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Thread: ArmA III

  1. #21
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    I am down with this. keener than a weener


  2. #22
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    Quote Originally Posted by NoMaD View Post
    I am down with this. keener than a weener
    ROFLMAO

  3. #23
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    OK chaps I am proud to announce that the entire mission is complete - there are still some bugs but nothing gamebreaking. There are tons of interesting scripts run here like heli lift, place explosive to vehicle, kill ticker, mobile respawn and a lot lot more! Basically this is a sandbox to allow anyone to create any mission of their choosing with little effort! I am really happy with this result and can't wait for more people to test it out.

    Personally, I believe this gives you the best small group ARMA experience possible - brave statement I know! I am going to make the .pbo mission available for anyone that wants to see what it's all about, but I will be running the mission this weekend for whoever is available. I have managed to keep frames somewhat reasonable and you can spawn much more AI for less FPS hit than usual, but to totally fix the frame rate issue we need a dedicated server to free up processing power.

    If you're interested in learning about how to create missions on the fly, let me know and I will happily introduce you to the subject. It does take some practice as you are effectively "recording" spawning and movement instructions for the server/head-less client. So any mistakes you make cannot be undone (with some exceptions for unit placement etc.) and will be carried through to the mission. Fortunately, you can just wipe the mission scenario and load another as need be in the game!

    The mission features a populated NATO base with complete armoury, command structure and fire support system. The fire support does influence fps and is unlimited at this stage - but what is available is randomised on server start with some basic ones always available. It also features a basic diving and recovery mission. You could easily remove these if you preferred to clean up the mission assets in the editor and work with maximum fps possible via virtual assets for your mission generation process.

    I have been working day and night on this to ensure it's of a high quality, you will not be disappointed - get involved people!
    Last edited by Hubris; 18-10-2013 at 04:08 PM.

  4. #24
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    Great stuff Stef! Sounds blerrie epic bro! Will hopefully get some time this weekend to try it out... busy times but keen.

  5. #25
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    Ducky and Morph joined me tonight for a little testing of the MCC Sandbox, we found a couple bugs and Ducky has kindly offered to look into how one would go about hosting something like this. I've fixed most of the issues mentioned and will keep at the others. As we play with the game I'll be able to get more feedback, make more fixes and get more sophisticated with all of it. I also need to trim down the scripts so there's no useless stuff being downloaded when you join so it's a bit quicker on that front - current 7 odd mb takes a while. Thanks for the help guys!

    http://forums.bistudio.com/showthrea...dicated-server

    That shows how to set it up for a Windows server. In the CONFIG_Vanilla.cfg file you can just // comment out the reportingIP setting. This will allow you to host with a cracked copy, or a legitimately owned copy that someone playing would be using. It means the server is not listed in the server browser, but you can connect to it via the ip manual connect. The recommend specs for using a server are a 2 GHz machine, with 512 MB RAM and a 1 Mbps upload. Apparently everything is done on the CPU so you don't even need a GPU to host a dedicated server, I could be wrong though.

    The below explains a linux server I think?
    http://forums.bistudio.com/showthrea...rvers-via-WINE

    Dry has an exam on Monday, so he wont play games this weekend but he is looking into possibly borrowing his brother's PC this weekend to run the dedicated server. Failing that we can continue to test it via me hosting. SO DON'T FORGET THIS WEEKEND IS ARMA 3 MCC SANDBOX TESTING WEEKEND AND I NEED YOU TO PLAY! YAARRRRRR! You can host the testing state of the mission yourself with this file: http://s000.tinyupload.com/index.php...73856375751002

    Put it in this directory: \Steam\steamapps\common\Arma 3\MPMissions
    Last edited by Hubris; 19-10-2013 at 03:56 AM.

  6. #26
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    After some more playtesting with Phats and Nom, I managed to iron out all of the gameplay bugs at this stage, you can download the first stable release here - I'll probably put up a new version in the next couple weeks or however long it takes me to actually write out the user guide and put into the briefing format with a few example/quick missions:
    http://s000.tinyupload.com/index.php...85517335388716

    Put the .pbo file in your Steam directory, ARMA 3 MPMissions folder.
    So far, hosting off a 10MB line seems to work okayish for a small group of players.
    Don't worry about the versions changing if you have designed a mission, it will be compatible.
    **includes fatigue system tweak!!**
    **multiple gear, revive and respawn fixes**
    **markers for mission locations, including easter eggs!**

    I really encourage you guys to just downloaded it and fool around on a local lan game so you can get a feel for it. Better yet, design a mission and save it so we can run through it together! I am working on putting together a user guide to help with building missions through the console - it will be added to the intel blurb on the map so you can just refer to it in game if you need help. Also, I'll complete the parameters list so everything is customisable in terms of scripts running.

    Most tasks now complete on triggers added via the console, but you need to use some code to do it hence the user manual. You have the ability to save the game via the escape menu and load it again when you join next. This only applies to generated missions, not the static mission with no objectives.

    Well, actually there are still a lot of things I want to add (takes time to test and implement) and perhaps even change the name to something unique. Ultimately my goal will be to release this on the Steam workshop as a finished product, so any and all feedback is appreciated towards that! Since I'm not exactly creating scripts from scratch, but butchering and integrating a lot of them, it really needs to be slick and complete before I get ahead of myself.

    I also need to figure out how to store mission saves on the server, so that you can have a set of say 20 missions preprogrammed for both quick play and learning purposes - you could copy/past the mission text data and save it locally no problem. I'm really enjoying the editor and scripting side so if you have any ideas for game modes exploring more of the mechanics would be very fun xD
    Last edited by Hubris; 21-10-2013 at 07:59 PM.

  7. #27
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    Who's in for a mission or two on Saturday or Sunday? I have set up a great assault on the Dome with quite a few objectives including HVT so it should be awesome! We can also do a straight up city capture or something like a convoy interception. It would be great to see how it all comes together with more than two or three players, so get involved! Just note your name and when suits you. It shall be EPIC! I'll update the mission file later this week, dl in so you can join without hassles.

    I've fixed the fire support modules not working after respawn and have made a few small changes to make it run a bit smoother. I've also figured out all the event triggers, so we should get a really immersive experience! I'm just finishing off a little experiment I'm doing to see if I can teleport the mobile respawn around.

    -- Hubris (Sat/Sunday afternoons)
    Last edited by Hubris; 23-10-2013 at 09:59 AM.

  8. #28
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    I'm purdy much busy and away the whole weekend - soz bra - would have loved to......
    I've only been wrong once, and that's when I thought I was wrong.

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  9. #29
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    Sunday Afternoon for me


  10. #30
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    I'm in Parys this weekend :/ Soz man

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