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are you using any other addons besides the ones required (CBA, ACE, Spearhaed)? Are you selecting an explicit FOB location or insertion position? is everyone on in the mission lobby prior to starting the mission or do they join later? generally you need to ensure all players for the mission are present before the mission is generated.
don't know what to tell you - the mission is specifically configured for both singleplayer (scenario menu) and multiplayer (either self-hosted or dedicated host). could be something in Spearhead maybe, but i wasn't able to reproduce the problem on my test environment.
it's a mission, not an addon/mod, and i think you mean "AI", not "IA" (unless IA is a mod you're using?)
have you tried resetting the configuration to default from the "information" tab when the top player (usually the person to first join the server, or in singleplayer, the local player host) starts DRO?
also ensure that "stamina" is enabled if you are using ACE advanced fatigue, and that "revive" is disabled if you are using ACE Medical.
the mission was designed to use CBA_A3, ACE, and the terrain/map itself (and its dependencies), so if you have any other addons loaded, this can affect or break things. try unloading addons to just the required ones and see if there is something incompatible.
mostly, sure. it doesn't hurt to ask.
sure thing. work has been quite busy lately but i'll add it to the list of upcoming ports. i also have a multiplayer support solution too (kind of) so i hope to put that in soon :)
turned out to be easier than i was initially trying. it should be working as expected now.
unable to reproduce the issue using your steps. i see no UI elements, no HUD options, nothing in the context menu either. i am using a self-hosted multiplayer scenario and also tested on a dedicated server. i am using ACE default settings and reset the DRO profile to the default too (revive disabled, stamina enabled).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3015664529
1. Load Ace, Cba, SPE
2. Start up dro, default settings no revive
3. SPE's medical support option shows up top left screen.
4. Once deployed to your FOB, shoot your teammate, and a revive HUD option appears
sure, although if the map is extremely mountainous DRO might have weird issues with finding places to spawn objectives.
i do not get that prompt. can you tell me exactly what steps you are doing to see that prompt? when i am in the team planning area, things seem normal enough, and when i press "ready", i'm correctly teamswitch'd to new units at the insertion point. from here, shooting AI does seem to kill them very quickly, however when i tested using something like a pistol, the AI takes multiple hits to down - showing it's not one-hit-kill. when i was using a debug mode, i could see that the SPE configurations for weapons, ammo, lack ACE entries so until a compatibility patch is made, weapons will behave not as expected.
separately, when interacting with the bodies i did not get any "combat revive" prompt of any kind, and it wasn't in the action menu either. the normal ACE medical system was functioning as expected.
can you share a screenshot?
from looking through the CDLC, while there is an advanced revive system, it seems to be disabled by default unless you specifically add the module for it (which i haven't). additionally there is a separate series of functions that seem to be intended for the campaign, but i don't see how they're initialized in a test mission with just the player and an AI. interestingly i haven't been able to duplicate the "shot once and dead" issue, as the AI does take damage normally and it's handled by ACE... probably what's needed are ACE config entries for the weapons/ammunition. iirc acemod team is already working on an ACE compatibility patch, so I expect that might help solve things.
in other news, the "Strongpoints" on this map lack a name, and produce a weird output, so i will exclude these nameless strongpoints to prevent that.
i'll look into it immediately.
sure
porting is fairly straight forward, so i leave non-ACE versions to others. if you would like to port DRO yourself, Lord Shade has a pretty good base to start from, as well as the originals.
I'm almost certain it is how the factions are setup.
from the blackout, it sounds like the faction setup is completing but the teamswitch isn't happening. this can point to a problem with identifying and targeting the new units - either they aren't being spawned, or they aren't in the same side (and cannot be teamswitched to). could also be an issue with locality of execution if the new units array is broken somehow, like has a dead unit in it or a null unit.
i modified several sunday and DRO functions to handle generating the correct array of initial player controlled units, the target new units, grouping them, then handling the teamswitch after faction setup is complete and identities and loadouts are generated and copied. once the ready variable is broadcast, the teamswitch is executed. the majority of this is handled by each client in an unscheduled environment instead of the older method that would sometimes fail if a client had a null variable related to the new unit they were supposed to teamswitch to. i also had to modify the faction extraction functions to close up gaps in how factions were organized differently between some CDLC (spelling changes, splitting stuff into subfactions like "winter" soldiers being their own thing which is what CUP does, et c). also i have a new function that handles some corner cases related to config oddities like using ORBAT generator or scripted loadouts (3CB).