14 [Tour] Behind Enemy Lines

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Kain_Lowsta
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Joined: Wed Apr 03, 2019 2:59 pm

14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Jul 18, 2019 5:35 pm

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Mission Name: 14 [Tour] Behind Enemy Lines
Current Version: v0.97 BETA
Author: Kain_Lowsta
Island: Weferlingen/Livonia

Mission Description:
Infantry based guerilla warfare. A dynamically generated mission.
The location is randomized each time. All assets are placed procedurally.
Enemy and Civ encounters can happen across the whole map.

In an alternate version of history - where East German forces gained control of the
newly established German Army - A faction of rebellious West Germans band together
to revolt against the takeover. But the mission does not quite go to plan...

The mission is available on 2 maps, each has a separate mission file.

Scripts Used
Name Recognition: by Deadfast, Mr.Ben, OLO and Kain_Lowsta
Tour Functions: by Tour members
FT Radio Channels: by BearBison
AIS Wounding System: by Psychobastard
CRS combat realism: by Phronk
GF Blood Stains and SFX: by [GR]GEORGE F
Vcom AI: by genesis92x
Enemy Occupation System: by BangaBob

Changelog

v0.10 ALPHA
Added: Player slots & loadouts
Added: Random civ and enemy encounters for whole map (using EOS)
Added: GM infantry in EOS/BASTION unit pool

v0.15
Added: random start location (JIP compatible)
Fixed: EOS should not spawn enemies in view of the players
Fixed: Not enough enemies spawned using EOS

v0.20
Added: Tour random weather & time scripts (MP synced)
Added: CRS combat realism scripts (including backblast, weapon jamming and more)
added: GF blood stains scripts (dynamic blood stains & audio fx)
Fixed: backblast is too deadly (sector angle was: 90 degrees - now: 40 degrees)

v0.30
Added: AIS injury & revive
Added: FT radio channels
Added: Tour nametags (updated to v3.1)
Fixed: Tour nametags are misalligned when target is crouching/prone

v0.40
Added: main objective - get to the RV
Added: randomly placed friendly squad and ammo crates inside the RV building

v0.50
Added: final objective - evac
Added: randomly placed officer to end the mission with
Added: mission end states
Added: NPC dialogue text first draft

v0.60
Added: randomly placed friendly NPC units at the EVAC
Fixed: No resupply for grenadier at RV
Fixed: Not enough ammo in general at RV
Fixed: Sometimes magic bullets fire from the wrong side of walls
Fixed: Ammo at the RV location can spawn on top of NPCs
Fixed: objectives.sqf needs breaking down into smaller functions
Fixed: NPC dialogue text needs re-writing

v0.70
Added: random parked cars in towns
Added: NPC dialogue re-implemented using radio/direct
Fixed: GF cleanup removes the bodies and blood of the friendly AI team at the RV before players get there
Fixed: magic bullets do not work properly when no players are close to the RV
Fixed: EVAC/START pos are sometimes located in same settlement, even when others are available from the pool
Fixed: Grenades should not be in ammo boxes

v0.80
Added: enemy ambush at RV (using BASTION)
Added: yellow car parked on road to mark the EVAC building
Added: GM vehicles in EOS/BASTION unit pool
Added: loading screen image
Fixed: Cars do not park at correct width for different types of road
Fixed: parked cars get confused by cycle lanes, driveways & junctions
Fixed: parked cars should be placed at the start location first
Fixed: tasks/notes not loaded till after mission starts
Fixed: script error with variable _bMin in EOS scripts
Fixed: starting position can be 'off' the map if chosen settlement is near the edge
Fixed: starting position might be in a river or pond or train line XD

v0.85
Added: vCom compatibility/integration with EOS (house patrols spawn with all vcom variables set to false EXCEPT calling for backup)
Fixed: enemy vehicles not attacking bastion zone (EOS does not spawn drivers with GM vehicles)
Fixed: RV task location can be outside the bastion zone
Fixed: Platoon leader should have rangefinders
Fixed: EOS script Error [Undefined Var in: _side==EAST line: 19 file: EOS_Core.sqf]

v0.90 BETA
Fixed: sound errors: references to injured sound files of RV leader
Fixed: Performance warning: SimpleSerialization::Write 'kain_settlements' spam in RPT (it happeneing once is fine!)
Fixed: duplicate NPC interactions in scroll menu
Fixed EOS script Error [Undefined Var in: _side==EAST line: 19 file: EOS_Core.sqf] (was not fixed fully in last version!)
Fixed: GF bloodstains scripts are too large for MP
Fixed: civs and enemies need seperate markers on each settlement for eos to work properly
Fixed: settlement markers not being hidden properly
Fixed: Error in expression <adData select 0); _roadDir = (_roadData select 1); (Error Zero divisor)
Fixed: BIS_OSD starts before player has fully loaded in
Fixed: It rains too often
Fixed: some NPCs and Yellow VW not getting placed: error in functions.sqf line 157 - _roadsConnectedTo - when murder scene started
Fixed: in towns sometimes cars park too far onto the pavement
Fixed: weapon jamming - sound 'dry' not found
Fixed: bastion zone spawns enemies too quickly
Fixed: NPC units at the RV not being killed (were still moved into correct random place)

v0.91
Added: Adapted mission to work on Livonia as well as Weferlingen
Fixed: players not being teleported to the start location automatically
Fixed: the mission is tied to the current map in several places (objectives.sqf and parkedCars.sqf)
Fixed: allow mission to transfer to another map easily, by putting required manual edits in one location (init.sqf)
Fixed: in livonia, too many parked cars spawn becasue there are more houses per sq/m
Fixed: squad leader not having a pool of blood under him
Fixed: startLocation.sqf and _nearSettlements dont like it when there are no settlements closer than 3.5km!
Fixed: NPC dialogues have pauses which are too long
Fixed: in Livonia, too many nearby settlements are found, since they are more densely packed than in weferlingen
Fixed: in Livonia, occasionally the yellow car does not get placed (which halts placement of all other assets)
Fixed: in Livonia, BIS_fnc_OSD orientation text is displayed far too early

v0.92
Added: Livonia player loadouts & slots (experimented with using 2 larger squads, instead of 3 fireteams - same player count)
Added: Livonia NPC loadouts
Added: Livonia resupply equipment
Added: LDF Enemies in EOS pool
Fixed: Livonia players loadouts: MG asst has 7.62 150rnd box mag, instead of 75 rnd AKM drum mags (needs updating in slots template file)

v0.93
Fixed: server RPT spam: Ref to nonnetwork object 1f595c4d600# 2909588: wrench_f.p3d
Fixed: server RPT spam: Unknown attribute colour
Fixed: General lagginess, especially during the RV ambush
Fixed: eos is not spawned using the most efficient method (improved FPS)
Fixed: too many cars parked in towns (reduced by 17%) (improved FPS)
Fixed: Try using less enemies since the mission uses vcom (improved FPS)
Fixed: weapons jam too much (decreased probability to 1 in 600)
Fixed: No shotgun ammo at the RV
Fixed: notes not displayed in briefing
Fixed: the officer used to end the mission likes his binocs too much
Fixed: NPCs have wrong names in Livonia
Fixed: LDF troops have too much futuristic capability
Fixed: Enemy kills are displayed as friendly kills in debriefing screen
Fixed: Not enough ways to refuel cars in Livonia (added fuel truck to possible parked car spawns)
Fixed: random time is not set correctly
Fixed: eos vehicles not moving from spawn when placed in trees (they should be placed on nearestRoad instead)
Fixed: enemy vehicles should not have thermal/NV enabled
Fixed: autorifleman does not start with drum mags loaded
Fixed: in Livonia, players spawning too close to town (increased _dist for NameVillage in startLocation.sqf and objectives.sqf)
Fixed: players should be warned via dialogue from NPCs when they approach the EVAC building
Fixed: in Livonia, the yellow car does not always park close the EVAC building since sometimes no roads are near
Fixed: magic bullet function fires bullets from too far away
Fixed: in Livonia, RV can be very close to start position, since settlement density is higher
Fixed: players can start the mission inside the bastion zone since RV location can be too close to the start
Fixed: in Livonia, 'NameLocal' and 'NameAirport' locations never get used

v0.94
Added: Dynamically spawn a FOB at the chosen starting area
Fixed: Weferlingen port is not up to date with recent changes
Fixed: mission generation can fail if no suitable buildings are found in any of the task loactions
Fixed: Players being able to see and move around at the spawn location before teleport has happened
Fixed: tasks are generated more quickly and efficiently
Fixed: The counter attack at the RV needs more enemy infantry
Fixed: Enemies spawned by bastion are deleted when players leave area, even if they can see them
Fixed: Bastion could theoretically spawn enemies in full view of players
Fixed: Enemy infantry and vehicle skill settings nerfed slightly
Fixed: warning dialogue at the EVAC happens when players are still far away from building
Fixed: 'NameLocal' and 'NameAirport' locations sometimes have no parked cars
Fixed: players start with too much ammo
Fixed: players are issued wrong grenades: should be RGO instead
Fixed: in Livonia, player's AT capibility is not powerfull enough (MAAWS swapped for RPG-42)
Fixed: eos spawns civs wearing same clothes often
Fixed: Livonia enemies using placeholder AAF vehicles
Fixed: start location too close to water, roads and places which are too steep
Fixed: Livonia uses wrong player start pos data
Fixed: EVAC can be too close to the RV
Fixed: rain and fog can still happen, even if the weather script has not asked for it
Fixed: eos spawning house patrols where players can see
Fixed: Bagno woods in Livonia breaks mission generation since there are not many buildings
Fixed: NPC dialogue continues even after character is dead
Fixed: in Weferlingen, the explosives crate needs 2x more AT rockets
Fixed: editor placed assets, are still visible at the center of the map

v0.95
Fixed: Error Undefined variable in expression: _anchor | teleport.sqf..., line 28
Fixed: Mission generation fails - stays at black screen forever
Fixed: AIS medic script is deactivated whilst debugging rest of mission
Fixed: mission still has debug hints and markers
Fixed: Too many enemies at once in bastion zone
Fixed: RPG-42 not powerfull enough for tank!
Fixed: CRS backblast kills at too long of a range
Fixed: Truck placed dynamically at the fob exploding and killing everyone XD
Fixed: players getting killed when spawning at start location ( barn_03_large_f.p3d is so long, the safe pos check misses it)

v0.96
Added: Overhauled mission generator (simplified, more reliable, runs quicker, less server RPT spam, less possible errors)
Added: 7 new possible mission locations made available in Livonia
Added: custom callsigns for player squads
Fixed: players can cheat to find out where they are!
Fixed: players not being able to take slots again after being disconnected/reconnected
Fixed: the AIS medic rules are too severe (now anyone can revive, but only medic can heal)
Fixed: players can still hear radio channels after death
Fixed: yellow car does not have it's private number plate
Fixed: mission doesnt end if all units are incapacitated
Fixed: murder scene doesnt trigger if player's are in a vehicle
Fixed: Livonia sawmill and mill don't get eos zones, even though they are in the pool
Fixed: bastion ambush happens too soon
Fixed: vcom making enemies place too many explosives
Fixed: Screen fading in and out bug after death
Fixed: 1980's civs get dressed in the most inefficient method possible
Fixed: add actions not working after being disconnected
Fixed: bastion deactivates too soon
Changed: removed nato tank from LDF enemy unit pool

v0.962
Fixed: time not getting set correctly
Fixed: not limping after being revived (AIS tweak)
Fixed: bastion marker visible
Fixed: too many enemies in cargo trucks
Fixed: group names dont get set correctly
Fixed: there are still first aid kits in cars and NPCs
Fixed: enemy accuracy nerfed slightly

v0.97
Fixed: too many manual edits required to merge changes from one map to another
Fixed: mission generation fails when chosen EVAC settlment has no suitable buildings for spawning
Changed: players don't have enough of a need to go the RV (so reduced starting ammo, can get supplies at RV)
Changed: players able to shoot and scoot too easily from bastion zone (increased trigger range)
Changed: eos spawns too many or too little enemies (house patrols vcom enabled/ increased min enemy per foot patrol group)
Changed: players start with too many grenades and pistol mags



KNOWN ISSUES/BUGS:

: weferlingen: livonia map on floor in fob
: weferlingen: BTR covered in too many troops
: weferlingen: players cant put clothes back on if taken off
: cant take items from RV team, simulation disabled somehow?
: the squad leader at the RV can clip into the building when the injured animation plays
: parked cars - in a location without many roads, theres not enough space to spawn all required cars so script could hang
: eos places house patrol units on top of each other
: yellow car not being placed at the EVAC (very rare) (when only available road is a junction)
: parked cars and bridges don't mix
: In Weferlingen eos not spawning enemy vehicles on roads since none are close enough
: error with AIS_Effects_fnc_draw3d after once in spectator mode (eos error)
: dlc leg strap given on shotgunner even if player doesnt have DLC
: eos modifications (dont spawn in sight of player) should be more optimised
: it's often quite windy (TOUR randomWeather)
: no blood under TL at the RV... bug returned
: mission generator cannot detect the sawmill's building positions
: intro text in bottom right appears before subtitles dissapear when JIPing

NON REPRODUCIBLE:

: EOS scripts - undefined variable _unitType - happened once during spawn of bastion wave
: Bad conversion: bool - spam in RPT [unavoidable. caused by: "allLocationTypes pushBack configName _x" functions.sqf line 12]

TODO:

: random roadblocks
: NPC dialogue sound recording
: remove modern eyewear script (weferlingen)
: experiment with BIS_fnc_stalk
: sound fx when reading leaders note, and using commanders radio
Last edited by Kain_Lowsta on Fri Sep 06, 2019 7:11 pm, edited 8 times in total.

Kain_Lowsta
Posts: 13
Joined: Wed Apr 03, 2019 2:59 pm

Re: 14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Jul 25, 2019 3:55 pm

Ey up gents, is anyone around for a testing session tonight? I expect it will take c. 30mins-1hr

Updated to: v0.90 BETA
Addresses: Majority of the currently known bugs
Last edited by Kain_Lowsta on Thu Jul 25, 2019 10:19 pm, edited 2 times in total.

BabylonCome
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Re: 14 [Tour] Behind Enemy Lines

Post by BabylonCome » Thu Jul 25, 2019 4:01 pm

I will do my best to be about for you..
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Kain_Lowsta
Posts: 13
Joined: Wed Apr 03, 2019 2:59 pm

Re: 14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Jul 25, 2019 4:05 pm

Cheers mate. I want to work a little more on it before we start, so is about 8 as usual any good for you?

BabylonCome
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Re: 14 [Tour] Behind Enemy Lines

Post by BabylonCome » Thu Jul 25, 2019 4:08 pm

:thumbup:
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Tankie2ndrtr
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Posts: 93
Joined: Wed Feb 20, 2019 7:24 pm

Re: 14 [Tour] Behind Enemy Lines

Post by Tankie2ndrtr » Sat Jul 27, 2019 2:12 am

Exactly the type of mission maker talent we need onboard.

TY C/S Kain.

(Come on this is exhausting)
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Kain_Lowsta
Posts: 13
Joined: Wed Apr 03, 2019 2:59 pm

Re: 14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Aug 01, 2019 4:18 pm

I bet this is how you get all the girls Tankie - wearing them down until they don't put up a fight ;) ROFL

Babylon, are you around this evening to test the teleport issue?

BabylonCome
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Re: 14 [Tour] Behind Enemy Lines

Post by BabylonCome » Thu Aug 01, 2019 4:27 pm

I should be but we do have a lot to get through tonight..
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Kain_Lowsta
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Joined: Wed Apr 03, 2019 2:59 pm

Re: 14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Aug 01, 2019 6:00 pm

Copy that. Just need to test that 1 thing, and it happens right at the start so should not take long.
What time are you starting?

BabylonCome
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Re: 14 [Tour] Behind Enemy Lines

Post by BabylonCome » Fri Aug 02, 2019 7:14 pm

BabylonCome wrote:
Thu Aug 01, 2019 9:47 pm

Code: Select all

2019/08/01, 20:47:24 Ref to nonnetwork object 1f5940c3580# 2922608: wrench_f.p3d
BearBison wrote:
Fri Aug 02, 2019 7:42 am
The only wrench item I can find is "a3\structures_f\Items\Tools\Wrench_F.p3d", get him to check that he hasn't placed one on the map somewhere. Otherwise no idea as looked through the code for vcom and it isn't called anywhere (that I can see) in that so....
So basically we think it must be your mission causing this RPT spam as not other missions on that map using VCM have the same issue..
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Kain_Lowsta
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Joined: Wed Apr 03, 2019 2:59 pm

Re: 14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Aug 15, 2019 4:19 pm

If anyone is about tonight, I have a new update ready for testing.

Version: 0.93
Addresses: Serious lag problem & general fixes



Regarding the Wrench_F.p3d issue - I cannot reproduce it. I do not get that spam in my RPT from v0.93 at least. The classname of the wrench is "Land_Wrench_F". I've not placed any in the editor, or my scripts. Of course I couldn't be sure about any external scripts I am using, so I ran the following at several stages in the mission, with and without vcom active:

systemchat str allMissionObjects "Land_Wrench_F";

it returns [] (an empty array) every time.

BabylonCome
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Re: 14 [Tour] Behind Enemy Lines

Post by BabylonCome » Thu Aug 15, 2019 6:25 pm

I should be around later but I've got a lot of admin to do so can't promise time for testing.
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Kain_Lowsta
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Joined: Wed Apr 03, 2019 2:59 pm

Re: 14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Aug 22, 2019 4:02 pm

I'm going to see if I can knock together a Weferlingen port of v0.94 this afternoon.
Fingers crossed the merge of all the new changes since Livonia goes smoothly.
Hopefully will be finished in time to test later on. Really want to get this out for tomorrow :)

Update: v0.94
Addresses: Weferlingen port. Dynamic FOB creation. Tweaks to enemy number/difficulty. Improvements to mission generation

#Changelog updated
Last edited by Kain_Lowsta on Thu Aug 22, 2019 6:05 pm, edited 1 time in total.

BabylonCome
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Re: 14 [Tour] Behind Enemy Lines

Post by BabylonCome » Thu Aug 22, 2019 4:40 pm

I need to double check but the GM night might be next weekend as that is last Friday of the month.
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Kain_Lowsta
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Re: 14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Aug 22, 2019 6:01 pm

Don't matter to me mate, the mission works fine on both maps now ;)
August is a long month, so I guess next week is considered correct?

#Changelog updated

Kain_Lowsta
Posts: 13
Joined: Wed Apr 03, 2019 2:59 pm

Re: 14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Aug 29, 2019 4:37 pm

I have a new update ready to test. Is anyone around tonight? I'm going to commit this week's changes to the Weferlingen version this afternoon again, just wanted to check that GM weekend is definitely happening?

Update: v0.96
Addresses: Overhauled mission generator, preventing location cheats, modified medic rules, respawn issues, general fixes

#Changelog updated
Last edited by Kain_Lowsta on Thu Aug 29, 2019 8:07 pm, edited 1 time in total.

BabylonCome
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Re: 14 [Tour] Behind Enemy Lines

Post by BabylonCome » Thu Aug 29, 2019 4:58 pm

Hi bud, I will be around tonight and server have been updated to GM #002 and set to active.
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Kain_Lowsta
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Joined: Wed Apr 03, 2019 2:59 pm

Re: 14 [Tour] Behind Enemy Lines

Post by Kain_Lowsta » Thu Sep 05, 2019 6:33 pm

I'm currently working on the v0.97 update. Thankfully this contains mostly small tweaks to difficulty and overall balance, with a few general fixes. So this week it is not necessary to do a dedi test. I will finish the update tomorrow and test it locally in time for tomorrow night.

This week, I've been starting to explore what my next mission focus might be, and with that in mind I have been revisiting a little logistics script which I started a while back. It would be good so see how it pans out in MP in it's current state. There's the possibility it could be quite deadly for bystanders lol. - hard hats provided - It's still early days, but it's pretty cool.

If anyone is about tonight, and wants to come have some laughs and see what the script is all about - and you don't mind a bit of heavy lifting ;) - i'll be on TS in a bit.

EDIT:

Update: v0.97
Addresses: Balancing and difficulty tweaks, Mission generator improvements

#Changelog updated

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