and dedication to this terrain. It has shaped up very nicely. If anyone is looking for a mission on this terrain check out BMR Insurgency v1.48.
  5. Jigsor

    BMR Insurgency

    @khaosmatical In INS_definitions.sqf changing INS_W_PlayerJTAC = ["B_T_Recon_TL_F","B_T_Soldier_TL_F","B_T_Soldier_SL_F","B_T_Recon_JTAC_F"...... to INS_W_PlayerJTAC = []; would dissable CAS call for all playable unit types. To use the tool export tool above you would place one or more crates through editor and give each a unique name. put names of the crates in _crates = [weapons_crate_1, weapons_crate_2]; Save mission and play then in debug console paste in the edited code and run it. Copy the class name from rpt and add then to the files mentioned above. This is so that you can export contents from weapons crates that come from mods or vanilla. Include the classes you want and exclude those you do not want.
  6. Jigsor

    BMR Insurgency

    Mission pack updated to v1.48 I suppose the most requested and biggest addition is the progression saving feature. Unfortunately this does not work across different maps. This was a decision I made as to not clutter the profile namespace with data. All progression is saved to One variable in server +headless client's profile. If you wish to clear any data saved by the mission into server/headless client profile, simply start the mission with lobby option "Enable Progression Saving and Restoration?" set to "No, clear progression if any is saved". By default its set to clear any existing progress and start saving from new. To restore, restart mission with option "Yes, save mission progression and restore if any is saved". If using headless client(s) I recommend to enable option "Yes, save mission progression and restore if any is saved" just incase headless client crashes (wich by the way does not happen anymore) or so that headless client can JIP. So why use "Yes, save mission progression and restore if any is saved" with headless client? Well, if headless clients don't crash its not really necessary but, it can be used to reinforce uncaptured zones. See below. A neat feature is that saving/restoration does not take into account number of remaining enemies in uncaptured zone. It simply saves weather the zone has been captured or not. In BMR insurgency the grid system remembers how many enemies where killed from that zone and when zone reactivates it will only spawn the remaining enemies originating from that zone. It always been this way and this is how the Enemy Occupation System works. So when restoring from a save all uncaptured zones will be topped off with enemies as if the mission had started from new and previously captured zones cannot be be retaken by Insurgents. This can be used to rejuvenate/reinforce grid zones that have not been captured but some enemies have been killed origination from these zones if using Headless client while the mission is running. Simply kick the headless clients off. They will auto rejoin and replenish any uncaptured zones. Headless clients can only JIP properly if they were there at mission start to begin with and ofcourse the mission was cached into server and headless clients' MissionCache. Server hosts and Admins are strongly advised to read the suggestions located in the new interactive Briefing Admin Menu. Overall the mission runs much better due to lots of optimizations, fixes of any remaining /new errors. If no breaks due to Tanks DLC then after Tanks DLC release there may be a minor base code update to the extent of adding class names for enemy vehicles and Non Owner DLC vehicle restriction bypass. Most likely not going to be adding new equipment to bases through editor. To much work to reopen each mission through editor with required mods and resaving. There's just to many versions now and no mission helpers. Feel free to do this yourself. This version addresses any further/lingering issues which remained in the mission.. See first page for downloads and info. Also, this video might be helpful to some new players or for server admins or even other players to refer new players to. It covers some of the very basics to help new players get into battle quickly. It by no means explores all the possibilities or aspects of the mission . Thanks to Vasily for making this video. Enjoy.
  7. Jigsor

    BMR Insurgency

    There is no documentation on striping down BMR Insurgency. If there is something specific i may be able to help. As for change of parameters breaking the mission, I am not aware of this and does not happen by my experience and testing. Logs would be useful. By your history you seem to be an IRON Front player and this is probably the version you are talking about. By default all conflicting features should be disabled on that version. New for v1.48 is ability to disable IEDs and Whitelising Virtual Arsenal which requires an edit on your part to allow only Iron Front or weapons or items of your choice in Virtual Arsenal. What else would conflict? Try the new version as I won't support old versions and let me know if I can further assist. This export tool can help you build a custom Arsenal.
  8. Jigsor

    BMR Insurgency

    3/22/2018 BMR_Insurgency_v1.48 Added: Dust Storm script. If left on by admin, it will auto terminate when no players on server or if Random or Real Weather is enabled and it starts to rain. Added: Admin briefing section with text buttons for Zeus assign and unassign with public or private notice, Global Brighter Nights toggle, Filp Vehicle, High/low speed Dust Storms on-off toggle, local Vehicle Reward and manual mission progression save. Admin must login and wait up to 1 minute before panel appears. Panel will remain available until admin goes back to lobby even after logout. (Useful for multiple admins). Added: Reassigning damage event handlers to AI on locality changed when unassigning Zeus from yourself. Added: Non owner work around for entering driver and turrets in DLC vehicles.(Currently only affects English A3 versioned owners). Added: Temporary fix for broken door actions Kunduz.(can be removed if terrain gets updated and fixed)+(Non owner DLC bypass for vehicles not used with Kunduz because inGameUISetEventHandler is not stackable). Added: Globalization of civilian vehicle textures in Civilian Traffic. (everyone sees the same texture/color now). Added: Support of custom license plates.(new command currently in Dev Branch). Added: Saving of grid zone progression persistence system. Can be cleared and disabled by default, enabled and restored or enabled and cleared to start from new by lobby parameter. Added: Support for JIP of Headless Client incase of kick or crash of Headless Client. Requires HC to be present at mission start, one of the persistence options enabled and mission to be cached into Server and HC. To top off uncaptured zones with enemy, HC can be kicked/will auto rejoin. Added: Penalty for killing innocent civilians including negative rating to killer of -3500, system chat message of who killed who, global warning marker revealing killer position to all sides for approx. 12 seconds. Added: Several action translations including Pickup Intel, BTC logistics and BTC Revive and Push etc. Added: 2 headless Clients supported out of the box by default instead of 1. Added: HQ side chat message who revived who. Added: Lobby option for full Arsenal or custom white listed Arsenal. Customizations by class names can be edited in INSfncs\common\fn_BluforVA.sqf and fn_InsurgentVA.sqf. If Whitelisted Arsenal is used then VA Quick Profile and save/load presets will not be available. Added: Chance clause (1 of 3) suicide bomber spawns on ground if near building not found. Added: Support for new NH90 heli from FFAA mod as MHQ_3. Added: Workaround for rare occurrence that players may not be able to see chat messages after respawn. Added: Units created by Zeus from Independent or East factions will trigger zone occupation by setting their side to the Major Army/Faction's side. Change: Opfor MHQ switched from medical truck to narmed Quilin. Bluefor MHQ_1 switched to unarmed Prowler. Ownership of Apex DLC is not required to drive Quilin/Prowler for englished version game. This vehicle can be changed to any type. Change: Increased delay loop for suicide bomber and now bomber can no longer spawn in same building as target. Change: VA quick profile loadout action list on MHQs extended from 15 to 20 seconds. Change: Shortening enemy group spawn delay on Capture N Hold objective depending on defender count size and server fps for higher intensity. Change: Sleek redesigned Y button G.U.I. menu. Change: Option Environment effects (ambient life + sound) removed from lobby and replaced by button "Ambient Life" in Y menu. Change: Many code efficiency optimizations including shortening of code, replacement of older script commands/techniques with newer and faster versions, removal of unused code and decreased network traffic. Significant increase of grid sytem performance and speed. Change: Some reorganization of functions. Change: TASKMASTER updated to v0.44 and modified with optimizations. Change: Added new light weight IED system in wich IEDs can be detected with IED detector and uses real IED objects. Old or new sytem Brians200's/Jig IEDs can be selected in lobby. Jig IEDs places IEDs on road and road side and does not depend on markers placed in the editor. The number of IEDs and percentage of fake IEDs can be changed in scripts\JigIEDs.sqf. The placement will always be random. Enable Debug Mode lobby parameter to see IED locations. Change: "Save Respawn Loadout" action now works without having to load a saved preset from arsenal previously. Change: Only heli MHQ_3 has Load Cargo action applied instead of all helis for use with Delivery objective. Change: Added StructureBlacklist, a few more zone markers and relocated some zone markers to reflect Mogadishu terrain update of Dec. 2017. Change: Removed ability to place/reposition/hide intel with BTC logistics actions. Change: Only affects ACE_3 moded machines: Disabled ACE Cook Off on Ammo Cache since cache has its own cook off effects and server can issue reward before destroyer wanders off to far to measure. Nearest alive/concious player detection for reward issue increased from 100 to 200 meters from cache./Needs testing feedback. Change: Op4 MHQ/weapon crate deployment now maintains relative direction and placement spacing as set in editor. Change: AI recruitment and Heli Extract is denied if player is not in a group lead position registered by group manager. Change: Increased rewpawn abandonment timer for light and mid weight vehicles. Fixed: Sniper's bullet cam will no longer activate if planting explosives or throwing grenades and chemlights etc. Fixed: Enemy AI faction combinations of East mixed with Independent are now grouped with the major faction's side, meaning both factions always trigger zone occupation for AI spawned by EOS. Fixed: Hold timer discrepancy between players affecting Capture N Hold objective. Everyone's now sees same time on countdown timer. Fixed: AI recruits are deleted when player disconnects if player's former group leader is not inherited by another player or if group abandoned with no lead player. Fixed: Vehicle would get stuck under ground if pilot did not release lifted vehicle and died or vehicle released under ground when using BTC's heli vehicle lift. Fixed: Several MP/dedicated server issues in heli group extraction. Fixed: Al Rayak had misnamed markers in INS_definitions.sqf array all_eos_mkrs. Fixed: Some Russian translations. Fixed: By BIS. Headless Client would crash after 500-800 AI deaths. Fixed: Hijacked vehicles would delete while occupied by players. Fixed: Task update notifications did not wait until player was alive. Fixed: Several legitimate "unknown enum value" errors starting with A3 patch 1.78. Fixed: Drag, Carry and Load into vehicle for downed players. Finally :) Fixed: Foot patrols spawned in grids by eos would eventually stop patrolling and wonder off to grid [0,0,0]. Fixed: Copilot could take control of aircraft if pilot restriction was enabled and his class type was not whitelisted. Fixed: Possible long standing eos script error spam and fps loss on server occurred when headless client present. Fixed: Moved CAS aircraft traking marker handling to server in case player disconnects before completion and leaves marker behind. Fixed: Often times BTC Lift HUD toggle and Lift scroll actions in Helis would not appear. Fixed: Opfor players occasionally receive constant black screen at start until going back to lobby and starting again in multiplayer environment. Needs testing/feedback. Fixed: Accumulation of empty groups when headless client present. Fixed: Arsenal actions on respawned MHQs missing for JIP players. Fixed: Error- Unsupported language English in stringtable. Fixed: Script error on player providing revive after the end of revive when injured was to far away. Fixed: Not all visible zone markers were accessible to caches, intel or accounted for ending trigger in Mogadishu. Fixed: Unexpected behavior occured in BTK punishment when player switched to side "Enemy". Fixed: After using HuntIR, any other existing display event handlers were deleted. Fixed: Cut Rope on ATM Halo drop works repeatably and chute will auto open if drop height is altered. Fixed: Freezing occured when recruited AI HALO. Fixed: Ai Damage multiplier was applied unnecessarily when no modification (Default) option was selected in lobby. Fixed: Opfor players could green activated grid zones when Insurgents not present in zones. Fixed: Errors relating to Opfor player respawn position and changed behavior of "BASE" respawn menu choice. Now it will put player next to MHQ if no blufor players are available to spawn near or clear space not available instead of map center. Previously this only occurred if BTC revive was disabled but MHQ system was enabled.
  9. Jigsor

    BMR Insurgency

    Version 1.48 is just about finished. Could use some feedback from ACE servers. Still one new minor bug I cannot resolve. Players present at mission start cannot acces UAVs on base until UAVs respawn on dedicated server. This is really no big deal because they are accessible by all JIP players. Lots of effort has gone into tracking any errors generated by the mission and can say the rpt is error free aside from the usual engine generated spam. Tons of optimizations, fixes and lots of great new tested features such as progression saving and loading of zone marker completion, with and without headless client, Admin Panel, Drag/Carry. Non-Owner DLC vehicle gunner/driver bypass The new version is currently on GitHub DevBranch. Below is the new changelog:
  10. Jigsor

    BMR Insurgency

    All revive systems can be selected or disabled in lobby options. The new way to customize Ace options is by using cba_settings file that you must create. More info about that on here. The only difference from versions which have mods in the mission name are the default lobby options, units, vehicles and equipment placed in the editor. You could swap these out as you see fit.
  11. Jigsor

    BMR Insurgency

    Unfortunately there is not. What would be the easiest for mission makers would be for the mod creators to offer the alternative sided units like BIS has done for FIA units. As is stands there are many scripts and instances that are specific to side instructions that would have to be changed in the mission. Basically it would be anew version with completely different script base. This disscusion has been brought up on Iron Front Discord when I resleased first official version supporting IFA. I don't think the creators are inerested in what I suggested but, someone did mention they were working on a mission version port which reversed the sides. Never heard anything more about it..
  12. Jigsor

    BMR Insurgency

    Hello Wilco Charlie, This vehicles has an abandonment timer wich respawns the vics when it expires. Generally bigger/heavier vics have longer timers Only MHQs do not expire and vehicle reward vehicles do not expire but do not respawn either. I may increase the timers on next release wich should not be very long now. Thank You.
  13. Jigsor

    BMR Insurgency

    @Theane, Thank you and welcome to the forum. 1. Thats not how I do it but, sure it can be ported with eden editor. Keep in mind, for best result OpenMe.sqf should be adjusted for patrol types suitable for each zone marker. Ex not good to have a building patrol in zone with no enterable buildings. For intel typically structures over water cause problems and are blacklisted per terrain in INS_definitions.sqf. Anything structure with pier in the name is filtered in function on all maps. 2.To get some feedback from intel placement script and find a possible trouble spot select Debug Mode in lobby parameters and also recommend to edit script scripts/ghst_PutinBuildIntel.sqf https://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/scripts/ghst_PutinBuildIntel.sqf#L48 and temporarily set it to #define _debug true. This will print some positional info and warn when object placement failed in .rpt Worth noting that intel and caches only used markers listed in variable all_eos_mkrs located in INS_definitions.sqf per terrain.. You may be missing a case for your terrain there as well. 3. You may consider adding an entry for your terrain port in server function paint_heli_fnc to apply a cammo skin color suiting the terrain and to differentiate it from enemy chopper. https://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/INSfncs/server/server_fncs.sqf#L106
  14. Jigsor

    BMR Insurgency

    Been meaning to reply but forums have been having issues for many days lately. I don't know anything about Using Spyder addons, but it appears to be an enhancement or support mod/script for Alive mod. BMR has nothing to do with alive mod as mentioned in the first page or two. BMR Insurgency uses it own scripted framework. For loadout transers to AI you might check out the mod version of S. Crowe's Loadout Transfer. (Script version was removed from this mission because it was broken and I could not fix..). As for CAF, I dropped support for this a few versions back . This mod is deprecated and abandoned by it author for years now. There are many things broken in this mod now because the author has not made the necessary changes provoked by Arma 3 updates. ie: broken sound. broken armor, broken zeus, etc.. The are several working alternative supported mod options in BMR Insurgency for middle Eastern units such as Masi, CUP, and Project Opfor. There is a tutorial and first page for adding mod support yourself to this mission if you insist on CAF
  15. Jigsor

    BMR Insurgency

    yes , and if cba is required by mod combo then be aware and edit the call{} that it adds to init fields. if mission is working on local hosted server then there is obviously a problem with server installation.. probabaly mods. So yeah, rename that @ASR AI mod folder on server to @ASR_AI for example (no spaces or punctuation in server mod folders).
  16. Jigsor

    BMR Insurgency

    Enable mods required to edit mission, save as unbinerized then manually remove the asr ai entries from mission.sqm. Also mod folders cannot contain spaces @ASR AI3, "-mod=@CBA_A3;@RHS_USAF;@RHS_AFRF;@RHS_GREF;@RHS_SAF;@FA18;@task_force_radio;@ASR AI3" rpt also says Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. js_jc_fa18 ...wich mean you made that mod a requirement but for some reason its not loading.. Anyways the original version does not have this problem and were running 3 servers with this mission and all is working. the problem is with your edit and or server setup..
  17. Jigsor

    BMR Insurgency

    Thats the original version of AirPatrolEast.sqf. nothing wrong with it. working AOK here.. the error indicates that the variable representing the function RandomAirCenterOp4 called from this script does not exist/is undefined. the following staement after function call expects a position returned from that function , an [x,y,z] if it the array count is greater thatn 0 the script will fexecute the rest uf code underneath.. Not exactly sure what you mean by "The only dependency I see for ASI AI is the ASRAI cfg vehicles - althought I can't figure out what that is in the editor " ASR_AI3 requires CBA mod. If installing ASR AI on server and you wish to have custom settings or use a special optional config designed for RHS for example then you must install the editable config script that comes with ASR AI in A3_Installation_folder\userconfig\asr_ai3\asr_ai3_config.sqf. Though its not reaaly required and will just use default internal settings if that config is not installed. server rpt will relect the following message - "ASR AI3: Loading default settings for AI skills, launch the game with -filePatching to enable loading from userconfig\asr_ai3\asr_ai3_config.sqf" ASR AI does not affect air patrol except only maybe sharing radio awareness. Its mainly geared for ground units. I suspect there is something else going but can't pinpoint it. maybe pastebin and share link to entire server rpt. Note you should only edit mission with the required mods to avoid any problems. Note editing with asr ai enabled makes it a requirement and for some shity reason editing with cba enabled adds call{already exiting code..} to code contained in init fields if you open object editor for that object and will have to manually be removed. So many possible variables as why why this behavior but not enough info. Have you tried to see if this behavior exists with an unedited version from dropbox? Maybe also pastebin an unbinerized version of your edited mission.sqm.
  18. Jigsor

    BMR Insurgency

    One of the first things done in AirPatrolEast.sqf is generate a position by calling function RandomAirCenterOp4 located in AirPatrole_Fncs.sqf. Air patrol functions are loaded server side in init.sqf before AirPatrolEast.sqf is initialized in init_server.sqf. So error implies this function is not defined or loaded into memory. Worth noting but maybe unrelated is that this function depens on markers "Respawn_West","airWhiteList1","airWhiteList2","airWhiteList3" and object center existing on the map. "Haven't modified anything." Do you mean absolutely no modification to the mission has been done in any way. If so wich version has the problem?. You say it worked before adding ASR AI? Did you add the ASR AI userconfig to the server? Did you save the mission in editor with ASR AI enabled? If so that will make it a requirement.
  19. Jigsor

    BMR Insurgency

    Not sure what the problem is, its working fine on my end with and without ASR AI. Any errors in rpt or modifications done to support aircraft for air patrol from the mentioned mods?
  20. Jigsor

    BMR Insurgency

    Did Bean Bonder's solution answer your question? Or are you referring to abandoned vehicles from base? M.Mosely, looks like there is a problem with CUP mods installation/missing mods..
  21. Jigsor

    BMR Insurgency

    Mission pack updated with fixes + additions pertaining to RHS v0.4.3 changes. Mission version remains 1.47 as code base is the same except for a few RHS class names and one new scripted dynamic loadout for RHS A-10. Also fixed is a dynamic loadout error occurring on little bird in FFAA.lythium version. Not sure when this one snuck in.. Hotfixed version mission pack in dropbox link on first page.
  22. Jigsor

    BMR Insurgency

    Update incoming..
  23. Jigsor

    BMR Insurgency

    Base code, RHS Tanoa and RHS Malden versions updated on github. Can any one confirm or refute crashes on these versions?
  24. Jigsor

    BMR Insurgency

    Mod support guide added to front page under Guides: Working on a possible hotfix release to address some issues caused by RHS v0.4.3 update.
  25. Jigsor

    RHS Escalation (AFRF and USAF)

    In case no one noticed, rhssaf_army_m10_digital_spec_exp class name was changed to rhssaf_army_m10_digital_exp
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