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Posted: Thu Dec 25, 2014 11:20 pm     Super secret spam barrier
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MCC has to be on the cards, but it's a bit of a monster to trouble shoot, so things need to be 100% stable - and currently we need the next patch of ArmA to fix the PhysX crashes before that happens.

I did spend some time trying to convert Patrol Op's to a different map just before Christmas, but it's a rats nest and I ran out of time before heading off into the country. I'm currently writing this in dung on a leaf with a stick, hoping the wind will blow it across the fields to civilisation where someone might post it on the forums for me. Patrol Ops, for those that don't know is dynamic mission generation, more along the lines of what you're asking for. We ran it for quite a while before you new guys joined, no way that you'd know that though. We're currently still fully testing out Alive (HC, IED's etc) hence the less focused insurgency style games.


Posted: Fri Dec 26, 2014 1:18 pm     Super secret spam barrier
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@sam I have been on most nights Zeusing stuff in, mainly to make compounds have enemy's in. Im happy to make up scenarios and have done in the past on Namalsk rescuing hostages etc. it's slowly taking its toll now though as I know what to expect when entering ao's and what not.


Posted: Fri Dec 26, 2014 9:52 pm     Super secret spam barrier
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xiShogun wrote:
Unloading base supplies from helicopters makes them explode


hmm, that's odd we loaded a load of supplies in the chinook and unloaded them fine ?


Posted: Sun Dec 28, 2014 1:07 pm     Super secret spam barrier
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Comments and suggestions are welcome for the current mission running on the public and I will look to improve Ursus in the future. Please be aware though, when we switch to new maps, we try to keep the mission cut down as much as possible (AAF vanilla units, minimum scripts etc...) to run a stress test on the map first to make sure it is producing no major errors or mass CTD's. Later versions of the mission (it is currently v2) will have different opponents and hopefully more of them. As for Insurgency mission, I know this is something Goodson is keen to do, but unfortunately it appears it is currently only set up to run on Altis and Stratis.


Posted: Mon Dec 29, 2014 11:13 am     Super secret spam barrier
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I think Evrik is working on such a script - but do you have another example we could use ?


Posted: Mon Dec 29, 2014 1:25 pm     Super secret spam barrier
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That is exactly what I am trying to grapple with at the moment. I have scripts for spawning simple objectives (kill officer, destroy vehicle / cache etc..). I've successfully converted these to run with other factions, spawning in the correct units to patrol around the objective. What I am now wanting to do is alter the script to spawn in the small number of guarding units with an occupy building script in their init field, meaning that they would populate the buildings around the objective, with ALIVE on the public server dealing with everything else in the area. This would allow for some CQB.

In addition, the current script for spawning the objectives currently selects a safe location in a radius around a set of x,y,z coordinates that you place into the script. I've had to change this as the default is for Altis, which is huge. I have had to alter this to fit Reshmaan (as this is my test template). This now works. However, it does mean that some objectives spawn in the middle of nowhere (empty fields, hillsides etc...). What I am going to look at now is getting the script to spawn in / near towns and villages on the map in a radius around the coordinates I give it (say 5000 meters around the centre of the map, adjusted according for whatever map we are running). I believe there is a way of doing so by using a command such as nearestLocations and then specifying the location type.

I do need to do some work on it as it is VERY early days.

"Never turn down an ale, who knows if it may be your last."


Posted: Mon Dec 29, 2014 2:10 pm     Super secret spam barrier
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Worst case if you need an intelligent spawn script you can't go wrong with UpsMon or one of it's derivatives. Simply call the code in the init of the unit/'group you have spawned and they will patrol, ambush, lay mines, or simply garrison.

It's the most impressive script based Ai I've ever seen that can be tailored specifically around your "special" spawned in objectives units.

UPSMON


Posted: Mon Dec 29, 2014 2:16 pm     Super secret spam barrier
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That would also work. I get the impression adding that into the init field of the spawned units is the easy part. It is trying to get the mission to randomly spawn in decent areas that is the tricky part. The first checks I've done had them spawning in the middle of nowhere. A Shilka was just in a field with a few guards patrolling. Likewise, the HVT was halfway up a hillside. I need to get the generator to identify villages / towns / cities and spawn there. Then the guards (1 or 2 squads), get the script to populate the buildings. ALIVE would handle the other AI in the surrounding area (infantry patrols, vehicles, checkpoints etc...). It would give us a nice mix of objective, patrols and CQB.


Posted: Mon Dec 29, 2014 2:24 pm     Super secret spam barrier
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Pero's idea of pre-configured markers would be easy to impliment.... Similar to the current Alive and IED markers. Nice one PERO !

However it's not that dynamic and could take a while to setup each time.

What about asking our friend Shay how he manages it with..........MCC


Posted: Mon Dec 29, 2014 2:27 pm     Super secret spam barrier
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Mission Ideas and Discussion might be a better place than here - create a thread.


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