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Ryko

I&A 4 Beta Test Feedback

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Notes from todays' test:

  • Inventory still closing randomly while in base
  • Achilles modules still disabled
  • Dragging bodies bugged, people get stuck in the animation
  • Request to add I&A 3 Admin tools to scroll wheel
  • Can you add the aiming reticule back
  • Paradrop function returned the following error488908675_DesktopScreenshot2019_01_11-21_11_48_75.thumb.png.1d45265b091ca3712b3a2f75c310c585.png
  • No FF warning in chat
  • Carrier rig(green) no flag not available in some load-outs

 

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Some of the errors I had:

Spoiler

21:03:54 error in expression <select _p) select 1);
if ( isnil {_rvg select _group} ) then
{	_rvgs = [];
_rvg>
21:03:54   error position: <select _group} ) then
21:03:54   error zero divisor

21:03:54 file mpmissions\__cur_mp.altis\dg\dg_client.sqf, line 83
21:04:28 error in expression <lse
{	((finddisplay 12) displayctrl 51) ctrlremoveeventhandler ["draw",
bft]; };>
21:04:28   error position: <ctrlremoveeventhandler ["draw",
21:04:28   error type any, expected number

21:37:01 error in expression <3191];
private _prevbutton = _display ctrlcreate ["rscbuttonmenu", 90110, _deb>
21:37:01   error position: <ctrlcreate ["rscbuttonmenu", 90110, _deb>
21:37:01   error generic error in expression

22:29:03 error in expression <20; };
if ( count allplayers == count (dg_players)-1 ) then
{	_slotsavailable =>
22:29:03   error position: <dg_players)-1 ) then
22:29:03   error undefined variable in expression: dg_players

21:02:29 scripting command 'freehostage' does not exist

 

 

And the scripts for what @Lindi mentioned:

Admin tools: https://pastebin.com/G1a5jUL9

Spartan tools: https://pastebin.com/xiQHz4m5

 

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My notes from today's test:

- Inventory closing on its own - somehow related to backpack locking or vehicle locking script, no reason why that should be happening.

- Users aren't getting a hint on zeus ping to stop endless spam of zeus pings.

- Side missions didn't spawn.

- Enemy reinforcements came in after an AO was cleared, not when enemies were reduced below 50%. The reinforcements went to the new AO. ?

- Body dragging was terribly bad (bodies weren't released)

- Gear restriction didn't remove blue smoke grenades, thus they were in some players default loadouts. Solution: don't remove these smokes, but change them to green smokes.

- Wounded players aren't showing up correctly in the world and on map view.

- Map markers are disappearing after time, for no good reason.

- Consider different medium range scopes for marksmen (with alternate reticle)

- Paradrop reward produced a script error.

- Dead bodies cleanup: it's working as intended, but the result is that bodies aren't being cleared. Next version of this code will be much more aggressive to keep dead body count low

- UAV recon missions produced a bug. Will consider making UAV have added functionality, ie., it will automatically recon areas that have the most players.

- OPFOR were reacting to player presence appropriately - but this meant that almost all enemy squads responded to the presence of even one identified player. Consider restricting the number of squads the respond to player identification.

- Purchased rewards are currently added to inventory; as a result they're not automatically saved to the player's current loadout. Solution will be to add these items to the arsenal, the player will have to equip them in the arsenal, then the loadout will be automatically saved.

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20:36:24 Trying to execute a disabled command 'createunit' (2 args)

 

20:36:30 Error in expression <rtualGroup = _x;
_updatedMembers = _rvg select _forEachIndex;
if ( count _update>
20:36:30   Error position: <select _forEachIndex;
if ( count _update>
20:36:30   Error Zero divisor
20:36:30 File mpmissions\__CUR_MP.Altis\DG\DG_client.sqf, line 96

 

20:36:31 Error in expression <select _p) select 1);

if ( isNil {_rvg select _group} ) then
{    _rvgS = [];
_rvg>
20:36:31   Error position: <select _group} ) then
{    _rvgS = [];
_rvg>
20:36:31   Error Zero divisor
20:36:31 File mpmissions\__CUR_MP.Altis\DG\DG_client.sqf, line 83

 

20:42:05 Cannot create non-ai vehicle Ares_Module_Player_Teleport,
20:42:05 Cannot create object 18:20 with type[Entity], param[Ares_Module_Player_Teleport], NMT code[91]:
20:42:05 Cannot create object 18:21 with type[AIUnit], param[unit], NMT code[113]:

 

20:42:25 Cannot create non-ai vehicle Ares_Module_Zeus_Hint,

 

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20 minutes ago, Igor said:

20:42:05 Cannot create non-ai vehicle Ares_Module_Player_Teleport,
20:42:05 Cannot create object 18:20 with type[Entity], param[Ares_Module_Player_Teleport], NMT code[91]:
20:42:05 Cannot create object 18:21 with type[AIUnit], param[unit], NMT code[113]:

Thanks for your other code notes; this is an error that's built in to Ares/Achilles, it's produced when a zeus uses Ares/Achilles to teleport.

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had alot fun on i&a4 today!

 

just 3 minor things i noticed:

1. you can't place waypoint on base (home button by deffault)
2. dragging and carrying wounded is not showing up in action menu
3. automatic pilot kick (losing 2 airframes in 30 mins) is not working
 

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Some of todays errors:

Spoiler

20:41:27 error in expression <3191];
private _prevbutton = _display ctrlcreate ["rscbuttonmenu", 90110, _deb>
20:41:27   error position: <ctrlcreate ["rscbuttonmenu", 90110, _deb>
20:41:27   error generic error in expression
  
21:05:16 error in expression <il {_target getvariable 'draggedby'} && isnil (_target getvariable "#rev_being_r>
21:05:16   error position: <isnil (_target getvariable "#rev_being_r>
21:05:16   error isnil: type bool, expected string,code

 

 

Bugs:

-The toggle guns action of the ghosthawk wasn't working

-The pylons of various airframes were doing funky stuff

-A parachute wasn't applied when using the parachute reward thingy

-On multiple occasions people couldn't get in my heli even though there were plenty of seats

-Map markers were slowly fading away at one point but fixed themselves after a while

 

Feature request:

-Make the toggle vehicle names option (green text on the left when in a vehicle) a persistent choice. 

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Version 050 will test later today.  Change log:

 

1. Fixes to paradrop (hopefully parachute will be consistently applied?)
2. Turret guns on Ghosthawk action repaired
3. Point donation fixed for donating to team and group (wasn't correctly removing points from donator)
4. FINALLY tracked down the bug for grenadiers losing uniforms and other items.
5. Zeus players moving into non-zeus roles no longer retain invulnerability.
6. Vehicle servicing script overhauled. Can no longer spam vehicle servicing action.
7. Vehicles with dynamic loadouts such as helicopters and planes now have a custom loadout dialog, and vehicle servicing will not rearm these vehicles.
8. Slight tweak to OPFOR presence in dynamic enemy count; number of enemy squads slightly reduced when based on player count.
9. Tweak to main AO generation should not allow new AO to spawn on players.
10. Turning off hints will now also disable entry/exit into AO messages.
11. Tweak to script which prevents players from landing/driving vehicles into player spawn area. There is now also a warning.
12. Mission parameter options now allow admin to set the default cost of a paradrop, and low-player behaviour: can now make paradrops free if no Vortex units are online, and if the player count is 7 or lower.

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Todays errors:

Spoiler

20:02:32 error in expression <lse
{	((finddisplay 12) displayctrl 51) ctrlremoveeventhandler ["draw",
bft]; };>
20:02:32   error position: <ctrlremoveeventhandler ["draw",
20:02:32   error type any, expected number

20:08:32 error in expression < true]; }
else
{	_backpacklockstatus = [_backpackplayer, false]; };
_backpacklo>
20:08:32   error position: <_backpackplayer, false]; };
20:08:32   error undefined variable in expression: _backpackplayer
20:08:32 file mpmissions\__cur_mp.altis\scripts\shared.sqf, line 299

20:12:08 error in expression <20; };
if ( count allplayers == count (dg_players)-1 ) then
{	_slotsavailable =>
20:12:08   error position: <dg_players)-1 ) then
20:12:08   error undefined variable in expression: dg_players
20:12:08 file mpmissions\__cur_mp.altis\initplayerlocal.sqf, line 808

 

And I get exactly 0 performance warning spam messages today.  I did get 8368 object not found messages but that's just arma. 

 

And for a feature request:  tank commanders currently don't have access to the UAV, could this be made possible?

 

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SAM side mission only spawned the radar not the launchers, is this as designed?

Donating points is working again :)

Paradrop and purchasing items all worked fine for me.

FPS seemed to be better than in previous weeks.

In a slightly unrelated note there was a request to rename Reward points to TacoBurger Bucks

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9 hours ago, MidnightRunner said:

SAM side mission only spawned the radar not the launchers, is this as designed?

The first SAM side mission was spawned with launchers.

 

Weapon and gear rewards were no longer in arsenal, after changing player rolle but in the reward menu there were still marked as bought

 

Quote

20:00:20 Trying to execute a disabled command 'createunit' (2 args)

20:02:09 Trying to execute a disabled command 'createvehicle' (1 arg)

Only at mission start

 

Quote

20:32:03 Performance warning: SimpleSerialization::Write 'params' is using type of ',TEXT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types

84 times in 1 sec

 

Quote

21:52:01 Error in expression <switch (_updateType) do {
case 1: {                
sliderSetPosition [_slider1, _sliderPos >
21:52:01   Error position: <sliderSetPosition [_slider1, _sliderPos >
21:52:01   Error Type Control, expected Number
21:52:01 File CHVD\fn_onSliderChange.sqf [CHVD_fnc_onSliderChange], line 23

 

 

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I've noticed that when i was trying to switch control of the DAGR rockets to gunner, it just didn't work (blackfoot). It were weapon slots [1] and [6].

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Thanks for the feedback, folks. 

19 hours ago, Stanhope said:

tank commanders currently don't have access to the UAV, could this be made possible?

Yep, makes sense. 

15 hours ago, MidnightRunner said:

SAM side mission only spawned the radar not the launchers, is this as designed?

When I checked in zeus, they were both there (the first time that mission spawned). Those units are super touchy about spawning, if they fall over they die and thus get removed by the cleanup script. 

 

5 hours ago, Igor said:

Weapon and gear rewards were no longer in arsenal, after changing player rolle but in the reward menu there were still marked as bought

Working as intended. If you change to a role that can't use your purchased weaponry, you still have it in case you change back to that role. 

 

5 hours ago, Igor said:

20:00:20 Trying to execute a disabled command 'createunit' (2 args)

20:02:09 Trying to execute a disabled command 'createvehicle' (1 arg)

These are both disabled commands so working as intended. No idea what your client is trying to create. Put in to make life much harder for script kiddies. Your other errors are also known commodities... And not much I can do about them. 

 

5 hours ago, Kacper said:

I've noticed that when i was trying to switch control of the DAGR rockets to gunner, it just didn't work (blackfoot). It were weapon slots [1] and [6].

Thanks. I think these commands need to be remotely executed on the server, not locally, which is how I currently have it. There is little detail on the commands dealing with pylons, it's been... interesting

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22 hours ago, Igor said:

Weapon and gear rewards were no longer in arsenal, after changing player rolle but in the reward menu there were still marked as bought

Working as intended. If you change to a role that can't use your purchased weaponry, you still have it in case you change back to that role. 

But I could buy the SPAR-17 in an other color and use it with the new role

https://paste.pics/069978a5ad3e6be66fd84dc1aba59849

https://paste.pics/7a6ca83d620e211a816da8e8d19bd631

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Hello! A few things I have noticed today:

 

Faults:

-Purchasing the Pawnee does not register to the viper unit and will not let you join that unit if the BF is dead. (not sure if bough when BF was alive or dead,not sure of what can trigger the fault if it sometimes do work) Note, It does work after the viper have respawned again.

-Rearming vehicles of all sorts AS you sit as a gunner will most of the times fail. In the Slammer UP it will never work to rearm from another vehicle IF you sit in gunnerseat.

-Targeting system, Friendly Units fades out from time to time on the map. (Spotting a friendly will make everyone visible again, for a few minutes or more; Toggeling the friendly icons from the I&4A menu will not change the fading, the only known way to fix it visually is to spot)

-Blackfoot rearmingsystem have issues with changing the type of weaponary, and will not rearm the "brrrtbrrrt" (had not enough time to check if it worked bether by jumping out during the rearm, and test wether it worked bether to rearm as pilot or gunner.)

-Reloading a magazine on the Blackfoot for the machine gun will only readd the previous amount of bullets. (Not sure if intended to have a 2nd magazine, ONLY have a 2nd magazine sometimes after a rearm)

 

Suggestions:

-Add a sell option for your newly purchased vehicles, this if you change your mind after a while, or if the battlefield changes and you are not in need of that vehicle no more. 

 

Ill be back here after each game session from now on! Ahoy!

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On 1/26/2019 at 4:50 PM, Kacper said:

Will teamkill messages return in I&A 4?

I'm actually looking into that right now - they should be broadcast on the admin chat channel, but they're not.  That's the intended behaviour (that admins should see it, that the team killer sees it)

On 1/27/2019 at 5:25 AM, Igor said:

But I could buy the SPAR-17 in an other color and use it with the new role

What you reported was that the weapon was marked as purchased, which is what I responded to. That's intended behaviour: you should see that you've purchased the item, but whether you can actually take it out of the arsenal is dependent on your selected role.

At present, the SPAR 17 is not limited to a specific role - it can be purchased and used by any role.

17 hours ago, I.Jonsson said:

-Purchasing the Pawnee does not register to the viper unit and will not let you join that unit if the BF is dead. (not sure if bough when BF was alive or dead,not sure of what can trigger the fault if it sometimes do work) Note, It does work after the viper have respawned again.

I'm still working out the kinks for vehicle purchasing, and you've just flagged a few issues that I've been struggling with. First and foremost, is the Pawnee a useful asset? I know it's fun as heck to fly, but I think as air support goes most players would prefer the Blackfoot in the air compared to the Pawnee, as the Blackfoot can arm itself with anti-tank missiles where the Pawnee is limited to rockets.

 

Next, the only squad that logically would have access to the Pawnee would be Viper.  If the pilot runs the Pawnee by himself, the co-pilot has nothing to do. Theoretically you could mount anti-tank ordnance on the Pawnee.  So I suppose you could purchase a Pawnee if you lost your Blackfoot and you have the points.  But I think most players would probably run a default Pawnee (wouldn't take the time to rearm, or know it's possible) which means the asset is not able to counter enemy armor threats.

 

The Viper squad limitation exists so long as the related asset (a spawned Blackfoot) doesn't exist. Once it respawns, a variable is reformed and the squad can be joined.

 

Something I'm considering for vehicle pilots / crews is an option to use their reward points to speed up the respawn timer (ie., spend 500 points to shave off 10 minutes from the respawn timer).

 

17 hours ago, I.Jonsson said:

-Rearming vehicles of all sorts AS you sit as a gunner will most of the times fail. In the Slammer UP it will never work to rearm from another vehicle IF you sit in gunnerseat.

If you're rearming from another vehicle, that's vanilla arma and I have no control over that.

17 hours ago, I.Jonsson said:

-Blackfoot rearmingsystem have issues with changing the type of weaponary, and will not rearm the "brrrtbrrrt" (had not enough time to check if it worked bether by jumping out during the rearm, and test wether it worked bether to rearm as pilot or gunner.)

Yeah, I just realized that - the pylon rearming system won't rearm non-pylon stations like the gun or countermeasures.

17 hours ago, I.Jonsson said:

-Reloading a magazine on the Blackfoot for the machine gun will only readd the previous amount of bullets. (Not sure if intended to have a 2nd magazine, ONLY have a 2nd magazine sometimes after a rearm)

The intended behaviour is to return the machine gun to 100% ammo. The Blackfoot and Wipeout don't carry extra magazines for their machine gun.

 

17 hours ago, I.Jonsson said:

-Targeting system, Friendly Units fades out from time to time on the map. (Spotting a friendly will make everyone visible again, for a few minutes or more; Toggeling the friendly icons from the I&4A menu will not change the fading, the only known way to fix it visually is to spot)

Known bug. I hadn't heard about the fix to use the spotting mechanic on a friendly; I might just integrate that on a 30-minute cycle to refresh the icons.

17 hours ago, I.Jonsson said:

-Add a sell option for your newly purchased vehicles, this if you change your mind after a while, or if the battlefield changes and you are not in need of that vehicle no more. 

I'll have a think about this one.

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12 hours ago, Ryko said:

First and foremost, is the Pawnee a useful asset? I know it's fun as heck to fly, but I think as air support goes most players would prefer the Blackfoot in the air compared to the Pawnee, as the Blackfoot can arm itself with anti-tank missiles where the Pawnee is limited to rockets.

A very good point, agreed indeed. Just wanted to highlight the issue I had with it.

 

12 hours ago, Ryko said:

Yeah, I just realized that - the pylon rearming system won't rearm non-pylon stations like the gun or countermeasures.

The vanillasystem works for every vehicle, both air and ground; this only if you do not sit in the gunner seat for some reason. On the air service pad, in order to rearm cannon and countermeassure the 'vehicle service' works just fine, even in gunner seat.

 

I also have messed around alittle bit with the pylon reamring system and found the following:

-Through the rearm on Air Service Pad; If you change a weapontype without Removing the weapon you currently have on, it will add a double on the same spot. This can be done multiple times and therefore, in theory, can add unlimited supply of ammo. 

-On the Wipeout, You can add the x3 Macer rockets on the 4 most middle racks, but they will not work, this is most likely because they are not intended to be there in the first place.

 

What I can see from the rearm system is that whatever change you do, it will add or remove the weapon emidiatly. Is there a possebility to make it that you first choose your setup, and after that you have a "Rearm cycle" for some time. This way you might be able to get the duplicates away, and in that cycle you add the end of the service cycle, to add the cannon and countermeassures. (?)

I have no clue how the system is coded or how it works, but it was just a though I had.

 

12 hours ago, Ryko said:

Known bug. I hadn't heard about the fix to use the spotting mechanic on a friendly; I might just integrate that on a 30-minute cycle to refresh the icons.

In my experience it tends to fade out faster than 30 minutes. I would recomend a 10minute cycle.

Whenever your icons are gone, even a friendly can spot another friendly in order for you to get your icons back. This ofcourse if you are within range to spot him yourself. 

 

 

Ahoy!

 

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IA4 29012019 feedback:

1. Features

1.1. Implementation: Of First Aid Station instead of green watchtower in main terminal base. Watchtower is useless to us. I don't even watch it :)
1.2. Implementation: Everybody can take c4 block but they need to be purchased. Let's say 1000-2000 RPs. Sometimes we don't have engineer on server. Satchels are restricted to engineers.
1.3. Implementation: Pilots can take MK6 bags. If pilot is out of tasks he can deliver ammo to mortar. Same goes for other deployables. Does FSG team have option to take other deployables? Mortar guy can always go back at base to replenish, but it's time consuming and players don't like to do that.

1.4. Implementation: at least two Tigrises on every AO which spawns. Or even SAM sites. You can't enforce "CAS is called on request" if there's no admin. Players are too "Itchylittletriggerfinger". This makes Armor, and AT roles useless since Wipeout does what its name say. Or other solution is make Wipeout and Blackfoot service time more.

1.5 Implementation: Side Mission : Intervene in guerilla camp. Obviously wreck them apart but they also have BTR which is guerilla camo. Only cosmetics.

1.6. Restriction: Pilots can't drive ATVs, prowlers and hunters. They do mess around base and leaving them on runways. In process they do not respawn. Let pilots stretch legs a bit.

 

 

2. Bugs

2.1. Wreckages sometimes aren't cleaning up. We had blown BF on runway and it stayed there.
2.2. Side missions bugs out after couple of them. Check RPT I've sent you, I could've not found it. This is the most crucial part of IA4 that needs fixing. We had similar problem on EU#3 also. Side mission just stops spawning.

2.3. UAV of side mission is movable object. Players catapulted it with Panther to nearby town resulting in temporary side mission distortion. Players reported they couldn't find "Retrieve intel" option in scrollbar. Make UAV non movable object.

2.4. Arsenal boxes to non-movable objects. Players flip them with vehicles.

2.5. RPT: unable to get pylon icon'heli_attack_01' MFD for 'PylonRack_12Rnd_missiles. In PM I've explained to you the process of pylons. It works when: Pilot and Co-pilot exit BF. Pilot does all the adjustments to pylons. Co-pilot doesn't touch BF while on service area. I've had dozens of successful repairs, re-configurations, and "brrrttt" fully restocked following this procedure. Players tend to bug out BF when both pilot and co-pilot touch it at same time. How would it be to use only programming system or pylon system and not both? Maybe they bug out BF also. I need to test it more. I have no knowledge of Wipeout since I don't touch that thing.

2.6. When you are rich and buy new Blackfoot with RPs, you can't Re-program it or use pylon system. Also explained.
2.7. Adjust "passing-barrier" on helipads zone. Sometimes we stuck trying to pass. Especially pilots.

2.8. AI is weird and won't engage. Can you adjust awareness of AI in AO? When they spot you, then they storm you. Otherwise, they are chill AI.

2.9. After couple of deaths, mod "re-stock" magazines stops working. Re-log helps. Sorry I haven't saved logs for this.

 

 

- AI enemy Jets are awesome and they do their job to the letter.

- Paratroopers are also nice touch.

- Mortars are awesome, So you've managed to implement nightmare from EU#3. grrr :)

I've asked you before if you could leave IA4 current version on EU#2 so we can test it whenever we can. EU#2 is always empty atm.

Personally I've enjoyed IA4 since it reminded me of teamwork we had on EU#3.

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12 hours ago, I.Jonsson said:

Through the rearm on Air Service Pad; If you change a weapontype without Removing the weapon you currently have on, it will add a double on the same spot. This can be done multiple times and therefore, in theory, can add unlimited supply of ammo. 

I will do some error checking

12 hours ago, I.Jonsson said:

-On the Wipeout, You can add the x3 Macer rockets on the 4 most middle racks, but they will not work, this is most likely because they are not intended to be there in the first place.

The weapons available to put on the racks are straight from Bohemia's config files, so they're there because Bohemia has allowed it.  It worked for me in local testing, but could be messed up in a networked setting:

Untitled-2.jpg

 

12 hours ago, I.Jonsson said:

Is there a possebility to make it that you first choose your setup, and after that you have a "Rearm cycle" for some time. This way you might be able to get the duplicates away, and in that cycle you add the end of the service cycle, to add the cannon and countermeassures.

Could do. I'll have a look. Was kind of a proof of concept at this stage anyway

 

29 minutes ago, Plant1ing said:

Implementation: Of First Aid Station instead of green watchtower in main terminal base. Watchtower is useless to us. I don't even watch it

Yup, love it

29 minutes ago, Plant1ing said:

Everybody can take c4 block but they need to be purchased. Let's say 1000-2000 RPs. Sometimes we don't have engineer on server. Satchels are restricted to engineers.

This won't solve your problem. Usually the problem is that people get to the objective, clear it of enemies and then realize that no one is an engineer to blow up the thing. Plus if you don't have the points before you go to the mission, you won't be able to purchase the explosive.

Solution is to use the ammo drop misc reward, which drops an ammo box, in which is included 3 demo charges. Of course, only a team leader / squad leader can buy the ammo drop reward...

32 minutes ago, Plant1ing said:

Pilots can take MK6 bags. If pilot is out of tasks he can deliver ammo to mortar

Not super fond of this because players will abuse it and become a mortar team when they should be running trans. However I can see a situation to accomplish your goal, being able to deliver ammo to mortar, by letting the pilot spawn a miscellaneous crate that will offer X number of mortar reloads through an action.

33 minutes ago, Plant1ing said:

at least two Tigrises on every AO which spawns.

Balance is the current priority. Right now there are at least two 4-man anti-air squads in each AO. I'm not anxious to add mandatory Tigris to each AO because those vehicles will also shred players. I would like to find other solutions to address your real issue, which is that AT players and CAS players wreck an AO by themselves. If those players are not there and you balance around them, then the mission becomes extremely difficult for regular squads.

35 minutes ago, Plant1ing said:

Pilots can't drive ATVs, prowlers and hunters. They do mess around base and leaving them on runways. In process they do not respawn.

I can already hear the complaining. Right now unattended quad bikes which are more than 100m away from a player or player spawn are automatically removed and put into the respawn queue. If it's not a pilot leaving a vehicle on the runway, it'll be another player trolling, so I don't want to start plotting exceptions that will just be unpacked in another form.

36 minutes ago, Plant1ing said:

Wreckages sometimes aren't cleaning up. We had blown BF on runway and it stayed there.

There is a "despawn vehicle" action on every vehicle, just walk up to it. The current criteria are:

- vehicle is not moving

- vehicle is not able to move (so: destroyed, no rotors, no fuel, no wheels, red damage to engine, that sort of thing)

- vehicle has no crew in it

- vehicle is within 1000m of player spawn area

38 minutes ago, Plant1ing said:

Side mission just stops spawning.

There's a delay between side mission spawns, but to error check that I need to know what mission was completed (or not completed) previously. I'll check the rpt.

39 minutes ago, Plant1ing said:

UAV of side mission is movable object. Players catapulted it with Panther to nearby town resulting in temporary side mission distortion. Players reported they couldn't find "Retrieve intel" option in scrollbar. Make UAV non movable object.

I'll have a look, but good notes.

42 minutes ago, Plant1ing said:

Arsenal boxes to non-movable objects. Players flip them with vehicles.

Good call, removed simulation, should fix it

43 minutes ago, Plant1ing said:

I've explained to you the process of pylons.

Sounds like a locality thing. I think the solution is to lock it to the pilot only being able to adjust weaponry, and make it so the vehicle has to be uncrewed to service at all.

44 minutes ago, Plant1ing said:

When you are rich and buy new Blackfoot

Yeah, the servicing and squad systems don't take into account those vehicles, and they should.  Will look

45 minutes ago, Plant1ing said:

Adjust "passing-barrier" on helipads zone. Sometimes we stuck trying to pass. Especially pilots.

I need some specifics here. Screenshots would help

45 minutes ago, Plant1ing said:

AI is weird and won't engage. Can you adjust awareness of AI in AO? When they spot you, then they storm you. Otherwise, they are chill AI.

There's a lot of logic at play here. In version 049, every squad in the AO that wasn't garrisoned would create an attack waypoint to engage a single, spotted infantryman, which doesn't make sense and leaves the AO vulnerable (theoretically, a single soldier could have lured away 75% of the OPFOR presence because they were the only available target). So now the enemy is proportionally responsive to spotted units: the closest squad will engage, and all vehicles are free to engage whichever targets are communicated by enemies.

 

There are some other custom bits and pieces: if you shoot them, they'll leave garrisoned buildings, for example.

47 minutes ago, Plant1ing said:

After couple of deaths, mod "re-stock" magazines stops working.

I can't promise to support mods to the mission. On the plus side, you don't lose your RP when re-logging... and eventually you'll keep your custom reward purchases, too.

 

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3 hours ago, Ryko said:
4 hours ago, Plant1ing said:

Adjust "passing-barrier" on helipads zone. Sometimes we stuck trying to pass. Especially pilots. 

I need some specifics here. Screenshots would help 

https://imgur.com/a/qRF6nzB

I've included names of objects.

+added ending of walls where they're missing.

If it's possible that atv can pass through that obstacle, then maybe we could put also invisible wall with right parameters? This obstacle isn't visually obstructive.

3 hours ago, Ryko said:
4 hours ago, Plant1ing said:

Implementation: Of First Aid Station instead of green watchtower in main terminal base. Watchtower is useless to us. I don't even watch it

Yup, love it

https://imgur.com/a/54vIeSW

 

I'll send you composition on request.Placed them in separate layer. If need be can change the color of tent etc. All objects can't be damaged and simulation is removed from all but stretches. IIRC you can then lay down on them. So for healing purposes, when you lay down, miracle ensues: You are healed.

3 hours ago, Ryko said:
4 hours ago, Plant1ing said:

at least two Tigrises on every AO which spawns.

Balance is the current priority. Right now there are at least two 4-man anti-air squads in each AO. I'm not anxious to add mandatory Tigris to each AO because those vehicles will also shred players. I would like to find other solutions to address your real issue, which is that AT players and CAS players wreck an AO by themselves. If those players are not there and you balance around them, then the mission becomes extremely difficult for regular squads.

Yeah you are right about Tigrises being meat grinders, maybe if you can implement more than two AA teams? They behave funny since they need whole time in world to lock on. Either that or sub-objective SAM sites. But this is not a priority.

 

Feature:

1.7 Modification: Change mission file so rain is none. Sometimes it is nice when it's raining but we always bug zeus to remove it. It drastically kills performance. Fog is none. overcast idk. Let's just hope it won't rain :)

Bug:

2.10 When hunter on spawns go into ground. You can't move it or anything. In addition to my PM explanation. https://imgur.com/a/lgLxGjB

 

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3 hours ago, Plant1ing said:

If it's possible that atv can pass through that obstacle

Invisible objects cause issues for players who can't figure it out. I'd much rather just slide the offending concrete barrier a tick over to the right to make it easier for players to pass.

3 hours ago, Plant1ing said:

I'll send you composition on request.

Ah... well that's well more detail than I had in mind, again, with performance in mind. The entire medical structure gives a heal action if the player is damaged. I'll add a few bits and bobs but don't expect it to be super detailed. :)

3 hours ago, Plant1ing said:

more than two AA teams

I think it's about right - not enough to destroy a whole bunch of friendly air, but enough to provide a disincentive to constantly fly over the AO.  I'm relying on ambient to spawn anti-air assets for players who loiter too long over the AO, if it continues to affect gameplay balance I'll increase the anti-air intensity.

 

My long-term goal is to create a scenario where the difficulty scales upward as the mission progresses, ie., the OPFOR become a tougher challenge as more of the island is captured.  Right now it is essentially linear.

3 hours ago, Plant1ing said:

Change mission file so rain is none

Right now this is a mission parameter, and the default is Random weather with a cap on rain to a light drizzle. Fog is capped at 0 (there should never be fog). I may change the rain cap to none as you're right, it's consistently bitched about.

3 hours ago, Plant1ing said:

When hunter on spawns go into ground

I haven't seen that consistently, and it looks like a syncing issue. Not much I can do about it in the mission, and if it happened I would suggest that zeus can delete it and respawn it with the admin tools.

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