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[MP] Rescue Dawn [CSAR]

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rescue_dawn_3.jpg

 

 

RESCUE DAWN [CSAR]
by Quiksilver

v0.9.1 (2/04/2016)

Armaholic Download - v0.9.1

Steam Workshop - v0.9.1

__________________________________________________________________________

 

 

DESCRIPTION:

 

Take On a series of time-critical Combat Search and Rescue missions.

 

4-12 COOP

 

BRIEFING:

 

The war drags on, and casualties on both sides are mounting as the fanatical foreign-backed insurgency becomes more resilient. Your medical detachment is tasked to provide Combat Search and Rescue support for NATO and National Armed Forces.

 

FEATURES:

 

Features will be posted with v1.0.0. Until then, be the first to explore and discover them by attempting missions!

 

INSTRUCTIONS:

 

In-game, read the Map Diary tabs for more information, such as how to take on and complete missions, what the custom key bindings are, and how to use the features.

 

SUPPORTED TERRAINS:

 

Altis

Want a terrain supported? Request it here!

 

REQUIRED ADDONS:

 

None at this time.

Want your favorite mod(s) or addon(s) supported? Request it here!

 

PERMISSIONS:


This work is released under Creative Commons Attribution Non-Commercial No-Derivs license.

Copyright © 2015 

 

More information

 

SUGGESTIONS / FEEBACK / BUG REPORTS:

Post your suggestions, feedback and bug reports here, or get in touch with me by PM.

 

DEVELOPMENT NEWS:

 

26/11/2015 - Lots of real life got in the way the past few weeks. Back in business! Finishing off some Headless Client support stuff, and some playability enhancements.

26/10/2015 - Update coming. I have been delayed for uni exams, apologies. I'm re-designing the mission completion conditions, which is why the delay. At the moment (0.9.0) it is too fiddly at the end.

18/10/2015 - Development resumes! Only 2-3 things left to finish for 0.9.5. Pushing for release on 21st Oct.

12/10/2015 - Due to further IRL commitments (uni exams), looks like 0.9.5 launch window pushed back to Oct 19-21. A few nice features have been designed for 0.9.5 though.

10/10/2015 - Weather permitting, version 0.9.5 to launch around the weekend of Oct 17/18.

7/10/2015 - No coding this week, have IRL commitments to attend to.

 

CHANGE LOG:

 

0.9.1

[TWEAKED] BIS Revive initialization

[TWEAKED] Whitelisted BIS functions for remote execution.

0.9.0

[TWEAKED] Caved in to international political pressure. The mob has spoken. Rotor Lib Simulation now optional.
[TWEAKED] Unloading incapacitated units from vehicles sometimes did not return them to correct animation state.
[TWEAKED] Mission alert sound now louder and more audible around base.
[TWEAKED] Corrected more typos in mission briefings.
[TWEAKED] Mission task briefings, to provide more information on the current mission.
[TWEAKED] Default rifle in the ammo crate now has a HAMR optic. (Completing missions can unlock Virtual Arsenal support).
[TWEAKED] Field Hospital doors locked in the open position to mitigate congestion.
[TWEAKED] Restored intro Establishing Shot SITREP text.
[TWEAKED] Alternate spawn position for helicopters (Altis) when Rotor Lib Simulation is not forced by default.
[TWEAKED] Tightened radius for ambient civilian spawning near the base.
[TWEAKED] Role selection screen no longer defaults to Curator role when client connects.
[TWEAKED] Added more localization for our non-english-speaking counterparts. (Ongoing process)
[TWEAKED] Streamlined mission notifications.
[TWEAKED] Remote Sensors disabled on both Clients and Server by default (subject to change).
[FIXED] Soldier Tracker (Map Icons) was showing enemy weapon emplacements.
[ADDED] Randomization of icons during Establishing Shot.
[ADDED] Parameter to select weapon system of UH-80 Ghosthawk.
[ADDED] Extra magazine of ammunition for UH-80 when using .50 caliber weapons system.
[ADDED] Parameter to toggle Remote Sensors (AI related) for both Server and Clients.
[ADDED] Show HUD options to description.ext.
[ADDED] More Third-Party Credits to forum thread.
[ADDED] Helicopter Service Bay now replenishes First Aid Kit supply of Helicopters.
[ADDED] Action for players to manually respawn respawnable vehicles.
[ADDED] Zeus whitelisting explanation to FAQ at top of forum thread.

0.8.5

- [FIXED] Reward Unlocking system.

- [FIXED] View Distance settings not holding for infantry.

- [TWEAKED] Difficulty settings revised to accommodate people new to the mission.

- [TWEAKED] Some typos in mission tasks and briefings tweaked.

 

KNOWN ISSUES:

0.9.0

- BIS revive error

- Scenario auto-completes when used with CBA + TFAR.

- Interacted units are still interactable by other players. Fix scheduled for 0.9.5 release.

- Potential server-side script error related to Ambient Radio Chatter module, when session exceeds 2hr duration.

- Mobile Respawn (Unlockable) is also a humanitarian vehicle which does not allow weapons on board. Result is MHQ respawn with no weapons.

- UH-80s still grumble when told to use .50 caliber MG

- Carry and drag interactions are good enough for 1.0.0 but will require another pass.

 

FREQUENTLY ASKED QUESTIONS:

 

- Work in progress

____________

Q: How do I use the role whitelisting feature?

 

A: To use the role whitelisting, you have to..

  • Unpack the PBO.
  • Open the file "data\common\data.hpp"
  • Input the correct player UIDs as shown near the top of the file.
  • Replace the dummy UIDs with your whitelist.
  • Ensure no comma at end of last UID entry.

QS_RD_Zeus_UID_whitelist_1[] = {                // Whitelist for Zeus access

     "765515515555555",      // dummy UID
     "765515515555555",      // dummy UID
     "765515515555555"      // dummy UID
};
QS_RD_Commander_UID_whitelist_1[] = {     // Whitelist for Commander access
     "765515515555555",      // dummy UID
     "765515515555555",      // dummy UID
     "765515515555555"      // dummy UID
};
_____________
 
Q: How do we complete missions?
 
A: All missions have a standardized way to complete.
  • Take wounded military personnel inside the main medical HQ at spawn, marked in blue on your map.
  • Take wounded civilians to the staff at the Civilian Hospital, marked in purple on your map.

_____________

 

DEVELOPMENT TRAJECTORY:

 

Going forward, things on the to-do list:

- A few more primary missions

- Activating the built in secondary-missions system. Currently de-activated until content has been created.

- Localization and stringtable translation.

- Some BattlEye filters.

- Fleshing out a few key mechanics

- Consideration of Addon support.

 

THIRD PARTY CREDIT:

 

Dasweetdude - (Vehicle skins / Graphics)

- BroBeans - (Vehicle skins / Graphics)

 

Helmet Cam Live Feed inspired by:

- Procedural Texturing

- Killzone_Kid - (http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/)

- Tajin - (http://www.armaholic.com/page.php?id=19614)

 

- Jiří Wainar - Task Enhancements

- Nelson Duarte - Dynamic Groups

- Thomas Ryan - Revive

 

Reviewed these scenarios prior to and during development:

Inside Combat Rescue by Romagnolo

Combat Search and Rescue by Mad

Pilot Civilian Air Rescue on Missions by RobJ

 

DONATE:


Donations are not expected at all, but appreciated.  :)
btn_donate_LG.gif

 

FURTHER DOWNLOADS:

 

Modded variants, supporting files, etc will be posted here.

 

Recommended server profile settings. (Dropbox) (Regular Difficulty recommended)

 

FURTHER READING:

 

Hi soldiers!

 

The above is a small project worked on in my spare time over the past few weeks. Took a break from a larger project and decided to work on and publish something short and sweet. :)  It's currently in open beta. There are a handful of official missions in rotation, plus, off-the-record, there are rumors of a hidden, secret mission somewhere, though this has been dismissed by the author as conspiracy theory.

 

All missions have a time-critical component. Most of your mission objectives are people in dire need of medical attention, who can't wait for you to put your make-up on and gossip with your boyfriends. Either you move your arse, or you fail missions. Mission results and basic statistics are saved to the server and presented to the player after each attempt. One of the missions already has over 300 attempts on a busy (50 player) public server (released in July), with only 17% success rate. If your teamwork sucks, you'll find the missions hard. If your teamwork is solid, some of the missions will be a fun challenge.

 

Things at the base may seem rather spartan to begin with, but rest assured, as you complete your missions, the Armed Forces Committee will appropriate you more assets and tools as you go along.

 

I anticipate people will ask for mod support (ACE 3 and RHS, etc). I'm not against the idea, but would maintain both modded and vanilla versions. Also anticipate a request or two for porting to other terrains. That was already considered during development and I will do this upon user request.

 

The code base is A3 1.52 compatible and is sufficiently optimized to ensure a smooth (FPS) ride.

 

Future development includes a content pack (more missions), an extra layer of missions (side tasks), user-requested features, terrain support, mod support, bug-fixes, so on and so forth.

 

Next update (0.9.0) will be a 'maintenance' update to tweak difficulty and default settings, and squash any bugs which are found, and enhance playability of existing content. The following update (0.9.5) from there will be a content update with a couple more missions, a number of side tasks, etc. Following on from that content update, there will be another stability/maintenance/optimization update which represents the 1.0.0 release and brings Rescue Dawn [CSAR] out of beta.

 

Hope you enjoy  :)

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Looks great, a no-respawn version would be appreciated!

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Updated to 0.9.0

 

Change Log

 

[TWEAKED] Caved in to international political pressure. The mob has spoken. Rotor Lib Simulation now optional.
[TWEAKED] Unloading incapacitated units from vehicles sometimes did not return them to correct animation state.
[TWEAKED] Mission alert sound now louder and more audible around base.
[TWEAKED] Corrected more typos in mission briefings.
[TWEAKED] Mission task briefings, to provide more information on the current mission.
[TWEAKED] Default rifle in the ammo crate now has a HAMR optic. (Completing missions can unlock Virtual Arsenal support).
[TWEAKED] Field Hospital doors locked in the open position to mitigate congestion.
[TWEAKED] Restored intro Establishing Shot SITREP text.
[TWEAKED] Alternate spawn position for helicopters (Altis) when Rotor Lib Simulation is not forced by default.
[TWEAKED] Tightened radius for ambient civilian spawning near the base.
[TWEAKED] Role selection screen no longer defaults to Curator role when client connects.
[TWEAKED] Added more localization for our non-english-speaking counterparts. (Ongoing process)
[TWEAKED] Streamlined mission notifications.
[TWEAKED] Remote Sensors disabled on both Clients and Server by default (subject to change).
[FIXED] Soldier Tracker (Map Icons) was showing enemy weapon emplacements.
[ADDED] Randomization of icons during Establishing Shot.
[ADDED] Parameter to select weapon system of UH-80 Ghosthawk.
[ADDED] Extra magazine of ammunition for UH-80 when using .50 caliber weapons system.
[ADDED] Parameter to toggle Remote Sensors (AI related) for both Server and Clients.
[ADDED] Show HUD options to description.ext.
[ADDED] More Third-Party Credits to forum thread.
[ADDED] Helicopter Service Bay now replenishes First Aid Kit supply of Helicopters.
[ADDED] Action for players to manually respawn respawnable vehicles.
[ADDED] Zeus whitelisting explanation to FAQ at top of forum thread.
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Help me please!

What you write for revive system and group menu? :)

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Help me please!

What you write for revive system and group menu? :)

Revive System and Group Menu are both BIS original FYI. 

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Yo Quik,

 

This mission instantly completes when hosted on a dedicated environment.  Any ideas why this is the case?

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autocompletes in dedi? it is designed to auto complete in SP or if the wrong terrain is used, but not in dedi+altis

 

which terrain are you using?

 

in the currently downloadable version (0.9), there are two checks which can cause the mission to terminate:

if (!(worldName in (getArray (_QS_missionConfigFile >> 'QS_RD_terrains')))) exitWith {         // 0.9 = altis only
     diag_log format ['***** World: %1 not currently supported, sorry! *****',worldName];
     ['Lost'] call (missionNamespace getVariable 'BIS_fnc_endMissionServer');
};
if ((!isMultiplayer) && (isSteamMission)) exitWith {                                                         // wont work in non-multiplayer environment if dl'ed from steam
     ['Lost'] call (missionNamespace getVariable 'BIS_fnc_endMissionServer');
     diag_log 'Not supported for Singleplayer, sorry!'
};

I might try to carve out some time over the next few weeks to get v1.0 up to scratch. It's been on the back burner for some time now.

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All I did was grab the Workshop variant, place the pbo into the dedi and launch.

Players joined running only TFAR and CBA.

Mission completesas soon as it is launched.

Might be something to do with CBA?

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Same here, mission immediately ends.

 

This is the only entry I find in my dedi test rpt. Perhaps this helps you pinpoint the error(s).

 0:58:29 Error in expression <!isNil 'BIS_revive_target') then {
if (!isNull (missionNamespace getVariable 'BI>
 0:58:29   Error position: <isNull (missionNamespace getVariable 'BI>
 0:58:29   Error isnull: Type String, expected Object,Group,Script,Config entry,Display (dialog),Control,Network Object,Task,Location
 0:58:29 File mpmissions\__CUR_MP.altis\functions\client\core\fn_clientCore.sqf, line 1434

Mods: CBA3, TFAR

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Same here, mission immediately ends.

 

This is the only entry I find in my dedi test rpt. Perhaps this helps you pinpoint the error(s).

 0:58:29 Error in expression <!isNil 'BIS_revive_target') then {
if (!isNull (missionNamespace getVariable 'BI>
 0:58:29   Error position: <isNull (missionNamespace getVariable 'BI>
 0:58:29   Error isnull: Type String, expected Object,Group,Script,Config entry,Display (dialog),Control,Network Object,Task,Location
 0:58:29 File mpmissions\__CUR_MP.altis\functions\client\core\fn_clientCore.sqf, line 1434

Mods: CBA3, TFAR

 

thanks will look into it today. looks like a BI update to the revive system may have conflicted and caused an issue.

 

that bit of code was used to prevent non-medics from reviving if that mission parameter is used.

 

edit:

 

committing some time to smoothing out issues in this version (0.9.0), will release a hotfix (0.9.1) within a few hours.

 

Committing to releasing 0.9.5 within two weeks.

 

Also, the mission name will be changing from 'Rescue Dawn' to 'Combat Rescue' for 1.0.0

 

 

Regarding the autocomplete,

 

One thing to try is please ensure in your server.cfg it is set as persistent battlefield:

 

persistent = 1;   //server.cfg

 

Also please let me know which terrain you are trying to load it on. At the moment it is only valid on Altis terrain, but there are plans for a bunch of other terrains (takistan, tanoa, etc)

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Updated to 0.9.1 (hotfix)

 

[TWEAKED] BIS Revive initialization and sanity check to prevent the above error

[TWEAKED] Whitelisted some BIS functions for remote execution

 

Regarding the auto-completion, try running without mods (cba/tfar). If it works without those, I'll look into adding support for those mods.

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Hellow, thanks for great mission. Is it possible to make it ace and RHS compatible ?

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Hellow, thanks for great mission. Is it possible to make it ace and RHS compatible ?

 

Yep will look into it.

 

Been too busy with RL stuff past few weeks to do anything with arma, but I haven't forgotten about this scenario :)

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Hi guys,

 

I don't have time to continue working on this scenario.

 

If anyone is interested in using it, editing/modifying and publishing derivations, feel free to do so. I also have some notes and an unreleased semi-complete dev build for those persons if they are interested and show some commitment.

 

regards

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Hey QS,

 

I am in the process of switching the mission to ace. I am trying to remove the BIS revive features. I think I have have removed the player side of the system

but having trouble Identifying the AI portion. From what I have read through your scripting. The locations are in the missions.

 

Aircrew Mission

 

    _crew0 setDir (random 360);
    _crew0 setSkill 0;
    _crew0 allowDamage FALSE;
    _crew0 setCaptive TRUE;
    _crew0 disableAI 'FSM';
    _crew0 disableAI 'MOVE';
    _crew0 disableAI 'TEAMSWITCH';
    _crew0 disableAI 'TARGET';
    _crew0 disableAI 'AUTOTARGET';
    _crew0 disableAI 'SUPPRESSION';
    _crew0 disableAI 'AIMINGERROR';
    [_crew0,'TFAegis'] call (missionNamespace getVariable 'BIS_fnc_setUnitInsignia');
    _crew0 removeWeapon (primaryWeapon _crew0);
    if ((random 1) > 0.5) then {
        removeHeadgear _crew0;
    };
    _crew0 unlinkItem 'NVGoggles';
    _crew0 setDamage 0.52;
    _crew0 setBleedingRemaining 600;
    _crew0 switchMove 'AinjPpneMstpSnonWnonDnon';
    for '_x' from 0 to 2 step 1 do {
        _crew0 setVariable ['QS_RD_interacting',FALSE,TRUE];
        _crew0 setVariable ['QS_RD_isIncapacitated',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_missionObjective',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_rescueable',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_rescued',FALSE,TRUE];
        _crew0 setVariable ['QS_RD_loadable',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_loaded',FALSE,TRUE];
        _crew0 setVariable ['QS_RD_unloaded',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_unloadable',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_draggable',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_dragged',FALSE,TRUE];
        _crew0 setVariable ['QS_RD_carryable',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_carried',FALSE,TRUE];
        _crew0 setVariable ['QS_RD_recovered',FALSE,FALSE];
    };

 

then setting in

 

[_crew0, 'body', 0, objNull, selectRandom ['stab','bullet','falling'], 0, 0.60] call ace_medical_fnc_handleDamage_advanced;
[_crew0, 'leg_l', 0, objNull, selectRandom ['stab','bullet','falling'], 0, 0.60] call ace_medical_fnc_handleDamage_advanced;
[_crew0, 'leg_r', 0, objNull, selectRandom ['stab','bullet','falling'], 0, 0.60] call ace_medical_fnc_handleDamage_advanced;
[_crew0, 'hand_r', 0, objNull, selectRandom ['stab','bullet','falling'], 0, 0.40] call ace_medical_fnc_handleDamage_advanced;
[_crew0, 'hand_l', 0, objNull, selectRandom ['stab','bullet','falling'], 0, 0.40] call ace_medical_fnc_handleDamage_advanced;
[_crew0] call ace_medical_fnc_handleDamage_advancedSetDamage;

 

^This could be a very wrong format. I am just not sure

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hey

 

those variables are primarily for enabling medical and logistical interaction with the subject. If you have an alternate way to perform these interactions then you could simply plug it onto the side. Most of the mission success/failure is time/alive component, so as long as the subject is kept alive and is brought home within the allotted time you should be okay to use ace with the AI.

 

 

 

im not too familiar with ace

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Yeah everything seems to work atm. Still have some issues where the ai doesn't fall into a unconscious state. I may need to add the head variable to help force that. Basically the ai is just standing up and I can't get a carry or drag action. I had remove some of the interactions that you added due to ace support. Such as

 

    _crew0 allowDamage FALSE;

    _crew0 setDamage 0.52;
    _crew0 setBleedingRemaining 600;

 

        _crew0 setVariable ['QS_RD_isIncapacitated',TRUE,TRUE];

        _crew0 setVariable ['QS_RD_loadable',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_loaded',FALSE,TRUE];
        _crew0 setVariable ['QS_RD_unloaded',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_unloadable',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_draggable',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_dragged',FALSE,TRUE];
        _crew0 setVariable ['QS_RD_carryable',TRUE,TRUE];
        _crew0 setVariable ['QS_RD_carried',FALSE,TRUE];

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Sounds good

 

if you need help figuring anything out let me know

 

 

 

 

We used agents instead of units for casualties, to sidestep some AI behaviour issues and for performance reasons, not sure if this would affect ACE unconscious state.

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