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meatball

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Everything posted by meatball

  1. I'll admit it's been a long time since I've messed with any weather scripting, but there's no way to control the script while in game other than setting the original values before mission start with the parameters. You could leave the Debug Console available in the mission for admins and then manually run weather related script commands, but to my knowledge, on a Dedicated server many of the commands will only change the weather on the server and not make changes to connected clients. Until BI comes up with true Weather synch between server/clients I don't think there's any way around that.
  2. Not sure where you're getting snow from, as it's not in the game yet that I know of. Unless you're using the old script I wrote, which I wouldn't, the snow particle effect can cause crashes. With this script, there's not really a way to keep the weather the same from start to finish, as it's built to dynamically change every so often. If you want static weather, I'd just get rid of the script altogether and use the basic weather controls in the mission builder UI. You can set start/end weather, just make it the same.
  3. New Version Update! Changelog v 1.07 - All 3 Episodes: Tweaked AI spawn rates/numbers a bit. - Episode 2/Force Recon: Fixed bug in task "Deliver Supplies - Poliakko" - Episode 2/Force Recon: Fixed bug in task "Disrupt Fueling Operations - Agios Dionysios" - Episode 2/Force Recon: Fixed bug in task "UAV Recon - Panochori" Hopefully this should be the last update for the Make Arma, Not War contest. Please let me know if you run into any issues, no matter how small! Altis on Fire Contest Page Altis on Fire - Episode 1 "Fallout" - Steam Workshop Altis on Fire - Episode 2 "Force Recon" - Steam Workshop Altis on Fire - Episode 3 "Rock and a Hard Place" - Steam Workshop Altis on Fire Mission Pack - Armaholic
  4. Yep, that fixed it. Urgh...
  5. Anyone getting campaign loading errors when trying to play regular missions after today's patch? I'm getting a pop up error message: "Cannot load campaign description C:\Users\MB\Documents\Arma 3 - Other Profiles\MB\Saved\A3\Missions_F_EPA\Campaign\campaign.sqc from bank" Pops up when loading into the mission and again on launch for some reason.
  6. I've been digging around without much luck. Has anyone come up with a way to allow players to play longer missions across multiple sessions? Some sort of 'Save' and then 'Load' type functionality?
  7. Hey BB, thanks for the feedback, and I'm glad you mostly liked the episode. I've already gone through and fixed some of the problems you've mentioned, and I do have a couple extra questions for you if you don't mind. Fixes: 1) I've tweaked the needed gear and fixed the graveyard box issue. Mainly stemmed from the trigger counting 'itemCargo' for Binocs, when it actually needed to watch for 'weaponCargo' for them. That task should now complete correctly when 2 GPS', 2 Compasses, 2 Radios and 2 pairs of Binoculars are placed in that crate. 2) I don't know why, but those fuel pumps at that station seem to need a nuclear device to be destroyed. Now the task should be completed if you just blow the four fuel trucks, which should be easier. 3) I've tried to clarify the task to make it a bit more clear what you need to do with the UAV at Panochori. Basically you need to just hover the UAV above the three sections of town for 30 seconds in each area. There is a trigger when you get close to the UAV's that will show you the actual spots to send the UAV, but it was set to only fire when more than 1 player from the team was in the area and since you were playing by yourself, it never fired. I changed it so it should fire with any player from the team. So, check your map when you get to the UAV's and you should see markers for NW, Central and SE that you can use to guide the UAV. You should also get a hint when you've hovered over the area long enough (~ 30 seconds) 4) I'll look into the FPS issue, but I do have one question. By default the mission is set with a Parameter for Number of Enemies of "Many (Good for 5-6 Players)". Did you drop that down to "Few (Good for 2 Players)"? That would definitely lower the overall number of AI in the mission and ease up on your machine. I'll look into a few more tweaks to see if I can spawn AI closer as well. 5) You won't be able to complete the two gens with only one person, but like you said, it should fail and still counts as 'complete'. Other Questions 1) Every 5-8 tasks or so, you get a 'special' event available for the player like Supply Drops or Naval Bombardments. Did you ever see any of those pop up, and were they working correctly if you did? 2) You should be able to 'win' if you 'complete' (Success or Fail) all 61 tasks/subtasks. You should get Evac off the island, did that happen?
  8. Hmm, looks interesting and I'll check into it. Though at first pass, really looks like it requires specific server side setting/installs and isn't something that could just be scripted/embedded into a standalone pbo and just work regardless. Thanks for the heads up though.
  9. I've done a bunch of research, and unfortunately, I don't believe persistence or saving/loading is doable at this point. Anyone can easily setup persistence, but the way the missions are structured, at least one player needs to be alive at all times or the mission will be a failure. You can set the server to be persistent with the mission, but as soon as the last player disconnects, the mission will think everyone is dead, and the mission will end. Persistence does work with some missions b/c there's not a set end point if all the players are dead/disconnected, but in the Altis on Fire episodes, there's not really a way around that since the missions aren't built for infinite respawns, in all the mission storylines, the players are part of finite teams that have a set tasks to do. As for saving/loading, this would be the way to do it to get around the problem of the mission seeing the team as dead/wiped out on disconnect, but I haven't been able to find any way to allow players to 'save' a mission state, and then reload that mission state without using some sort of database mod/addon. Since the mission files are simply pbo's, there's no way to save files into that pbo so they can be loaded later, and there's no way that you can save/load an external file into the players missions directory with the current command set/engine. If there was, I'm pretty sure I could save out an array that has the list of objectives completed/failed and the teams location at the save point, and then have the mission 'load' that state on startup, but I just don't think it can be done with A3 at this point. Sorry folks, I'll keep my eyes open in case BI adds in new functionality that can do this, but if someone knows any current commands that can save/load files in a pbo or players mission directory, please let me know!
  10. Yeah, I've done a bunch of research, and unfortunately, I don't believe saving/loading is doable at this point. I haven't been able to find any way to allow players to 'save' a mission state, and then reload that mission state without using some sort of database mod/addon. Since the mission files are simply pbo's, there's no way to save files into that pbo so they can be loaded later, and there's no way that you can save/load an external file into the players missions directory with the current command set/engine. If there was, I'm pretty sure I could save out an array that has the list of objectives completed/failed and the teams location at the save point, and then have the mission 'load' that state on startup, but I just don't think it can be done with A3 at this point.
  11. Yeah, see in my case, a Save/Load feature would work best. Many of my missions have lot's of objectives/side missions to do, and it's hard to get them all done in one session. If players could save after playing for a few hours, and then reload and play a few more hours with their friends another day, that'd work well. Persistence I don't think really fits well since if the whole team gets wiped out, the missions should end and I don't really see how to handle persistence/leaving a server up after everyone drops with that type of scenario.
  12. Save/Load in particular, but either would be nice.
  13. meatball

    Multiplayer Co-op Save Game / Load Game?

    Hey, I know this is a pretty old thread. Has anyone done any more research on allowing players to play long missions over multiple sessions through some sort of Save/Load mechanic?
  14. I've thought about that in the past, but just haven't done any research on how to allow players to save games or make them persistent. I'll start checking into it and maybe it'll be a good addon for v 1.07.
  15. Since I haven't heard of any issues from anyone, I've pushed the latest version out as 'public' and you can now download v1.06 at the normal locations. Altis on Fire - Episode 1 "Fallout" - Steam Workshop Altis on Fire - Episode 2 "Force Recon" - Steam Workshop Altis on Fire - Episode 3 "Rock and a Hard Place" - Steam Workshop Altis on Fire Mission Pack - Armaholic
  16. Glad it's working better. There's still instances where things may bog down on a slower machine as there could easily be 100-150 AI running around behind the scenes trying to find the players, but hopefully EoS eases that up a bit. If you do have the opportunity to run the mission on a dedicated server and maybe throw a headless client into the mix it can definitely run a lot better, but hopefully all the missions should be at least playable even on locally hosted games. When I built the first episode (which was actually Force Recon) I originally had Virtual Ammobox in it, but got a lot of feedback that folks didn't like it, so I pulled it. If someone really wants to add it, it's not that difficult to add themselves. Thanks for the feedback, keep the ideas and any bugs you find coming!
  17. New Version Update! Changelog v 1.06 - All 3 Episodes: Increased the spawn rate of empty civilian cars in all episodes. - All 3 Episodes: Refreshed the AI Unit pools to include many newer units. AI troops and vehicles should be more varied. - All 3 Episodes: Tired of trying to run with the new Fatigue system? Added in a new parameter to Enable / Disable fatigue in all episodes. The default setting is 'Disabled' and it can be adjusted using the 'Parameters' button on the Role Selection screen. - Episode 2/Force Recon: Retooled the episode to use BangaBob's EoS system for AI spawning/caching, hopefully will ease some FPS issues folks are seeing due to AI load. - Episode 2/Force Recon: Added a new step off point "East" on the coast near Faronaki and added in scuba gear for anyone wishing to try a stealthy insertion. Please let me know if you run into any issues, no matter how small! Altis on Fire Contest Page Altis on Fire - Episode 1 "Fallout" - Steam Workshop Altis on Fire - Episode 2 "Force Recon" - Steam Workshop Altis on Fire - Episode 3 "Rock and a Hard Place" - Steam Workshop Altis on Fire Mission Pack - Armaholic
  18. I'm working on EP2 right now to retool it for a different AI spawning/caching system, so there might be a new version of that up shortly. Also will look to boost up empty civilian vehicles in towns for all the missions.
  19. Hey, thanks for the feedback! There's probably something to your comment for mission 2. I used the AI Spawn Script Pack in that mission, where in missions 1 & 3 I used EoS and EoS seems to be a bit better for frame rates and such. I've been thinking of trying to swap out the AI Spawn Script Pack and put in EoS in mission 2, but it's a _huge_ undertaking and would require a major rewrite. I may give it a shot and see if I can work something up before the deadline though. Definitely try mission 3 as well if you get a chance! Thanks again...
  20. Hey Rock, did you ever figure out if there's a way to make the line thicker?
  21. Hey all, just wanted to throw a request out there. As the deadline for the contest nears, if you guys know of, or run into any bugs/problems with any of the missions, please post them up. I want to make AoF as polished as possible before the deadline in October! Also, if you've enjoyed any of the Altis on Fire missions and don't mind, it'd be great if you take few moments to upvote/support Altis on Fire on Contest Page, Steam Workshop and Armaholic. Any support you offer helps to get the word out to more folks about the missions. Thanks again! Altis on Fire Contest Page Altis on Fire - Episode 1 "Fallout" - Steam Workshop Altis on Fire - Episode 2 "Force Recon" - Steam Workshop Altis on Fire - Episode 3 "Rock and a Hard Place" - Steam Workshop Altis on Fire Mission Pack - Armaholic
  22. I love that fact that we can easily publish and 'subscribe' to A3 content through Steam Workshop, but to be honest, it's starting to become a mess. There's almost 10,000 items available for A3 right now, and it's nearly impossible to determine what's good and what's not. Many of the '5 star' entries are pretty buggy/bad, and there's probably a lot of really good entries out there with no or very few ratings that are impossible to find. There any way to do something with Steam Workshop so people can better find the gems and avoid the junk? There's gotta be a better way to do it...
  23. Maybe people can just a bit more honest with their ratings. :) There's an awful lot of '5 stars' out there on content that, pardon my french, is crap. Buggy, broken, etc.
  24. Alright, for all you coding masters out there, I have a challenge for you. I'm trying to work up some sort of Laser or Ray gun using just in game A3 assets and commands. Don't want it to be an addon or require anything that isn't in Vanilla A3. Only other requirement is that the weapon needs to be strong enough that AI will fire them at MRAP's (if an AI's weapon isn't strong enough to actually damage a vehicle, they'll just stand around and not fire). May not even be possible, but I think there's gotta be some way to kludge together something...
  25. Awesome, glad you like it and sorry I didn't get back to you sooner. I'll see about the morning fog deal, but you can easily tweak the fog settings yourself by just changing the numbers for the fog settings. You can either tweak all the 'fog' variables in the weather templates a bit, or just add another one in. To just tweak the current ones, try something like this for your weatherTemplates. weatherTemplates = [ ["Clear",[0,1,5],[0.30,0,0,1,1]], ["Overcast",[0,1,2],[0.50,0,0,2,2]], ["Light Rain",[1,2,3,5],[0.60,0.3,0.05,3,3]], ["Medium Rain",[2,3,4],[0.70,0.5,0.05,4,4]], ["Rainstorm",[3],[0.80,0.9,0.1,5,5]], ["Light Fog",[0,2,5,6],[0.4,0,[0.3,0.01,10],0,0]], ["Medium Fog",[5,6,7],[0.4,0,[0.5,0.005,20],0,0]], ["Dense Fog",[6],[0.5,0,[0.7,0.0025,30],0,0]] ]; Or you can just add a new fog option by replacing the Dense Fog template with this. ["Dense Fog",[6],[0.5,0,[0.4,0.0025,30],0,0]], ["British Fog",[6],[0.6,0,[0.8,0.0012,40],0,0]] If you do that, you'll also need to tweak the 'Case 3' line in the if(isServer) block from: case 3: {rw2_Current_Weather = 5 + (floor (random 3));}; // Fog to: case 3: {rw2_Current_Weather = 5 + (floor (random 4));}; // Fog Let me know how it works. And if you like the weather, I think they work really well in my Mission pack (Shameless Self Promotion :))
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