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cyprus

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Everything posted by cyprus

  1. I'm working on a mission where a group of players has to defend a location until extraction becomes available. I want the players to choose the extraction zone, however, using a smoke grenade as the landing point. To do this, I want to have a helicopter come towards the squad and search for a colored smoke grenade, and when it sees that it'll land. What I've done so far is make a trigger that causes the extraction helicopter to go towards the squad, however I'm stuck at actually trying to make the extraction point. What I want to do is create a trigger where if it detected a smoke grenade somewhere within it, it would create an invisible helipad on the location of that smoke grenade. The helicopter would then land at that helipad. However, I've been messing around with different scripts all day and I can't seem to get it to work. I tried using nearObject on the condition line of the trigger, and create vehicle on the on act section, but the closest thing to that I was able to figure out was make the trigger spawn a vehicle at a marker location if a character walked in it, which is far from what I want to do. I've seen other heli extraction scripts, but they either don't do what I want or are too complicated for me to figure out. So how do I do this?
  2. cyprus

    A few no-respawn COOP missions

    I got back into playing these missions after a long hiatus, and I've always loved One Hell Swoop, but there's a game breaking issue where if you're put into the unconscious state near an enemy, you switch to that enemy's side, and sometimes the AI allies are grouped too. It's a very strange issue and it happens with another revive script I tested, and even Arma 3's built in revive system. There's several references to joining units in the scripts, but I can't really parse through it effectively. @igor drukov it looks like you haven't been around in a while, but if you have any insight as to why this could be happening that would be great. This mission is highly underrated. I'm not sure if the other missions have a similar issue as I haven't tested them.
  3. @LordJarhead It looks like after the recent CUP update the BMP-1 main cannon does no damage for either shell type when the JSRS CUP Weapons Mod Sound Support is enabled. The cannon works fine with just CUP on. I haven't noticed any other weapons working improperly with JSRS on, but I haven't tested exhaustively. Here's a couple screenshots demonstrating the issue:
  4. I was able to make it work by editing the script a bit. For anyone else looking to make something similar this is what I used. disableSerialization; if (IsDedicated || !HasInterface) ExitWith {}; if (hasInterface) then { waitUntil {!isNull player}; _mapDisplay = findDisplay 12; _mapControl = _mapDisplay displayCtrl 51; _mapControl ctrlAddEventHandler ["MouseMoving", { TRN_var_mainMapMouseOverCustomMark = "customMark" in (ctrlMapMouseOver (_this select 0)); }]; ["TRN", "onMapSingleClick", { if (_shift) then { TRN_var_customMarkLocation = _pos; }; }] call BIS_fnc_addStackedEventHandler; _mapDisplay displayAddEventHandler ["KeyDown", { if (!isNil "TRN_var_mainMapMouseOverCustomMark" && {TRN_var_mainMapMouseOverCustomMark} && {(_this select 1) == 211}) then { TRN_var_customMarkLocation = nil; }; }]; addMissionEventHandler ["Draw3D", { if (!isNil "TRN_var_customMarkLocation") then { drawIcon3D ["\A3\ui_f\data\igui\cfg\cursors\waypointMark_ca.paa", [1,1,0,0.8], [TRN_var_customMarkLocation select 0, TRN_var_customMarkLocation select 1, (TRN_var_customMarkLocation select 2) + 2], 1.5, 1.5, 0, "", 1, 0, "TahomaB", "", true]; }; }]; }; I edited it a bit more and made my own version of the mod which you can get here: https://steamcommunity.com/sharedfiles/filedetails/?id=2259216491
  5. I've been looking for something like this for sometime, unfortunately the mod link is gone and when I try to compile it myself into a mod, the game gets stuck on the loading screen on multiplayer, but not on singleplayer. Anyone got any ideas?
  6. I've been looking forward to trying this map with my group, but there's an issue where if you try to load a mission on the map when playing on a dedicated server launched from a .bat file, the mission won't load and gives the error, ""No entry 'bin\config.bin/CfgWorlds.prei_khmaoch_luong'"". It looks like for some reason there's some text encoding issue and the file name gets butchered, causing the map not to load properly when launching a mission. Strangely enough, it does work with the default name if the dedicated server is launched from a shortcut. Unfortunately our group has so many mods the "target" line in a shortcut is just too short so the only solution for now is to rename the mod. Since it's from the Steam Workshop that does require copying the files over. It's a bit of an inelegant solution, since I'd like to keep using my .bat file to launch the game and having to copy the files over defeats the point of getting the map from the workshop with the easy updates. I do kindly request updating the mod on the workshop to change the name so that the Khmer text is removed. It can always be added to the description.
  7. cyprus

    Ravage

    Ok. I've also noticed that the standard jogging animation is changed slightly with your weapon lowered more than normally. Are there any other changes this mod makes to the game that aren't stuff that have to be enabled by the modules in the mission editor like the two things I've found? I'm little wary of using this mod now because it seems that there can be more potential changes to how the game operates that isn't mentioned in any of the documentation. How does the "realistic vehicle repairs" work? I don't see any modules to enable or disable this so I'm assuming it's just always on when the mod is enabled? EDIT: It looks like the realistic vehicle repairs is always enabled. While I do think it is interesting, I personally think enabling it globally is the wrong move. All gameplay related features should be moved to modules that have to be enabled in the mission. Otherwise if you ever want to swap between different types of missions you'll have to unload and reload the mod. While for singleplayer that's not too big of a deal, for multiplayer that is going to cause a lot of confusion and frustration.
  8. cyprus

    Ravage

    This mod looks interesting and I'm looking forward to trying it out more extensively. One minor issue that hopefully won't be too difficult to fix is that loading this mod causes the big 3 buttons with the auto playing videos on the main menu to disappear. Here's a screenshot demonstrating this: https://i.imgur.com/8HVd4yC.jpg Here's what it should look like: https://i.imgur.com/BPg5jxo.jpg
  9. Yeah fortunately restarting works fine so it isn't too big of a deal. As to the radioman, I was looking through the config and I did notice that it just picks a random Opfor unit. I was thinking to add a fun little mini objective would be to give that radioman a specific backpack that no one else has (maybe an empty carryall) so he can be specifically targeted so with good recon you can take him out fast. It could still be difficult especially if the radioman spawns indoors by chance. Maybe even make him always spawn in a house. As of now the mortars are extremely aggressive and seeing as there's no effective counter to it other than hide or just kill them all having a way to stop it fast would be very fun. The last thing I thought of which would probably be tricky to implement, but maybe something to think about would be a way so that the sniper spawn is always near the highest point around the town that needs to be cleared. I've noticed that sometimes the insertion team spawns on a mountain while the snipers are in a valley which can be a little annoying. I think the radioman change is all that's really necessary, however. I have made my own tweaks to the mission (changed loadouts and added a revive script), so it's in a pretty good state right now, but if the radioman change is added I think this would be one of the best replayable teamwork focused missions out there. There's really not else that needs to be done I think, besides that spawn change I mentioned but if it's too difficult/time consuming then it's not really worth it.
  10. It's been a long time, but my group has returned to these missions and we just started doing Sweep again and we're having lots of fun with it. One issue we've been noticing is that when starting the mission for the first time on a server the helicopter is stuck in place. The mission has to be restarted to fix it. It doesn't always seem to happen on the first time playing the mission after starting up the dedicated server so I'll have to do more investigation. Also, I was looking through the old change logs and I noticed that there's a "Added: Random Opfor radio operator in the town, killing him will disable mortars." Is this opfor unit identifiable in any way, or are they marked through scripting and are otherwise whatever unit they spawned as, such as a rifleman or marksmen?
  11. cyprus

    co10 Escape

    I haven't noticed any problems with AI accuracy or spotting on Escape version 1.8.1, even after the recent changes Bohemia made. The AI seems to be behaving normally, although APCs seem to stop moving or move only a little bit in random directions after unloading their troops and losing direct line of sight to the players. I'm not sure if this is a new issue or if I just haven't noticed it before. I have my server set to "skillAI=1" and "precisionAI=0.5" and it's been that way for some time. I almost always play on war torn mode, which does drastically reduce difficulty, however, so that could be a factor. Daedum, you mentioned that you were playing SLA vs USMC. Armor can be hard to come by, and a single pistol shot to the head or torso is all it takes to kill without armor. Arms and legs can take a 4-5 pistol shots, and maybe 2 or 3 rifle shots. AI can be very accurate, but one shot deaths are to be expected in Arma when not wearing armor. On another note, I got a couple more funny clips from some escape sessions, enjoy.
  12. cyprus

    co10 Escape

    I haven't had any problems with extraction in the past few months until my group's last session. We were playing on Escape Sahrani SLA vs USMC and I believe we were using build 120. We reached the extraction zone and the helicopters came just fine, but when they started to land the helicopters pulled up and started hovering. I'm guessing one of us got too close to the point where they were about to land. The helicopters stayed hovering for several minutes and wouldn't come back down to land. Eventually I just fired a rocket at one of them which miraculously didn't destroy it and we flew off and we completed the mission. I also have the client and server RPTs for the mission and I was able to get a partial recording of the messy extract which shows the helicopters hovering and us shooting it down, but not the initial failed landing. I've also got 2 funny recordings of some other sessions which I think you guys might like.
  13. cyprus

    co10 Escape

    Just finished a session of build 120. The session was rather uneventful for the most part, except just before we reached the extraction zone we had to run away from a gunship. We managed to to shake it off and trigger the extraction just fine, but we did notice that the friendly gunship was missing. I'm not sure if it was shot down because I did see a message saying "Archangel is down" but I didn't see it get shot down and the transport helicopters were ok. Unfortunately the enemy gunship came back but through sheer luck we just barely managed to escape. I got a great clip of the extraction. Always something new when we play escape.
  14. cyprus

    co10 Escape

    I've noticed this for over a year yet for some reason I never thought to report it, but I'm glad it's fixed now. As for the bug with Zombies killing you so that you can't be revived, that appears to be a conflict between the revive script that Neo's using and the Zombie mod itself. In my testing the only kind of revive script that functions properly when being killed by Zombies is the ACE mod's revive. I haven't tested the native Bohemia in a while so that one might work too but I'm not sure.
  15. I didn't play Arma 3 for most of October so I loaded up some Arma 3 missions on my dedicated server that I wanted to play. I've played them before on a dedicated server, so I know they work, but now after selecting a character and clicking start mission I get stuck on a loading screen and the server console says that the mission is dependent on downloadable content that apparantly has been deleted. This error only happens on missions that use mods, but it happens on every mission with mods that I have tested except Escape Roy for some reason. All the mods are installed properly on both the dedicated server and the client. At one point it was impossible the files to be different because both the server and the game read the mods from the Arma 3 folder where they were installed. I've checked and rechecked the files and there are no differences. I've tried multiple file verifications and even a game uninstall and reinstall, but I'm still getting the same errors. When I try the missions in a listen server I'm able to play the missions as normal so there must be something wrong with the dedicated server and not the missions themselves. I use TADST v2.6 to manage my server and my server is installed locally on a seperate hard drive. I get the same issues when I use the server in the Arma 3 directory. Here are some RPT files that may help get to the bottom of this: https://drive.google.com/open?id=0B0oJvB5EeQoRWlJIbmdNeGFPekk&authuser=0 I've done some further testing and this issue seems to just keep getting weirder and weirder. When I disabled this mod, I was able to load one of the missions I was having problems with (that mission doesn't even use that mod), but I'm still getting errors with AiA occasionally and can't load other missions. This never happened before. Missions never used to not load because I have a mod enabled that the mission doesn't even use. That doesn't even make sense. This issue is incredibly frustrating, and I'm really getting tired of all these problems with this game (framerate, connection issues, lack of documentation, etc). Nothing ever just works out of the box, and when there are no issues something breaks. Ugh.
  16. cyprus

    co10 Escape

    Yeah I think I've had this happen before, but it's happening with much greater frequency now. We were playing escape Stratis vanilla. I might make a post about it on the Arma 3 feedback tracker, but I hope it's something that'll be fixed with more patches.
  17. cyprus

    co10 Escape

    I'm not sure if this is related to escape, but it seems that sometimes after entering an area with a large amount of troops the framerate will plunge into sub 20 fps and never recover even after killing all of them. Every member of my group has encountered this in the past few days. Even if we restart the mission, we'll start in the prison 30 fps and lower depending on each client's hardware/settings. The only thing that fixes it is completely restarting the game. As soon anyone restarts their game the frame rate for that person will go back to normal frames, which with my rig/settings (i5 4690 @4.5Ghz, hd 7950, 8GB ram, arma 3 installed on my ssd, most settings at max except fsaa and pip which is off) on an open area in altis/stratis is around 70-80fps. The behavior is not consistent. Sometimes after exiting heavy combat, the frames will go back to normal. We tested with no mods on the server and on the clients, and the issue still happens. We haven't tested with other missions just yet, but I just wanted to ask here to see anyone else has been having a similar experience in escape or any other missions.
  18. cyprus

    co10 Escape

    I tried to create the ticket but I keep getting an error saying: You Shall Not Pass: Maniphest You do not have permission to edit task projects. Users with the "Can Edit Task Projects" capability: Administrators can take this action. I think it might just be Esseker then. Our group has been playing that map a lot and every single time there's a com center near the giant radio tower in the south central part of the map. I'll take a look myself if I see anything unusual soon. Also, I was talking about it in the Discord server, and I've edited the UnitClasses.sqf for the Vanilla, CUP US (both Middle Eastern and European versions), and CUP USMC vs RU versions so that on the "easy" chopper difficulty it always spawns an unarmed helicopter and on the "hard" chopper difficulty it always spawns a heli armed with either forward mounted guns/rockets or door gunners depending on what's available to the faction. I made sure the helis were the appropriate faction, although sometimes I had to use a Medivac helicopter as the unarmed one. I've tested each variant and it works great. I think incorporating this change into the main branch would really make the mission more enjoyable for small groups, while still keeping the challenge there for those who want it. I can put the UnitClasses.sqf wherever it's easiest for you to incorporate into the main branch. I'm also going to be doing some testing with lower apc counts with my group. Would you be interested in me sending you the modified UnitClasses.sqf with the apc changes so you can try it too? If anyone else is interested just pm me or say something here and I'll upload them.
  19. cyprus

    co10 Escape

    Yeah I figured it was an accident. Another thing I think would be interesting would be having the vehicles in the motor pool have a little bit of damage on them. Seeing as it's a motor pool it would make sense that they would be damaged. If possible make it a range from lightly damaged to severely damaged? And I was going to ask about the com centers. On some maps they always seem to spawn in the same place. That takes a lot of the fun of the mission out because if you know where it always spawns you can often go straight for the com center. Can they be made completely random?
  20. cyprus

    co10 Escape

    The new motor pools in the latest development builds are awesome. I love the design of them. I think the ammo and communication bases should be moved to that template with some tweaks, such as adding machine guns on the towers and slightly different buildings. One thing I don't like about them is that they always have a civilian vehicle. It doesn't make much sense that a military motor pool would have a civilian vehicle in it. I think that should be changed so that it always spawns a light military vehicle (maybe always an unarmed one?) for the first vehicle slot, and for the second slot it has another light military vehicle with a slight chance of a heavier one.
  21. I'm not saying there aren't any issues, but I haven't seen anything wrong with several 3rd party non-CUP maps such as Podagorsk, Fallujah, Celle 2, and Esseker. The only issues I've seen so far are with IceBreakr's maps, which have the bugged sky.
  22. It looks like the reorganizing of the Downloads page has broken the link to download on the first post. It's taking me here which just leads to an error page.
  23. Ok I think I've figured out why people are still getting the third person issues. The thing is, the config settings that killzone_kid posted do work, I've tested and confirmed it multiple times with just about every value on there that they do in fact work. However, there are two key issues I've found that might be the explanation as to why people still can't get it to work. The first issue is that the first person to join the server will set the server's difficulty to the difficulty of that person. It might sound confusing, so I'll give an example. Say for example someone has the difficulty of Regular selected in the options menu joins the server. You'll notice that the server's difficulty will be set to Regular. If that person then quits, changes their selected difficulty to Veteran, and then rejoins the server, then the server will be set to Veteran. I've repeated this test multiple times and I saw the same behavior every time. I don't think that the server will change difficulty if someone is already in it, and then a new person joins, but I have not been able to test that as I don't have anyone to help me test that at the moment. So always remember to make sure in the upper left hand corner that it says "Custom" next to the difficulty. Secondly, if the .Arma3Profile file is improperly configured, selecting the Custom difficulty seems to make the server use the Veteran difficulty instead. This is also consistent from my tests. So you really need to make sure that the .Arma3Profile is set up properly. Mine looks like this: class DifficultyPresets { class CustomDifficulty { class Options { reducedDamage="false"; groupIndicators=2; friendlyTags=2; enemyTags=0; detectedMines=1; commands=2; waypoints=2; weaponInfo=2; stanceIndicator=2; staminaBar=2; weaponCrosshair="false"; visionAid="false"; thirdPersonView=1; cameraShake=1; scoreTable=0; deathMessages=0; vonID=1; mapContent=1; autoReport="false"; multipleSaves=0; }; }; }; It's very similar to killzone_kid's with some minor tweaks. Some of the values I changed according to the guidelines from the wiki. I noticed that for values where on the wiki the options are either true or false (such as thirdPersonView) you can use a 0 or 1 instead. I did this with some of the values in my .Arma3Profile and it worked fine. A couple things which I noticed which caused the profile to not work were setting "class DifficultyPresets" to class CfgDifficultyPresets" and/or setting "class CustomDifficulty" to "class Custom", so don't mess with those. Just change the values under "class Options", and you should be ok. I tested leegreaves theory and there seems to be no issues when setting it the way I listed (thirdpersonview=1; for example). You were probably getting one of the issues I described above. Also remember, as mentioned here with the new patch you cannot edit any of the built in difficulties (Recruit, Regular, and Veteran), only the Custom difficulty can be changed. You might as well just delete the settings for them in your .Arma3Profile.
  24. Killzone_kid's settings seem to work for me on a linux dedicated server. However I changed "aiLevelPreset=2" to "aiLevelPreset=3" and "precisionAI=0" to "precisionAI=0.5". Is there any way to confirm that the skillAI and precisionAI settings are going through properly? Also according to the wiki, "Game Options button and difficulty indicator in MP Create Game dialogue. The button will allow users to set difficulty flags without shutting down the server." That doesn't seem to work at the moment. Changing the settings for the custom difficulty only worked for me once, however I can't seem to change them back, no matter how many times I restart the server. Is anyone able to change the settings for the custom difficulty mode in-game?
  25. It might have been a join in progress issue, I do believe we had people joining in progress. By join in progress, do the issues happen if someone just joins the server and stay in the lobby, or do they have to select a character. I really wish Arma didn't have so many issues with joining in progress.
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