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Thread: 'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability

  1. #221

    Cipher MP COOP Probems on Dedicated Server

    Wiper,
    Your v1.30 works fine for us on our dedicated server, but ever since you released versions 1.31, 1.32, and 1.33, none of the new versions work properly.

    For versions 1.31, 1.32, and 1.33, this is what happens on our dedicated server:
    - The insertion helicopter never leaves after inserting
    - All players are invulnerable to everything


    I don't play SP, so I assume these are dedicated server COOP problems.

    By the way, I would like to disable the medpack script. where is the exec for it in the init file?


    silent_op


    www.phoenixsoldiers.com

  2. #222
    Staff Sergeant Wiper's Avatar
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    Quote Originally Posted by silent_op.pxs View Post
    Wiper,
    Your v1.30 works fine for us on our dedicated server, but ever since you released versions 1.31, 1.32, and 1.33, none of the new versions work properly.

    For versions 1.31, 1.32, and 1.33, this is what happens on our dedicated server:
    - The insertion helicopter never leaves after inserting
    - All players are invulnerable to everything


    I don't play SP, so I assume these are dedicated server COOP problems.

    By the way, I would like to disable the medpack script. where is the exec for it in the init file?


    silent_op


    www.phoenixsoldiers.com
    Thanks for your report silent_op.

    Really odd though.
    Unfortunately I'm limited to emulate such an environment to run the server as background task and two Arma2 instances as clients, all on just one rig.
    Under this condition I can't reproduce both issues. Helo takes off and disappears plus all players/AI are vulnerable just like normal, in all modes :-(

    If we can find some time and you like the idea, can you just drop me a PM so we can meet online for further testing ?

    As for the MedPacks, there are several calls for the script.
    I may add a lobby only option for disabling it though, as that's most likely not desired in SP mode.
    "The simplest is always the best"
    -Thomas Jefferson

  3. #223
    Thanks for the reply Wiper. I'll try your new v1.33a on our dedicated server later after work. If it doesn't work properly, I'll PM you and try to set a time for us to meet online, on our team speak.


    From the fun we had with v1.30 on our server, it would be a shame to just let this mission fade away into the background.

    silent_op



    www.phoenixsoldiers.com

  4. #224
    Staff Sergeant Wiper's Avatar
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    Quote Originally Posted by silent_op.pxs View Post
    Thanks for the reply Wiper. I'll try your new v1.33a on our dedicated server later after work. If it doesn't work properly, I'll PM you and try to set a time for us to meet online, on our team speak.


    From the fun we had with v1.30 on our server, it would be a shame to just let this mission fade away into the background.

    silent_op

    www.phoenixsoldiers.com
    Have added the MedPack option for the lobby on this one here
    Cipher_v133b
    Please use it instead of 1.33a
    No other changements though, as I can't reproduce said issues.

  5. #225
    yeah top work. wish i had the skillz to produce such missions

  6. #226
    Thanks Wiper. I'm downloading now. I'll test it in a few minutes.


    silent_op
    Last edited by silent_op.pxs; Sep 24 2009 at 04:21.

  7. #227
    Wiper,
    I tested the MP COOP mission a bit, on our dedicated server. The helicopter insert works perfectly now, as long as all AI are enabled. With the AI all enabled, the player and the AI were no longer invulnerable to evrything on the battle field.

    The medpack option on the setup screen works as well (thank you ). I actually set the medpack to only show the option "no", from the description file. I then added the First Aid Simulation module from the editor.

    My question now is, would it be possible to set the MP COOP version to work with disableAI=1 (in the description file)? This would mean if less then 10 players started the mission, then the helicopter insert would work properly and the players would not be invulnerable. This may mess with the JIP you have. Perhaps you can set one constant place on the map for JIP players to insert. How the JIP players link up with the rest of the team is up to them and the mission leader.

    Just so you understand, any changes I make to your mission is only meant for use on the Phoenix Soldiers COOP server. All credits are as you set them, previous to my alterations.




    silent_op

  8. #228
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    Quote Originally Posted by WallyJas View Post
    Are you able to / is it plausible to:

    - Add more 'requestable support' such as a UAV overfly for enemy unit intel, a Harrier to provide CAS on an armoured target that the player lasers or a smoke artillery barrage to cover the players extraction?Wal
    @Wiper
    Very nice mission, I can see you have done a powerful amount of work to get it to the stage it is now.
    I hope you don't mind, but I incorporated the SECOPS module (support only). You can now call all standard SECOP support options [transport;CAS;Artillery(all variants);UAV;supply;etc] activated repeatedly by Radio Charlie. I appreciate tat its a bit of overkill, but I am a big fan of having the full support of the USMC in whatever mission I embark upon, and then it is up to me how sparingly I use it.

    Oh and I may have accidently replaced the truck with a LAV25 as well.

    I will post it up here, but only as long as its OK with you. Otherwise it will be for private use only.

  9. #229
    Haven't played this in mp yet but it is probably the best sp mission ever imo. Love the way it is completly different every time you play it. Would it be possibe to add some kind of air support to it? I think this would make it even better.

  10. #230
    Staff Sergeant Wiper's Avatar
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    Thanks for your replies folks.

    @All
    Feel free to edit and change stuff of the mission to your liking but please dont load it up publicly.
    Most if not all wishes and adds that peaple would like to see in Cipher are all features that I left out intentional after I have added and tested them by myself.
    Please understand my move here. Some of these features like the FirstAid or SecOp module do not seem to work flawlessly in *all* modes this mission supports (see the threads in the mission edit forum).
    Additionally they change the game play of the mission in way I intentionally wanted to avoid, really, hence Cipher wouldn't be Cipher anymore how it was meant to be.
    Again, feel free to change content to your liking but as for now, dont go public with it. Maybe I'll change my stance for that but I need to rethink some aspects of the mission first.

    @silent_op.pxs
    Thanks for nailing that "disabling AI" issue down!
    Yea there is an oversight for the disabling AI check in my last updates, I have spotted that part "while I type" and will try to fix that as best & soon as I can.
    However I'm afraid in SpecOp mode this might not be easily possible.
    In that mode the unused slots are used as "pool units" for JIP exactly in the way you suggested.
    I will dig into that once I find some time the next 1 or 2 days and maybe I can find a general way around it, hopefully for every game mode.

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