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v1.30
====
See change notes at the top for details!
can be done about this. i had suggested as you mentioned maybe
the last unit we could ping, so i'll let you know what he says when he
replies and or what we figure out. Thanks for the feedback once again!
https://ibb.co/mFKSPHR
If spectator mode would list enemy units it would be extremely easy to check it.
And I told exactly about it. Nothing more.
as its his code. So theres something missing or what, but no its
definitely not intentional otherwise theres no point on setting up the code
and triggers for mission complete.
Also taking into consideration there is spectator mode my previous proposition is pointless.
Now I only mention there is a problem (if it is a problem, maybe this is intentional) with invisible enemies on the spectator list.
complete it, i never do, its just an option, but i've had the only
issue not finding the last guy before.
Just after the beginning I've made a respawn and gone to spectator. Situation was I described - just like in previous mission when last AI left.
is not registering, or the task for garrison isn't completing. Idk what the
issue is or how to fix it.
In this mode to the left there is a list. I see only units of my side. List of any other side is empty.
Eg. when I am BLEFOR I see bluefor list with my units but OPFOR is empty.
Enemy units are not indicated in any way in area of operation.
at. If there is an issue where their not showing up then i'll ask my friend
Rydygier about it as he helped code aspects of the mission.
Why?
It is often situation than AI is spawned behind the doors that cover it when are opened, or behind some corner "at the end of the word". I also met situation AI just gone somwhere (twice in one mission - it wasn't a patrol). Searching AI at the end of the mission just to kill last soldier is
tiring, annoying and not necessary. Also may break good impression after the mission with reminiscence of this pointless effort.
Hi Gunter.
I don't know if you still support this mission with new features but I have some proposition.
Recently I've cleaned up again arena. Almost. Once again I had a problem with finding last soldier.
It is not a big deal, I just gave up. But I started to wonder if it wouldn't be good to add some "ping soldier" command to player's menu when garrison is smaller than - lets say - 3 soldiers.
I imagine it works like this:
a) if garrison is less than X soldiers (2, 3, 5, other) command "ping soldier" (or named in any other way) is visible in player's menu;
b) player can choose it and he receives direction and distance to nearest AI;
c) distance to AI cannot be more accurate than X meters (5, 10, other) - if it is smaller there is message like "some AI is in the vicinity";
d) player can't use "ping soldier" often than X seconds (30, 60, other).
Why do you want to open it in the editor?
In the description at the top is a link to all the versions of this scenario
there is one on VR for this too there.
Also for performance read the article i put together on the discussions tab here
i explain what you can do to improve performance.
my framerate is bad on this one
v1.29
====
See change notes tab at the top for details!
which is easy to do but as far as them getting on ramps,, crossing planks, ect,. they wont follow you. Only way they would follow you is if you were going up stairs, in houses if the enemy ai can do it then ai that you command can do it, so its pretty limited why i didn't bother.
Friendly ai and ai under your command are easy targets targets for the enemy ai, most of
that of course depends on your abillty to command them.
I will consider the idea and test it out, i already use a script for commanding ai in most of my missions so its not hard to implement, but it would need to be tested. There are other things i need to update and things i want to do in the mission so future updates will be coming, but thanks for the idea!
Sound mods are part of my A3WarMod but i'll link the mods in my mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2129532219
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=782846058
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=686515642
v1.28
====
See official release thread post seen here for the changelog and video
https://forums.bohemia.net/forums/topic/223874-desert-ops-run-tactical-arena-v128/?do=findComment&comment=3462967
my name at the top where it says "Gunter Severloh's Workshop"
and see what i have there.
As for feedback on the mission, either or is fine, although the BI forum's
thread would be better because its not limited like the steam comments are
and what you type doesn't get all contorted by the limited space.
To be honest, BI forum has better tools of conversation.
Sorry but I have some initial observations :)
ai spawn and then patrol the arena. Each one of those buildings has a trigger
the trigger name is tied to the faction script.
One of the functions is to exclude those buildings as a garrison for the AI which
i also had setup in v1.24 and prior for the player start buildings, as initially when
i set those buildings up sometimes the enemy ai to be garrisoned would show up in one of the
buildings, so a code was setup to exclude those.
Well in the recent update of removing the player buildings, i had to remove the code
for the player buildings for the garrison script exclusion well seems,
i accidentally also removed the names of those buildings for the enemy ai to be excluded.
I may either just readd the names, or remove the buildings altogether and find another
way to have the enemy ai patrol the arena from where they start.
What I understand you garrison each unit from group in the random building from the building pool. I saw in EDEN each building has limited number of spawn places.
Porbably when there are enough AI units at some moment script starts to hit already occupied places and therefore part of AI are somehow solved by game engine (if there is even inch of a space in vicinity AI is placed), but part of them land in pits.
Solution could be creation of pool not using buildings but spawn points of all buildings (and not reset this pool for each group).
But theese are only my suspictions.
https://hoborg.pl/pub/spawn.mp4
After the kill, garrison counter decreases.
There are no patrols in this mission (they are set to manual spawn). I triple checked it.
I don't remember exact number, but there was a situation when I killed about 5 of AI in one such pit.
that will kill any player that enters, its not meant for players.
Those 2 arent garrisoned because i have a code i use that only allows everything within
the walls of the arena to only be garrisoned, and not the player spawn points or the
buildings where the AI spawn at.
Those 2 you are seeing are most likely didn't follow the squad when
the moved to patrol.
That building, like the other 3 are where the enemy AI spawn at, its not meant for
players to go into as the AI wont be in them.
There is a trigger that the covers the entrance of the wall to the opening
of the building itself that will kill the player instantly if they enter it.
Same will happen to the AI if they enter the player start area.
Just ignore those buildings, their for enemy patrol spawn points.
I dont know of any other way to spawn a patrolling enemy AI squad in where
the player wont see them spawn in, and they wont get stuck somewhere.
https://hoborg.pl/pub/spawn.jpg
Those two guys are garrisoned. Generally I had nothing against their presence there but when I try to go there for checking this room behing the corners I am killed instantly by script.
v1.27
====
See change notes tab at the top for details!
their windows cant be broken, this was my original intent to have all buildings
destructible otherwise it breaks immersion if the windows dont break.
Also i found 3 buildings without silhouette's as you pointed out, you said a garage, but
both the garages weren't showing and another building next to one of them, all fixed in
v1.27
Update pending!
2) Shoot the ammo boxes and or ignore them, i never play to finish the mission so i dont shoot them i focus on training on my tactics. i could make all the buildings indestructible and that would fix the issue.
3) I'll take a look.
1) In recent version of mission I met almost 10 garrisoned soldiers in this pits where patrols are spawned. This is quiet suprising. Before 1.24 I never met there anybody. I noticed this stuff in 1.24 but I tought it was accidental thing. But no. Now I am quiet sure it is usual thing.
2) Also this small building with ammo crate to destroy is vurnerable to damage and is destroyed with crate. This is cosmetic thing, but with all those ladders and walls levitating around debris it looks quiet ugly.
3) Probably there is a lack of one silhouett of garage next to office building. This is also minor thing.
=======
- no changes to the mission, description page here has new v1.26 zip files.
All missions updated!
Cheers!
v1.26 (version remains)
====
See change notes tab at the top for details!
the armored helmets.
I always play against either FIA, Sindikat, or factions from other mods.
Other maps i'll start working on them friday and should have them all updated on saturday
sometime.
I suppose their clothes are most heavily armoured ones in the game.
But maybe this is wrong idea...
3) white dot was placed to make the building shadows show on the map
as per your code as it requires a marker on the map titled "buildingsinarea"
5) what units are heavily armored? i didn't touch anything other then the
2 parameters, and the new player spawn points.
2) Recoil and sway make this mission much more interesting and even challenging.
3) There is some white dot in the middle of the map.
4) There is weird bug on standard server (I didn't check if also on dedicated but probably yes):
when I will interrupt a mission, close the server and I will back to the mission (continue instead of restart) kill counter is missing from the top. This is probably caused because initialization stuff that displays it is placed in init.sqf instead of initPlayer.sqf
5) Proposition (yes, another one:) ):
Currently enemy units are heavily armoured. This cause they can recieve even two headshots. I don't complain - I am OK with this.
But maybe it would be good as an option to add lightly armoured ones (but not "naked").
6) All texts on map are OK.
v1.26
====
See change notes tab at the top for details!
==========
=Notes=
- Only Altis was updated for now, the others will be done when i have more time
all the other maps are still v1.24.
- Link for pbo files remains the same and was not updated, its still old version.
Subscribe for the latest version 1.26 play through MP lan.
==========
Czarny & sidekick7569 let me know how it plays.
Lasly i prefer the buildings as they were but if its going to cause issues then its not worth
the headache, mission works regardless.
All for today, im out of time, and time for bed. Cheers!
When you will be ready, just update it. I suppose nobody blame you about anything.
Take your time, there is no rush.
Cheers!
done on my car this past morning which took most of my time.