Feature #28545

Highhead Patrol Ops 2 module

Added by wolffy.au about 3 years ago. Updated about 3 years ago.

Status:Closed Start date:02/09/2012
Priority:Normal Due date:
Assignee:highhead % Done:

100%

Category:-
Target version:Multi-Session Operations - MSO v4.2
Component: Reproduced by another DH user:No
Close Reason: I am using some Mods:No
Affected Version:

Description

hey Blit!

I just tryed it out and made patrol ops 2.02 an MSO module. Didnt test much but runs quite well - maybe you can use it, since its all in one enemy\modules\roy_patrolops\ folder. Have a look here:
http://www.mediafire.com/?6gcq31faktc9b9c

patrol_ops_202_co_usa_n_mso_module_009_takistan.rar (3 MB) wolffy.au, 02/09/2012 08:20

History

Updated by highhead about 3 years ago

an updated version worked out as a pure mso module is here, ticket an be closed i think, just needs to be merged in
http://www.mediafire.com/?4h52yxi0wl90gnt

Updated by highhead about 3 years ago

Confirmed to release thx to roy86!

Updated by highhead about 3 years ago

  • Status changed from New to Resolved
  • Assignee set to wolffy.au

Updated by highhead about 3 years ago

  • % Done changed from 0 to 90

Updated by highhead about 3 years ago

highhead wrote:

highhead wrote:

actual one:
http://www.mediafire.com/?4h52yxi0wl90gnt

-- Added on/off switch and turned WICT and PO2 to default off to not overdose MSO (player shall choose which module he wants to have)!
-- Update: Fixed missing file error in RPT and added "Abort mission"-functionality

Updated by Tupolov about 3 years ago

Guys,

Is there anything that needs to be added to a stock MSO sqm? If so, can we script it so that we don't have to update each and every sqm?

Just testing PO2 and i've no way of getting tasks allocated to me? I'm using the stock MSO Zarg mission from MSO 4.1 with the latest 4.2RC code.

Tup

Updated by Tupolov about 3 years ago

Also noticed some overlap between PO2 and MSO:

- Auto Detect ACE to add ACE weapons to weapons box (we had this in dev)
- Auto Detect ACRE to add radios to weapons box
- Mission adjustable Start Time
- Depolyable Mobile HQ
- Players can respawn at Base on Death
- Players can respawn at Deployed MHQ on Death
- Players can move to Deployed MHQ on JIP
- Players can field repair vehicles
- Players keep gear after respawn
- Players get notified of a new task
- Loadable Ammoboxes
- Ace weapon boxes
- Alternate Wounding System to ACE
- First Aid for all players
- Ability to apply First Aid to Self between certain thresholds
- Ambient IEDs
- AI recruitment
- Liftchoppers can lift vehicles
- Vehicles can be repaired and rearmed
- Added extra Logistics for Static Weapons, Defences and ammoboxes

Are we removing any redundancy here?

Updated by Tupolov about 3 years ago

Would suggest scripting the HQ object in the PO2 init.sqf

// If no HQ then create one
if (isNil "HQ") then {
private ["_radiomarkers"];
_radiomarkers = ["ammo","ammo_1"]; {
private ["_pos","_newpos"];
if !(str (markerPos _x) == "[0,0,0]") then {
_pos = markerPos _x;
_newpos = [_pos, 0, 20, 2, 0, 0, 0] call BIS_fnc_findSafePos;
HQ = "M1130_HQ_unfolded_Base_EP1" createVehicle _newpos;
diag_log format ["Creating Patrol Ops MHQ at %1", _newpos];
};
} foreach _radiomarkers;
};
if(isNil "HQ") then {
//make Check-in Action on MHQ available for all players and add action locally (for JIP);
HQ = nearestobject [getmarkerpos format["respawn_%1", playerSide],"M1130_HQ_unfolded_Base_EP1"];
};

Updated by wolffy.au about 3 years ago

Tupolov wrote:

Guys,

Is there anything that needs to be added to a stock MSO sqm? If so, can we script it so that we don't have to update each and every sqm?

Just testing PO2 and i've no way of getting tasks allocated to me? I'm using the stock MSO Zarg mission from MSO 4.1 with the latest 4.2RC code.

Tup

For the Zargabad mission, I've named the Recruitment Barracks 'HQ', and they get an action automatically added to them.

Updated by wolffy.au about 3 years ago

  • Project changed from Multi-Session Operations to MSO Enemy Generation

Updated by Tupolov about 3 years ago

  • Target version set to MSO v4.3

Updated by Tupolov about 3 years ago

Ok this is what i've removed

- Auto Detect ACE to add ACE weapons to weapons box (we had this in dev)
- Auto Detect ACRE to add radios to weapons box
- Mission adjustable Start Time
- Depolyable Mobile HQ
- Players can respawn at Base on Death
- Players can respawn at Deployed MHQ on Death
- Players can move to Deployed MHQ on JIP
- Players can field repair vehicles
- Players keep gear after respawn
- Players get notified of a new task
- Loadable Ammoboxes
- Ace weapon boxes
- Alternate Wounding System to ACE
- First Aid for all players
- Ability to apply First Aid to Self between certain thresholds
- Ambient IEDs
- AI recruitment
- Liftchoppers can lift vehicles
- Vehicles can be repaired and rearmed
- Added extra Logistics for Static Weapons, Defences and ammoboxes

Updated by Tupolov about 3 years ago

  • Assignee changed from wolffy.au to highhead

Updated by highhead about 3 years ago

- Auto Detect ACE to add ACE weapons to weapons box (we had this in dev)
--> scheduled for 4.3 to not affect 4.2 release to much (needs testing) https://dev-heaven.net/issues/29001

- Players get notified of a new task
--> after talking to TUP we think it would be best to integrate CRB_convoys within PO2 tasks together with this ticket https://dev-heaven.net/issues/28887. Also the notification of new convoy-tasks would then be done by PO2.
--> MSO would use 1 single generic tasksystem (PO2) instead of 2 now (CRB_convoys + PO2 tasks).

Updated by highhead about 3 years ago

  • Status changed from Resolved to Closed
  • Target version changed from MSO v4.3 to MSO v4.2
  • % Done changed from 90 to 100

Updated by Tupolov about 3 years ago

  • Status changed from Closed to In progress

Hq not working when spawned on dedi

Updated by Tupolov about 3 years ago

  • % Done changed from 100 to 90

Updated by Tupolov about 3 years ago

Spawning HQ on dedi works now.

Ability to check-in for operations fails to deliver new op in certain circumstances (try aborting 2 operations in a row)

Updated by highhead about 3 years ago

i have aborted 10 times in a row while testing but i know that he abort-function is not working in one or two tasks.

Updated by highhead about 3 years ago

think i found it:
In the tasktype "SAD_Cache" the mps_getrandomelemt.sqf fails within the while loop and then blows up .rpt within seconds (dunno why exactly there is a zero-divisor error) and aborting didnt work. Other types are working as far as i tested.

edit:
i think i found a workaround or the mps_getrandomelemt.sqf error was only a "temporary" issue.
So with my fix for mission-abortion and with changing code in "SAD_Cache" to this it is also working with this task (tested on taksitan, will check zargabad now):

_location = (mps_loc_towns call mps_getRandomElement);

while {_location == mps_loc_last} do {
sleep 0.1;
_location = (mps_loc_towns call mps_getRandomElement);
};

Updated by highhead about 3 years ago

  • Status changed from In progress to Resolved

Updated by highhead about 3 years ago

  • % Done changed from 90 to 100

Updated by highhead about 3 years ago

  • Status changed from Resolved to Closed

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