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steam workshop subscribed missions are stored in pbo format in \Steam\userdata\<your_user_id>\ugc\referenced
find the workshop subscription ID for the mission you want or search through the folders for it. the pbo is already in an exportable format that can be copied directly to a server's mpmissions folder.
this is somewhat of a hold over from when steam workshop was first integrated with arma 3 and isn't the permanent location for the mission files, but at the moment of download, this is where it is stored.
as for fixing locations, yes, i do this for some of the DRO WW2 maps that lack location data. it's just a bit tedious is all.
And thanks for trying with Farabad.
If it still lacks location data, can it be mitigated in any way?
DB offers 2 GB's for free.
Right now to get these missions on our Dedicated Server I have to:
1 - start a lan server
2 - start every single mission I want to download
3 - go to the "saved" directory and find the correct folder
4 - copy and properly rename the "mission.pbo" inside
5 - copy that mission.pbo to the dedicated server's MPmission folder
That times say 30 missions times every update... rather time consuming.
Pls tell me if there's a simplier way.
as for zipping and uploading to google drive, it would be annoying to manage another repo more than the current ones (steam, archive folder, published folder, and indev folder) given they would probably need to be updated in sync with the steam versions, or if versioning is enabled i would need to include better versioning metadata or have enough online storage for several GB worth of data.
Farabad is a part of Global Ops Terrain Pack, it also has Isla Pera and Fjord.
Oh, and merry xmas Chaz and thank you for your work so far.
here you go: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3236325600
it's possible to port it like any other DRO mission, however some maps require additional work. i some time after lunch today, so i'll add Yulakia in a couple hours.
the RPT is a report file generated if logging is enabled that shows what the game is doing and is a helpful tool to figure out problems.
https://community.bistudio.com/wiki/Crash_Files
can you also link me to the RPT for that mission?
i think i would need to see a couple screenshots of that and the RPT for that mission so i can examine it. that sounds really weird unless you're trying to fight another BLUFOR faction, in which case team switch happens after the map markers are generated, so that's an oversight on my part.
usually the "cannot move" issue is caused by conflicting settings between ACE3 and the ones selected during the mission. if ACE3 Advanced Medical is being used, then Revive must be disabled, and if ACE Fatigue is being used, then Stamina must be enabled.
can you try unsubscribing and then re-subscribing to the mission? i just tried on a laptop with the latest version and i really can't duplicate the problem. also in my dedicated test server (in case you're not local hosting but going to remote host) also works as expected. i would be curious if the issue follows you to different profiles or something or if you have an old version of the mission or something.
typically this issue is a failure to find a valid class in the array that is populated during faction extraction. for example if a class has no equipment or a weird name. it shouldn't happen ever with vanilla factions or with factions that have a vanilla compliant configuration - so some units from ORBAT or 3CB or whatever can break if they use a script or some other function to randomize gear or equip the units.
the RPT specifes that a variable in a script is null and so the function exits as invalid, so the fallback is to spawn a CSAT unit instead.
while i still haven't been able to duplicate the issue (using your addons, although with normal ace rather than the "no medical" one you use) the advanced factions seem to work as expected.
i did find a couple issues to fix that aren't related, and because the default CSAT unit is kinda meh, i'll add some code to replace it with some bandits/looters instead so it's at least somewhat relevant.
does the issue appear when you use the normal ACE addon?
the additional factions menu option tries to evaluate the gear of that faction and add it to the available pool of gear (including uniforms) of the player or enemy side. if that unit or gear is coded strangely or a mod is interfering with that process, then the fall-back is the default unit of that side (NATO, AAF, CSAT). another way it can happen is if the unit for whatever reason has a weird classname or description that it can't parse (pilot, officer, et c) so spawning that particular unit can create a default CSAT unit as well.
i cannot duplicate this issue in my test environment even with RHS or 3CB factions.
with only CBA and ACE loaded, and testing on Tanoa, the additional factions also work as intended (i picked AAF and FIA as enemies, player as CTRG, civs were Tanoans).
are you able to share with me your RPT for a mission that had that behavior? like pastebin or something.
that can sometimes happen if the faction uses a script or some other weird thing to randomly determine loadouts, especially if it's inconsistent. what factions did you use? does it happen using just vanilla factions?
And detecting the worldName and from there determinating the location class array seems like it could be a solution for compatibility with more modded maps.
But it should need to create a location class array for each map + add each individual worldName to the detection script.
yeah probably. menuFunctions is simply to toggle on/off an AO location selection with the opened map dialog. so adding StrongpointArea will be done here for the next update assuming my texting goes well. i will also add StrongpointArea for the initAO script. generate AO i will add StrongpointArea to the primary location array, and then leave out the other types. it boils down to testing.
maybe a solution is just detecting the map name and determining the valid locations based on worldName...
the problem is that primary AO locations cannot contain certain location types, or else it will bug out on some maps that do not properly define the Strategic or StrongpointArea locations especially where the location has no name and will not spawn anything at that location and too few elements are returned. FlatArea, et c has this issue for places in Chernarus and Beketov for defining fields but these are good spots for a bunker or AA position.
the compromise is to allow these locations for extended AO, which has no return requirement for all elements, but not having them in the primary AO, which must always return all elements or the mission will fail to generate.
1st (line 356)
["NameLocal", "NameVillage", "NameCity", "NameCityCapital", "Airport", "Strategic", "StrongpointArea"]
2nd (line 436)
["NameLocal", "NameVillage", "NameCity", "NameCityCapital", "Airport", "Strategic", "StrongpointArea"]
1st (line 24)
["NameLocal","NameVillage","NameCity","NameCityCapital","Airport","Strategic"]
2nd (line 55)
["NameLocal", "NameVillage", "NameCity", "NameCityCapital", "Airport", "Strategic", "StrongpointArea", "FlatArea", "FlatAreaCity", "FlatAreaCitySmall"]
only 1 (line 3)
["NameLocal","NameVillage","NameCity","NameCityCapital","Airport","Strategic"]
Basically each of them has a different array of classes that can be accepted, and this makes it impossible to select certain locations on the menu (but these "un-selectable" locations can even end up being randomly selected as the random "Additional extended AO")
i've modified the Extended AO option to provide up to five additional AO locations on mission generation and you can select a random number of objectives or up to five guaranteed objectives. these are additive, so it's possible to "roll high" and get something like 1+5+5 and each objective has a small chance to spawn intel, reinforcements, or secondary objectives (extract, destroy, et c). this is probably enough for 8 players without being super crazy. additionally i've increased the search area so the AO is a bit more spread out.
i'll push out this update in the next day.
yeah that's true. i'll toy around with it and put something together, certainly.
But also the Extended AO should help a bit, since the enemy forces would be spread over a larger area. (Not to mention that it gives more chances of each of the "Extended AOs" having objectives)
it's certainly possible, however the spawning scripts and reinforcement functions could easily get very overwhelming with less than 8 playrs. i'll experiment with some ideas though, probably a linear conversion for reinforcements based on the number of connected human players.
I think a decent maximum number of objectives would be around 6 or 8 objectives, specially when using the "Extended AO" option.
But IDK if this change would be easy to make, like in the "AO Types" suggestion.
it was one of reasons i opted to maintain the BIS Arsenal for the Team Planning Menu, as the BIS_fnc_arsenal_cam is being used to pause the arsenal script for the lobby, and cursory attempts at rewriting this for an eventhandler or creating a temporary object gave some pretty weird results. at some point i'll probably revisit it, but i lack the time to go through it right now due to holidays.
sounds like a good idea for the additional AO types. i'll implement that in the next version.
as for the menu button, the limitation there is the camera control being used to determine when planning and lobby actions are completed for all players as well as breaking proceeding to the mission itself. many things would need to change to implement that and keeping it as it is also has some flexibility for players that prefer the BIS arsenal when hosted in multiplayer.
(This would be useful for messing around with AI unit loadouts with the ACE Arsenal)
"Airport","Strategic","StrongpointArea"
That should make military bases selectable for AO. Also the "Airport" type of location would make sure that airports are possible to be selected (specially in Tanoa)