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Stanhope

Spartan
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Everything posted by Stanhope

  1. Unpack the mission, open the initServer.sqf file located in the root folder of the mission, in that file find #include "\arma3_readme.txt"; Replace that line with everything you have in your readme file. (So zeusCoreStaffUIDs = []; zeusAdminUIDs = []; zeusSpartanUIDs = []; getServerPassword ={}; (potentially with some of those arrays filled and/or the server password function actually returning something.) Pack the mission again and put it on server and it should work.
  2. Could we get the ability to call in a c-130/ch-47 to capture airports for us? Flying a UH-1 60nm isn't that enjoyable Also, could we save captured airports and dynamic mission progression on mission/server restart? And finally, could we get some UH-1s on the helicopter carrier?
  3. We currently have 1 set of dynamic objectives that start of relatively easy and progressively get more difficult. Would it be an idea to add another set (or multiple other sets) of dynamic objectives that start of harder and still get progressively more difficult? The more difficult objectives would be further away for the more experienced players. Maybe at another friendly airfield that doesn't have any spawns or only spawns for slow jets (A-10, frogfoot, ...)?
  4. Join our servers and the mission file will be located in c:/users/yourUser/appdata/local/arma3/MpMissionsCache (I typed that up from memory, that path might not be 100% correct). Look around the forum a bit for how to get it fully up and running. Here's a topic that should still be up to date:
  5. Most (if not all) objectives where there's 'destroy' in the objective name can be completed by destroying the objective, the scripted action available is present for people's convenience (and to allow you to set charges without getting TK messages if people run up to the objective after ample warning). I know for sure that this is the case for the weapon shipment mission, you can just destroy the crate, no need to use the action.
  6. Is it possible to spawn them at main by default? Yes, absolutely, that's how it was originally designed. Then people asked for rewards to be spawned at side mission so the people at side mission had first dips. I warned that situations like the one you described were likely to happen, people wanted it anyways. So, in my opinion, unless there's a lot of other people who also want to revert back to rewards spawning at base, I think it best to leave it as is.
  7. We've never had the need for such a system in I&A3
  8. Assuming you're only making a map and not a player and an enemy faction as well: Copy the mission folder and paste it with the correct file name behind the . (so I&A.newMapNameHere instead of I&A.altis), go to the Main_AOs.hpp file in the defines folder, in both the bases and Main_AOs classes create sub classes following the example of the other ones with the map name used above. In the editor delete all the AO & FOB markers and create new ones, following the naming convention of that file (so AO_SomeNameHere). The name of the class should be the same as the marker name. Give them the correct display name and type. For FOBs you'll need to put more markers down and put them in the correct define, again see the examples in that file. Put the static bases first, then the FOBs and then the other AOs. Once you've done that update basemanager, baseTeleport and baseTeleportSetup in the function/base folder. And once all of that is done test every single AO you created to ensure that you didn't make a typo anywhere in any of the marker names as that will completely break the mission. Now for part 2: ensure that there are enough side mission to play, the default ones available on all maps are located in \Missions\Side, the ones that are map specific are located in "\Altis\Missions\Side" (assuming you copied from altis). Either new missions need to be created for this map or the existing altis (or vietnam) missions updated to work on all maps (including vietnam). The shared mission (located in \Missions) also need to be tested that they work correctly on this map (e.g. no out of place buildings) This part needs to be repeated for prio missions and subobjectives as well. Don't forget to check that the fortifications spawned by main_AO_spawn_specific in \functions\AI is also not spawning anything that's out of place. Oh and don't forget to update fortifyBuildingDefs in \Functions\Defines. I probably forgot to mention a few things but arma will send you an error with what I forgot. Once you've done all that send anyone in the dev team the edited files and we'll get them put into our version control system. If you want to make a player and/or enemy faction as well there "a few" other things you need to change as well.
  9. It's the same deal, you can either remove the import of the readme file and replace it by the arrays mentioned in that topic or edit the readme file to contain valid SQF. If you do not have access to the file system of the machine the mission is being hosted on you'll have to use the first solution.
  10. I assume this is the same issue as the following post?
  11. I'm going to assume that you haven't done the required configuration for zeus, see: If you did that and it still doesn't work, share your RPT
  12. I believe this was handled via discord but I'll post what was wrong here for future reference: the mod in question had updated but the server didn't get this update yet.
  13. Except for DUI (which doesn't fully work for most people on EU1 anyway) the steam collection is linked in the first post. Or do you mean a preset for the launcher?
  14. No code is currently written for that, it's certainly not impossible to write it though.
  15. So for a bit of feedback after sleeping it over. Also, before I begin, I won't name any names, just roles. Nothing of what I say here is an attack against any one particular person/ group of people. I'm fairly certain that if I or other people occupied the roles I'm talking about here the resulting gamenight wouldn't have been drastically different. Everything said here is also how I perceived them. I could certainly be wrong in how or why things happened but nevertheless this is how I experienced them. First off I want to say that I have in the past enjoyed gamenights in which I've done nothing for 2 hours. However, in those gamenights I knew that I wasn't going to be doing a whole lot or even anything when I took the slot. Yesterday I took a rifleman slot in bravo, so my expectation was to get to shoot a few csat, assault a place etc etc. Now for a rundown of events and how I think they could be improved: (for those unaware I was a rifleman in bravo and this is how I experienced the gamenight) We started with a 10 minute briefing which seems like a reasonable length to me, nothing here that needs improving. Then it took us 23 minutes before wheels up of the blackfish. This could probably be reduced to 15 or even 10 minutes. Often hard to determine what exactly takes so long though. From what I've seen if the briefing from acting command ends with something along the lines of "mount up in that vehicle once you're read to go" it tends to go a bit quicker. And than lastly before we get boots on the ground was the flight over, this took 10 minutes. This could easily be cut in half by spawning the carrier closer to the action. Then we paradrop out and regroup, combined this takes 2.5 minutes, not bad at all. After this bravo is send to their first overwatch to scout out the first objective (to my understanding). We go here together with command. Going to and sitting at OP 1 combined takes 8 minutes. After which we're send to our 2nd overwatch, where alpha is located, to commence a combined assault on the first objective (again, to my understanding). Hiking to OP 2 takes 3 minutes. From the information I had and what I could perceive bravo didn't have to go to OP 1 and would've been better of going to the same OP as alpha from the start. But I understand that this wasn't clear before moving out so I don't mind this. What could be done in the future though is instead of having both pilots fly us in in the blackfish have one of them fly the blackwasp ahead to scout out everything. They could still get in to the armed blackfish together after the paradrop had been completed. But again, having to move between OPs is something that can always happen and I don't mind that it did happen yesterday. Now once we got to OP 2 the plan to move in with alpha changed to alpha moves in and bravo "covers". I put covers between quotes because we were 500 meters away from the nearest hostile, had a pretty poor line of sight because of trees and it was a foggy night. So of the 4 of us the only person that could be considered to be within engagement range was the machine gunner in my opinion. I personally consider the furthest a rifleman with an acog can effectively engage about 400 meters. In very clear conditions when shooting down from a hill into a valley 500 could be doable, but not at night, through trees, when PID is already difficult. Again, my opinion. After alpha had captured and blown up this first objective though bravo was just told to sit where it was. In total we sat 41 minutes at this OP. This is something I cannot understand. How can a squad sit in one spot for 40 minutes? Most of which was doing absolutely nothing. In this time I finished 3 levels of mini metro, I scrolled through reddit a bit and I went AFK for a while. We once were told to move up but before we walked 200 meters we were told to turn back. During this entire ordeal I had also absolutely no idea what was going on. Because no information flowed to me the only assumption I could come to was that we were basically forgotten or simply thought to be not needed. After these 40 minutes we were told to move up to a roadblock a bit up ahead and clear it out, this was the first real contact we had, at this point in time it's been 1 hour and 43 minutes since the briefing started. I typically operate a rule of thumb that if 1 hour after briefing started I haven't got to fire my rifle yet (which I hadn't up to this point) I leave and go play something else (assuming I'm playing a regular infantry role). Yesterday I didn't as I had already played the games I typically go play so I'd have left to play mini metro/motorways which I can do while in arma so I might as well stick around. Moving up and clearing this roadblock took about 5 minutes, after this we sat at this roadblock for an additional 7 minutes. In this time I spotted a tractor, walked over to it to play with it to have something to do, only to discover that it was out of fuel and that I didn't even bring incendiary grandes to blow it up. Next we were told to move to an overwatch position for the final objective hiking over there and setting there took a combined 14 minutes before we got to our 2nd (and final) engagement: we could move up and engage some enemies. We did this for about 7 minutes, in which time we had reached the outer wall of the compound without taking a single casualty. I believe we killed about a squad worth of enemies and nobody of us even got hit as far as I could tell. This engagement ended with our SL saying on our radio that, and I quote: "Okay guys, we've had enough fun according to command so we're gonna pull back". This assault started 2 hours after briefing began and was only our 2nd engagement. Now from what I gather "diplomatic avenues" were being used. If it's known that a team hasn't done basically anything for the entire gamenight and an opportunity presents itself to give said team something to do, why not take it? Again, this is the conclusion I came to with the information I had at the time. After this it took another 20 minutes of us doing basically nothing before the op was finally over for a total of 2.5 hours of OP, in which we had about 13 minutes of action. So for things that I think can improve: Have more information flow to the regular infantry who are not on LR. Not doing anything is only made worse by not knowing what's going on. It's easier to not do anything because another team is waiting on a resupply than it is to not do anything while you have no idea what's going on. If a team was told to act as a blocking force send some stuff at them to block. I understand from debrief that this was attempted but didn't happen for multiple reasons. The only thing I want to add to that is that if there's too many teams to manage for the zeuses present it might be an idea to reduce the amount of teams (by increasing the size of individual teams) to make it more manageable. While I certainly don't deny that a lot of fun can be had in small teams, if it's too much work to manage them as a zeus, are they worth it? Reduce idle time as much as possible. As already mention, try to get people in the heli after brief as soon as possible, have infantry spawn close to the fight so insert times aren't too long, cut down on roleplay as much as possible if an OP has been going on for a long time already, etc This is already a long enough wall of text. One last thing: I won't be responding here or in any discord channel about what I said in this post. I've said what I wanted to say, arguing about it won't be beneficial in my opinion. Obviously anyone is free to respond to what I said here.
  16. I'm guessing these are modded scopes of which a 3d, 2d and pip version exists? If so you have to whitelist all of those. Prio objectives will only spawn once there's like 7 infantry connected
  17. There's a lot of different ways to do it. The current way it's implemented you'd have to change the existing missions if you wanted to run multiple sub objectives at the same time.
  18. It's certainly not impossible, you're gonna need to change \Missions\Main\SubObj.sqf and probably all sub objectives to get it to work though. Biggest problem probably is that they all use the same marker, so you're gonna have to change it that it spawns its own marker.
  19. It's impossible, without mods, to alter the inventory space of a backpack or the size an item in an inventory. And if you give me class-names for stuff to give AT specialists I'll happily put them in.
  20. I use this myself: https://mikero.bytex.digital/Downloads
  21. Stanhope

    Do you play DCS?

    I own the F-16 & F-18, prefer PvE ground attack/SEAD and play once or twice a week at most currently
  22. You could try another tool, nothing out of the ordinary was done to that version so you should be able to unpack it
  23. Which tool did you use to de-pbo the mission file?
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