14 [Tour] Behind Enemy Lines
Posted: Thu Jul 18, 2019 4:35 pm
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