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scorpiomidget

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Everything posted by scorpiomidget

  1. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Good to hear Egg, i guess you'll not need the latest revision I've got of 2.9. Seeing as we've got Evo running nice on the server and you'r bringing out a new version, we're stopping development and moving onto a new project developing a new coop for Altis. Look forward to checking out your new version when it arrives .
  2. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Couple more additions: Alterations Base ammo boxes / (re)spawn points - rewritten the code to clear up player dropped weapons - now no longer closes Inventory popup if a player is near - done Ammo box drop via support option - now clears up player weapons dropped on ground within 10m - done
  3. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Thread has been quiet, but we've been busy testing, tweaking, and fixing. Thanks to Dirty Haz for doing some testing and feedback. And thanks to Jigsor for working on some new code we can use to stop enemy vehicles, officer and waypoints spawning in water or other objects. We also highly recommend the ASR mod be run on your server, this improvement to the enemy AI really takes EVO to another level . Here's an update on progress made. Alterations performance improvements - was running as low as 6fps - now runs 30-60fps on client and 40+ on server - done spawn to far from MHQ/recon HQ - ending up in walls, sandbags etc. - changed from 15m to 4m to reduce this (so long as you don't park right next to something) - done reinforcement loop enhanced (main objective and expansion airbase mission) - done swapped quad-bike and off road around, quad = 2 points, off-road = 5 - done make resistance units friendly to OPFOR - fixes strider/buzzards etc. - done added in 'resistance' side check where 'east' checks were made, scoring, spy etc. - done expansion mission - spetnaz and airbase advanced missions tweaked and now fully working . - done expansion mission - spawn spetnaz = 49 !!! - slowing down client/server - limited vehicle 'cargo' to maximum 3 - done expansion mission - spetnaz script altered so boats and helicopter variations are running - done expansion mission - spetnaz only has marker for group leader - done expansion mission - airbase advanced mission - air comms tower can now only be taken out with C4. - done expansion mission - airbase tower marker only shows up once you get near - done expansion mission - airbase aircraft in hangars only show up once you get near - done support option ammo box has some new items in it - done officer / POW capture scripts tweaked and working - done support - at mines - working - done support - parachutes working on all applicable items. - done support - playSound delays standardised per sound file. - done support - all support options show cost in description, including those with dynamic values. - done support - cluster and large artillery now work - done support - MOAB improved - done support - FOAB added (sits between MOAB and nuke point score) - done stop base ammo boxes taking damage - done added more chopper class names engineer vehicles can now tow - done added engineer vehicles as tow-able - done sorted out list of choppers that can lift - done added more variations of choppers to enemy unarmed/armed lists - done parameters to disable air-force, infantry and mechanized spawns - allows for quicker testing of specific items. - done developer test parameter - spawn at airport (if recon HQ not already deployed) with 1000 points. Quick way to test captures, towers, support options etc. - done Fixes nuke - disabled cruise missile lines where paths error - fixed nuke - fixed misc errors in the nuke scripts - fixed nuke - ordnance tally - fixed nuke - broadcast white flash and effects to all players - fixed nuke - broadcast radiation hint and sound to all players within 1500 of ground-zero - fixed reinforce.sqf: script error, comment out line 165 - fixed can spawn recon HQ even if its deployed - fixed change save kit to save loadout - standardise text - fixed jail counter sometimes doesn't hit 0 which means you are perma banana phoned - fixed 1st spawn of recon HQ causes script error - fixed 1st arty barrage not doing anything (was named wrong, should of been Illumination) - fixed other Artillery Barrage renamed to Smoke Screen - Fixed. Fixed missing KRON code from vehicle.sqf - fixed fixed makehip script "Error Undefined variable in expression: _maxcrew" - fixed fixed "Error Undefined variable in expression: bis_evo_globalsleep" across multiple scripts - think it should of been EGG_EVO_GlobalSleep - fixed In progress vehicles spawn in water officer can spawn in water check weapon clean-up around ammo boxes (at base and called in via air drop) csupport - helicopter flies in to drop the parachute for ammo box, statics etc To do merge Jigsors changes into repository . way-points set in water/buildings etc. - make sure there on open land mash (toilet) at base on far right, bounces up and down occasionally csupport parachute drops, vehicle briefly spawns on floor instead of at parachute (looks odd if u see it) csupport vehicles don't de-spawn ( [_tbox] execVM "scripts\support\dropdelm.sqf"; ) - check this is true AI recruits dead bodies don't clear up - to be confirmed AI recruits dead body weapon holders don't clear up - to be confirmed weapon cleanup around air drop ammo boxes
  4. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Yup, exactly what we noticed too. Good news is the current revision of Evo we have runs as smooth as Domi (its not on the Public server though). PM me on here or in steam (scorpiomidget) and you can come have a go on our other server with us :). A few of us on after 8pm most nights .
  5. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Don't know, i've never used save loadout when testing locally. I'll try it out this evening and get back to you. ---------- Post added at 08:38 ---------- Previous post was at 08:29 ---------- Spent the last week playing and testing the release. Have fixed another batch of items including but not limited to: Vehicles no long will spawn in water (most noticeable at the airport). Recon HQ can not be deployed unless removed first (bug i introduced somewhere along the line). You spawn much nearer to the HQ's, this now means your much less likely to end up in rocks/sandbags etc. Spawned in enemy infantry patrol better now. But the biggest thing we have been working on, is sorting out the 'performance' of the mission. When run self hosted on a LAN you dont really see a problem, but once deployed on a dedicated server it really shows up with very low FPS (1 to 15 depending on machine spec). Comparing some other missons on the same dedicated server and local clients like Domination etc, we could see there frame rates were 40, 50, 60+ . So there was something very odd going on in the Evo mission. Following a series of tests yesterday and clearing up excess items on the map in the editor and redundant scripts, we managed to run the mission last night across a broad range of machine specs in the (30-60 fps range). Was a joy to see Evo running so smoothly .
  6. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Fired up a public server running Evo for anyone that wants a look . Details in signature .
  7. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Evolution on Stratis: Unofficial version 2.9n Release Notes: Notes in Post #525 This is my final revision, *most* stuff works. Its certainly enough to keep me amused until Egg releases his new Altis version (very much looking forward to that !) .
  8. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    I'm sure Egg can answer that, pretty sure he said a few posts back that he was going to port it to Altis when he gets time .
  9. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Update on Evolution testing. After talking to Egg, i'm only going to make one more release following my tweaks to get the last (V2.9) version running on live Stratis. Once that's done, we will have to wait for him to release his next version but at least we can have some EVO fun in the intervening period. I only get limited time at the moment to fix as many of the script errors we see while testing it during the evenings, so have a little more patience :) Fixes completed for next release: Vehicle respawn script fixes - Done Vehicle respawn script handles the init field - Done Destroy Communication tower fixes - Done Capture Officer fixes. - Done Script error when officer successfully dropped off at POW camp - done. Capture POW fixes. - Done Class bonus was always Mortar, now is a specific static - Done NUKE support option and associated scripts. - Fixed [some parts only work for launchee] (Awesome script EGG, very eerie feeling after you've let one off and drive through the desolation) Tested and Fixed the 'Advanced' mode, Counter attacks, - Done More missing localisation strings added. - Done Add Titan to list that enables AA class bonus placement. - Done Add Titan short to list that enables AT class bonus placement. - Done Fixed MHQ ambulance so it re-spawns. - Done Change MHQ ambulance model from off-road to the proper model. - Done Activate the enemy plane patrol script and test. - Done Correct support text "Quad-bike" that actually spawns an off-road. - Done Add in all the civilian vehicle models so they don't always spawn in the off-road vehicle - Done Changed infantry reinforcement model so there's not Divers all over the place - Done Add in the new WEST vehicles at base - Done Add in the new EAST vehicles and statics - Done Rebalance the code that initially spawns the defending vehicles, since putting in the enemy tanks etc. It mainly seems to spawn just tanks with very few of the other vehicles. - Done Script error in civilian vehicles script - done. Turn off the instant marker display for Officer and Radio Tower (was activated so it made it easier to test the scripts) - Done Modified the bury scripts so they actually remove the vehicles and units and also now remove the weapons as well - Done Deploy Class Bonus in base warning hint missing - Fixed Deploy FARP action text missing - Fixed Test FARP - Had a script error, localisation and repair truck classnames. - Fixed . Deploy MASH action text missing - Fixed Fix MHQ ambulance marker - Done Test MASH - Working Fixed typos in static scoring, trying to apply group score to player score - Fixed Killcam - tested and working. AI Recruitment - fixed some minor test localisation issues - Works Many misc. fixes - Done. In Progress Test FARP marker on dedi server. Test MASH marker on dedi server. Only admin can see in game performance statistics on global channel (modified tky performance script) [using to pinpoint the cleanup of dead vehicles/units and associated equipment] - to do Add the missing 'east' weapons. - party done, needs finishing Known Problems Can deploy a Recon MHQ without removing the existing one. Revive options in parameters - don't turn on, it breaks the mission currently. Trying to use a Mortar before 'Drop Equipment' has been hit causes a script error. Very occasionally a certain player will never re-spawn with their saved gear. Currently we suspect this could be extra weapon mods messing it up - but this is not confirmed. Civilian vehicle script sometimes errors when it gets confused in choosing available roads/route Not tested Side Missions Weapon Mods [R3F] Gits Mod Performance - Sky + Environment ON [Only used Original EVO]
  10. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Yep i know, but from what we can see and what we experienced on all the previous versions there is a gradual slow down of the servers as excessive units build up. Nope, i've not added any new code to spawn units all i've done is fixed a loads of errors in the scripts. Was done by just replacing the code sections that used 'setVehicleInit' and 'processInitCommands', with BIS_fnc_MP and BIS_fnc_spawn . For example in 'EVO_Erec.sqf': //Officer _grpO = createGroup (east); _type = EGG_EVO_meofficer select 0; _offobj = _grpO createUnit [_type, _pos, [], 300, "NONE"];Sleep EGG_EVO_GlobalSleep; //_offobj = createVehicle [_type, _pos, [], 300, "NONE"];Sleep EGG_EVO_GlobalSleep; _offobj addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _recy = [objnull,_grpO] execVM "scripts\grecycle.sqf"; _offobj setVehicleInit "Ocap = [this] execVM 'scripts\submit.sqf'"; _pobj = [_offobj] execVM "scripts\objoff.sqf"; processInitCommands; Sleep 3; Changed to: //Officer _grpO = createGroup (east); _type = EGG_EVO_meofficer select 0; _offobj = _grpO createUnit [_type, _pos, [], 300, "NONE"];Sleep EGG_EVO_GlobalSleep; //_offobj = createVehicle [_type, _pos, [], 300, "NONE"];Sleep EGG_EVO_GlobalSleep; _offobj addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _recy = [objnull,_grpO] execVM "scripts\grecycle.sqf"; _pobj = [_offobj] execVM "scripts\objoff.sqf"; _sCommand = format ["[{ [(objectFromNetID '%1')] execVM 'scripts\submit.sqf'; }]", (netId _offobj) ]; [call compile format["%1",_sCommand],"BIS_fnc_spawn", true, true] spawn BIS_fnc_MP; Sleep 3; Apply similar changes to the other code areas where your using setVehicleInit .
  11. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Were just testing a script to clear up all the dead bodies. See below for stats after we left the mission running over night: As the majority of my to-do list is complete, there will be a new version out this evening
  12. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Will do, after i've finished tinkering with the fixes :) My plan is to get Stratis running nice and smoothly and only then get you (hopefully) to convert it to run on Altis. TBH there's not much left to do, all the classnames have been sorted out and all the new vehicles and equipment are in, for example the enemy uses the full range of statics now .
  13. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Fixed in next release. Working in current version. Other things coming in next release (hopefully later today): Capture Officer fixes. - Done More missing localisation strings added. - Done Add Titan to list that enables AA class bonus placement. - Done Add Titan short to list that enables AT class bonus placement. - Done Change ambulance model from offroad to the proper model. - Done Correct support text "Quadbike" that actually spawns an offroad. - Done Add in all the civilian models so they dont always spawn in the offroad vehicle - Done Rebalance the code that initially spawns the defending vehicles, since putting in the enemy tanks etc, it mainly seems to spawn just tanks with very few of the other vehicles. - Done Script error when officer succesfully dropped off at pow camp - done. Script error in civ vehicles script - done. Misc. fixes - Done / on going. Turn off in game performance stats on global channel (cop of tky performance) [using to pinpoint the excessive spawning of entities] - to do Turn off the instant marker display for Officer and Radio Tower (was activated so it made it easier to test the scripts) - to do Activate the enemy plane patrol script and test. - activated/modifed but needs testing (not seen any planes yet) Add the missing 'east' weapons. - party done, needs finishing Stop the reinforcements script from spawning so many troops over a long period that the server starts lagging (we had it with in excess of 250 units spawned). - WIP
  14. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Hi Eggbeast, We've done quite a bit of testing over the past 2 days and the mission seems to be pretty stable on Stratis. Because of this i've now put the mission on our public server (see signature) and also a download link for anyone that wants to test it out (again see sig). There are still some scripting issues i'm working on so there will be another version at somepoint this weekend. If anyone sees script errors, odd behavior or text localisation issues post em up and i'll see if i can get them sorted this weekend. I haven't really concentrated on the class specific bonus items, mash, farp or revive scripts so there might still be some issues in those areas. Anyway, go fire up Arma 3 and have some Evo fun :) it's been LONG overdue !
  15. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Finally got some dedicated time to look at the Evo mission today. Fixed a lot of the problems that was stopping it working on the current live build and we've started testing it this evening. If it get time tomorrow night i'll post up the revised pbo. Please note this is only fixes for the 2.9 version that was set on Stratis. Also this is only a stop gap until Egg has new Evo up and running .
  16. Further to Romes post and after some testing and investigation it looks like the problem lies with the revive_sqf/newfnc/currentLoadOut.sqf script. _ammoM = _unit ammo _muzzle; Comes up with an error if you have players loaded in a vehicle at mission start using something like 'moveInCargo'. This seems to be because those players do not have a current 'selected' weapon and thus the script wont find a currentWeapon and thus wont find a currentMuzzle and then fails with a script error on the '_unit ammo _muzzle' line. A temporary fix we put in place is to replace the above line with: if (_cWeapon=="") then { _ammoM=0; } else { _ammoM = _unit ammo _muzzle; };
  17. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Have to say Suicide Squad in 2.6 in first 3 towns was far 2 easy with 4 of us . Luv the enemy mines though :)
  18. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    V2.6 error, missing ; on Lines 32+33 in scripts\sinit.sqf _handle = [] execVM "scripts\expansion\makespetz.sqf" _handle = [] execVM "scripts\expansion\makeairbase.sqf" change to _handle = [] execVM "scripts\expansion\makespetz.sqf"; _handle = [] execVM "scripts\expansion\makeairbase.sqf";
  19. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    EB, V2.5, suicide squad with advanced reinforcements Dedicated Server and Client Hosted Server Couldn't get the advanced reinforcements option to get the helicopters and patrols to spawn in the hangers at the airport, kept giving an error starting at line 366. Code changes i made so it worked were: Starting at line 363, change to: _helis = [] call _EGG_EVO_airmakebase; sleep 1; _helia = _helis select 0; _heli1a = _helis select 1; _heli2a = _helis select 2; _heli3a = _helis select 3; _airguards = [] call _EGG_EVO_airguard; sleep 1; _airguard1a = _airguards select 0; _airguard2a = _airguards select 1; _airguard3a = _airguards select 2; _airguard4a = _airguards select 3; _airguard5a = _airguards select 4; Note: was using _this (now _helis and _airguards) and wasnt capturing the script results into an array. Fired it up and had a blast last night doing the airport on Suicide Squad with advanced reinforcements. ---------- Post added at 17:49 ---------- Previous post was at 17:25 ---------- EB, Just checked our latest rpt file from running 2.5 for 24hours on a dedi box. The following error is spammed continously through the file. Not sure if you have already fixed this in your 2.6 release ? Bad conversion: array Error in expression <op}] do { sleep 1.0; _bomb = (_airradio nearObjects ["DemoCharge_Remote_Ammo",7]> Error position: <nearObjects ["DemoCharge_Remote_Ammo",7]> Error 0 elements provided, 3 expected File mpmissions\__cur_mp.Stratis\scripts\expansion\airc4only.sqf, line 8 ---------- Post added at 17:55 ---------- Previous post was at 17:49 ---------- Fix time being 1hour out, add in rest of missing hours and set default to a 5am start . Version 2.5 File: description.ext Line 470 onwards class Missiontime { //paramsArray[2] title="Time Of Day"; values[]={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; texts[]={"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00","08:00","09:00","10:00","11:00","12:00","13:00","14:00", "15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00"}; default = 5; };
  20. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Egg, we havnt stuck 2.5 on yet, just 2.4 with the fix we did earlier. But that has also triggered a/b/c in your comment. I suspect that several of the scripts that were not running are now and that's altered (made better) a lot of stuff, I can tell you its like playing a whole new game now. The accuracy has defo gone done a lot and certainly needs tweaking again, its far too easy now.
  21. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    I suspect there is some logic between the top and bottom that stops code executing on a dedi server, just looking for it now. Prob something like it waiting for a player object to become available . ---------- Post added at 16:25 ---------- Previous post was at 16:18 ---------- Right, think i've found the problem. At the bottom of your main init script you have: if (isServer and not (local player)) exitWith {}; //########################################################### //################## CLIENT ONLY SCRIPTS #################### //########################################################### But further up the script there is this: waitUntil { !isNull player }; // Wait for player to initialize On a dedi setup it will stop processing at this point as the condition will never become true. Interestingly theres some code past this point for the date ... another thing that doesnt work correctly on a dedi setup. ---------- Post added at 16:37 ---------- Previous post was at 16:25 ---------- I guess you'll either need to modify waitUntil { !isNull player }; // Wait for player to initialize To something like if (!isDedicated) then { waitUntil { !isNull player }; }; // Wait for player to initialize Or refactor the code after that line but before the Client only section and move the relevant items further up the script . As a test i applied the above change and code now executes properly on a dedi setup and the date seems to work now (though it looked to be 1hour out).
  22. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Egg, made some more progress on the R3F Logistics dedicated server problem. Remove the R3F Logistics hack on Line 22 of \R3F_ARTY_AND_LOG\R3F_LOG\init.sqf Now open up the main init.sqf file. Cut the section of code that loads the R3F script. //R3F Arty and logistics if ((helicopterhitch == 1) || (helicopterhitch == 2)) then { execVM "R3F_ARTY_AND_LOG\init.sqf"; }; and paste it just after helicopterhitch = paramsarray select 1; For some reason when that script is being exec'd at the bottom it stops working correctly on a dedi setup. Am now checking through the code to work out why it fails at its original position.
  23. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Indeed, isServer seems to work fine on a self hosted server, but when you have -server as a target parameter isServer and isDedicated do not seem to behave as you would expect. Still investigating what's going on with a mission running as -server .
  24. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Egg, your inbox is full - only just noticed and I suspect you didn't get any of my previous pm's. Quick *hack* to get the R3F vehicle towing working on a dedicated server setup that uses the -server parameter. 1. Open up \R3F_ARTY_AND_LOG\R3F_LOG\init.sqf. 2. Change line 22 from: if (isServer) then To: if (1==1) then // Was isServer - Didn't work on a dedicated server Basically the clients were sitting in an endless loop, waiting for the 'attach point' to be broadcast to them ... never happened on a dedi server. (see Line 33 in same file "waitUntil {!isNil "R3F_LOG_PUBVAR_point_attache"};" ) Note: Vehicle towing works, but this is a dirty hack and the script is not running as intended
  25. scorpiomidget

    MP COOP GITS EVOLUTION - main thread

    Was just about to post that if you move away from initial spawn it works. Cheers EB for the info .
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