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Patrol Operations 2


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#1 roy86

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Posted 02 November 2011 - 11:29 AM

http://img259.images...atrolheader.png (264 kB)

Hi Everyone,

Inspired by Takistan Force, Patrol Ops is a 32 Player dynamic, random mission series that is great for both Mass Public Play and Clan Tactical Gaming.

Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately.

To play Patrol Ops all you need is: ARMA 2 Vanilla Combined Operations
The same mission pbo also supports ACE and ACRE and will adapt the gameplay and equipment to match the servers settings.

Player Class types denote access to specific gear and vehicles to strengthen the realism.
A focus on co-operative team based gameplay is the principle of Patrol Ops

On behalf of the Online Combat Battalion Australia, we hope you enjoy this mission style and please visit us at http://www.ocb.net.au

Patrol Ops Project files:DEV-Heaven Files
Armaholic mirror:Patrol Operations 2
OCB Forum:OCB Patrol Ops

Features are outlined below:
Mission Types
Spoiler

Mission Features
Spoiler

Server Startup Options
Spoiler

Special Thanks:
- BIS for Arma Series
- BON_Inf for alot of Code, Support and Inspiration from Taksitan Force
- XENO for Code and Inspiration from Domination 2
- Kochleffel for Vehicle And Squad Team Hud
- Code34 for Advanced Hint System and adaption of Vehicle/squad Hud
- [OCB]Kev for his knowledge and code examples
- Shuko for Task System and Position
- R3F for Respawn GUI and Logistics Code
- Ei8ght and Mike-USA for Sampled Base Layouts
- ArmA 2 Community for support and solutions

Note to mission makers:
Patrol Ops is designed to be as easy as possible to modify and port to different maps and mods.
I'll be posting up instructions and all our variants of Patrol Ops in the Dev-Heaven Project Space

Edited by roy86, 01 July 2013 - 01:12 AM.
Updated Title and Release Details


#2 vengeance1

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Posted 02 November 2011 - 12:16 PM

WOW this sounds great can't wait to load it up!

Thanks:)

Edit: I see you have I44 in the config area, can it be converted or is that future?

Edited by vengeance1, 03 November 2011 - 01:00 AM.


#3 roy86

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Posted 03 November 2011 - 04:19 AM

I see you have I44 in the config area, can it be converted or is that future?


;) thats the plan.

Mods that are supported so far are AAW, I44, Duala and more to come. I'll post up those versions once i've worked out the base layouts properly.

I'll have instructions for modders and mission makers to convert Patrol Ops to include their own mods and maps as they wish.

#4 code34

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Posted 03 November 2011 - 01:02 PM

Nice work but (..)

As some parts of WIT (war in takistan) were used and refactored, i appreciated that you ask me before publish the mission, if you can use the code (like other developpers did) ;) or at least mention it into your credits.

Edited by code34, 03 November 2011 - 07:24 PM.


#5 roy86

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Posted 03 November 2011 - 07:30 PM

I apologise code34. I have used your advanced hint code and parts of your adaption of kochleffels team hud in the original version of patrol ops which was private use and written a long time ago. I had forgot about its usage in the sequel. i have complete respect for the ArmA community and all the support and assistance it has for mission makers. I'll update all credits to include your name as a reference.

Edited by roy86, 03 November 2011 - 07:49 PM.


#6 code34

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Posted 03 November 2011 - 07:50 PM

Thanks :yay:

I hope i can also borrow some piece of your code because i like the code that do it well in the simplest and clearest way :D

#7 roy86

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Posted 03 November 2011 - 08:00 PM

Your more than welcome to mate. This mission was made with the help of the community so it belongs to the community.

I tried to right it as functions so others could adapt it in their missions. I'm writing some notes for developers on all the files to explain their usage and how to modify. I hope to have these done soon.

Edited by roy86, 03 November 2011 - 09:43 PM.


#8 Mono

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Posted 03 November 2011 - 08:51 PM

Quick question as I play on LAN with one other player. How can I recruit AI in the game, is there a building or menu? Also by turning off the class/rank system does that mean I can recruit from the start?

Thanks, mission looks great. Sink some hours into this w/e!

#9 roy86

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Posted 03 November 2011 - 09:46 PM

Quick question as I play on LAN with one other player. How can I recruit AI in the game, is there a building or menu? Also by turning off the class/rank system does that mean I can recruit from the start?


There is a barracks at base that has the option to recruit units to your squad. It is marked on the map as a black rectangle with an "X" through it.

This is BONs recruit units code he shared with the community. Squad limits are set at 10 (players + AI). I plan to make this limit a variable at a later date.

Edited by roy86, 03 November 2011 - 09:52 PM.
limit add


#10 vengeance1

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Posted 03 November 2011 - 10:55 PM

roy86 you may have already run into this but I ran into this error with Recruit, I changed it and now seems to work fine.

//[_unit] execVM (mps_path+"recruit\recruit_unit_init.sqf");
[_unit] execVM (mps_path+"mps_func_recruit_unit_init.sqf");

#11 roy86

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Posted 03 November 2011 - 11:55 PM

Thanks for the heads up. Got a fix in place and will update the pbos tonight.

#12 Yokhanan

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Posted 04 November 2011 - 01:40 AM

Sweet, I love stuff like this. I just need to find the right people to play with--haha. Keep up the great work. :D
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#13 Diesel Tech JC

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Posted 04 November 2011 - 06:50 AM

Great work...seems just what would be good for a small server..really like the options for missions and being able to have them random..a great mix..thanks for the hard work and the release!


JC

#14 roy86

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Posted 04 November 2011 - 09:00 AM

Thanks for the feedback guys, much appreciated.

Included are updated credits in game, a couple of code fixes and updated the comments in the sqf files as well so you know where they were sourced and to explain some stuff for mission makers.

PATROL OPS UPDATED TO 2.01
http://dev-heaven.ne...atrol-ops/files

Also a 2 new missions including AAW Units and Vehicles
Chernarus and Takistan


Hope you enjoy,

#15 Noricum

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Posted 04 November 2011 - 07:33 PM

just tried it with ace/acre.

- the default radio isn't working for acre and ingame radio commands.
- backbag (and its content) isn't saved on respawn.
- mission capture Sadat Noori is an error in the taskdescription, says "somewhere in Location NameVillage"
couldn't test it further due to server problems :butbut:

Edited by Noricum, 05 November 2011 - 12:24 AM.

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#16 CptDavo

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Posted 04 November 2011 - 10:11 PM

hmm we played it yesterday with acre, no problems.
[OCB]Online Combat Battalion | CptDavo - Battalion Liaison Officer [BHQ]
Missions: Patrol Operations 2 & Patrol Operations 3
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#17 vengeance1

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Posted 04 November 2011 - 11:01 PM

Roy86,

Not sure if you ran across this but in v2.01 you added this comment before the If statement for Recruit, I remove it and it now works fine.

// Target not pick up if ({_cursTarget isKindOf _x} count ["Base_WarfareBBarracks"] > 0) then { _recruit_units = _cursTarget addaction ["<t color=""#FFc600"">Recruit Unit</t>",(mps_path+"action\mps_recruit_dialog.sqf"),[],-1,true,true,"",""]; };


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#18 roy86

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Posted 04 November 2011 - 11:34 PM

just tried it with ace/acre.

- the default radio isn't working for acre and ingame radio commands.
- backbag (and its content) isn't saved on respawn.

couldn't test it further due to server problems :butbut:


Try any other radio other than the one ACRE equips you with at start. found in a number of other missions that the default doesn't work. Not sure if its ACRE or mission code.

ACRE is an awesome addition, at OCB we run with the 148 UHF with the 117 for long range comms.

Roy86,

Not sure if you ran across this but in v2.01 you added this comment before the If statement for Recruit, I remove it and it now works fine.

// Target not pick up if ({_cursTarget isKindOf _x} count ["Base_WarfareBBarracks"] > 0) then { _recruit_units = _cursTarget addaction ["<t color=""#FFc600"">Recruit Unit</t>",(mps_path+"action\mps_recruit_dialog.sqf"),[],-1,true,true,"",""]; };


Vengeance


Hey, added the // as i added the action directly to the barracks but taking it off will just give you the same action so either way is fine.

#19 Noricum

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Posted 05 November 2011 - 12:27 AM

just updated my post above, just to let you know.

Btw nice job, we played (and i changed some things) your Quom version.
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#20 vengeance1

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Posted 05 November 2011 - 02:07 AM

Ok Roy86 just figured that out thanks, was looking for the Yellow "Recruit" like before.

Thanks

Hey I found this error when I tried to Pack Tower

[nil, _tower, "per", rADDACTION, "Pack Tower", (mps_path+"moveable\action\mps_tower_pack.sqf"), [], 1, true, true, "", ""] call RE;

Not sure if "moveable" should be there as I don't see that directory.

Edited by vengeance1, 05 November 2011 - 02:37 AM.