#Combat ops Everon
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Is there a recommended player amount?
It might be possible but the scenario is meant to be played from the US side. All enemies and objectives that are spawned will be OPFOR.
It's designed to be played in small groups of about 4 people. More people will be a little easier, less people will be harder. It's absolutely possible to do it by yourself but it will be pretty hard.
Ah damn was hoping to play as opfor haha
Is it possible to have a template like this to build from using Game Master? Automatic generating missions
In addition, is it possible to send AI units to back up the player infantry?
It should have GM available to a logged in server admin (though I have not tested that as of yet)
I could look into that, I have no idea currently how those AI systems work
Awesome
Wish to apply this mod to the server im in and test the dynamics of your creation. Great work though!
Another idea would to be to be able to place down an item, like an intel object near a radar to download enemy data and then give it to some vip allied bot.
This mod gets me excited. Image once we will have Ai driving, convoys will be real
anyone got the scenario id? iβm on xbox trying to add to my server
{FBECCB9BEF091930}Missions/Dynamic Operations.conf
thank you so much!
It's giving me some issues with other mods. Strangely related to weapons and vehicles, but for the most part its awesome! Having this along with an admin on MULTIPLAYER creates a variety of gameplay that's needed.
Mattock pack for weapons seems to be unstable for the scenario sadly
You might want to be more carful with randomization. The jeep just spawned on top of the arsenal crate at the spawn 
@bitter hill
Yeah i've been having trouble running it with other mods as well. I'll check it out when I have the time.
Thats not supposed to happen π. I'll add it to the list
Also floating radars
Wow have not seen that before. There should be a metal stand under it
Hmm, might be only a thing on dedicated
Does this happen consistantly or is it just a one time thing? I've had some trouble during testing that certain objects seemed to be "blocked" by other objects causing them not to spawn. Have not found a way yet to just force entity spawns.
There are two radars in the current mission and both are like that
let me restart just to be sure
Oh yeah i forgot to uncomment one line and now it's possible for two instances of the same objective type to be spawned on one mission. It'll be fixed in the next release.
It seems to happen consistently
Same for me ahaha
That will be fixed in the next update. Probably tomorrow π
Thanks @spark willow love the map ..radar is same for me also the spawn vehicle on the box havenβt had any other issues so far
@spark willow how easy would playing this with say, 10-15 people make it?
It would be really easy. Right now enemy soldiers get spawned depending on the town size. I have not built in any checks for amount of players..... yet π . Of course when one of the players is an admin they could use GM to spawn in some extra soldiers in various spots around the objective locations.
Gming would do for now, like what I'm seeing, I always liked combat ops.
So just to confirm, this can be plugged into a dedicated server host like nitrado and set as GM game mode?
You can use GM when you are logged in as admin on dedicated
but that's the case for any game mode
π₯Ή
Yeah it will give the alert The current scenario is not prepared for use with game master. Unexpected issues may occur! but it will work anyway.
Tbf. the only issue I've ever noticed of GM in non-GM game modes is that the clean-up button is missing. Otherwise it seems to be fully functional.
Update 1.1.0 has just been released, the car spawning on the arsenal box has been fixed, along with some other stuff. The floating radars is on the top of my list. π
I think you forgot to set an autoreload time. The mission doesn't seem to restart at the end.
Yeah, it's indeed the case. The "Auto Reload Time" property is set to zero for the game mode entity. Combat Ops has it set to 20.
It also seems that for some objectives no spawns get generated. We had that, for instance, for Kermovan and had to walk quite a distance to get back there.
Oh I didn't know that was possible. I used an auto restart on docker π I'll add one in the next update!
How would you do that? I also use docker, but how would I register that the mission ended. It just gets stuck in the end screen.
Is that one of the towns close to the ocean? When an objective happens to be close to the coast (especially on a piece of land that sticks out, like the military base on the eastern coast) the spawn locations won't be created because of the sea.
That was something i built in last minute and its not very refined
Ah, that must be the issue. Kermovan is right at the coast π
Oh for me it just exits, strange
After how long?
Maybe I was just too impatient
but anyway, auto reload would be the cleaner solution in future
No idea how long, I usually play one mission and then the next time we play it's rebooted π
Ah, you didn't try exfil yourself?
Well, it ain't rebooting. I left it running in the background for 5 minutes π€£
Hmm strange, well I'll add in in anyway haha
This may sound silly (and i may have done something wrong, but i plugged your modId into the server but I'm unsure how to have missions auto generate from the start of GM
You have to select the scenarioid into the server config file
{FBECCB9BEF091930}Missions/Dynamic Operations.conf
And then it should create the missions and when you are logged in you can open GM normally
Oh! Thank you for the clarification
I'm testing it as of right now and without playing it fully yet, it looks operable and will alleviate the GM strain
Slightly buggy when launching into GM mode
Will provide more feedback as people take part
As more people joined (past 4 people) showed significant impact to latency/ streaming client to server actions and in game UI changes
Spawning entities became too slow for it to be placed properly if at all
Does this happen in other scenarios (for instance the combat ops arland gamemode) as well?
One thing that could have impact in my scenario specifically is the fact that due to the randomized way enemy groups get spawned, there tend to be more smaller AI groups rather than less larger groups. I remember reading somewhere that after 32 spawned AI groups the game starts getting trouble syncing.
What kind of entities/how many were you placing btw?
I played 2 Arenal (US AND MARINE) 2 squads of infantryman
And a blackhawk helicopter
I'll see if I can do something about those performance issues.
Thank you for your dedication ππΎ
Thanks for adding auto reload. Makes hosting the mission easier now π
No problem!
I managed to fix the floating radar issue as well, some of the prefabs were missing rplcomponent
Thanks for the hint. I have issues with my own scenarios that the Humvee turret is not appearing sometimes. Might be also a RPL issue
Your mission seems to crash with the latest version of Revive System Alpha. I will have to find a way to ensure the mod doesn't crash if name tags aren't properly configured, but ofc would also be nice if you could configure name tags properly for your mission
Hey thanks for the heads up, I'll do it right now
Feel free to @ me next time, there can be some time before I look at discord
You can also adjust the notification settings for your own thread π
V1.1.6 is now available with the correct configuration!
Nice, I'll check out in the evening whether revive works now
Looks like I was wrong. The crashes had nothing to do with name tags. I could now trace it back to modding SCR_BaseGameMode. Seems your mod doesn't like that for some reason. I couldn't figure out yet why that's the case and the crashes also indicate something wrong on BI's side.
Starting your mission when this simple test mod is loaded consistently crashes the workbench:
The only thing that I saw that could be suspicious is that you modified the game mode entity with the script attribute. Maybe creating actually a proper game mode class could resolve it, but that's just a wild guess.
I'll take a look at it tomorrow
I did indeed add an onstartup script as an entrypoint into my scripts. Did something change in the revive mod that could cause problems with that? It does still call the super.onstartup though.
Yes, I modded SCR_BaseGameMode for adding the incapacitated and revived events that trigger the new notifications.
I don't touch OnStartUp and neither does DebugMod, so that can't be the issue. There's something mysterious going on in the engine...
It's indeed a bug in the game. I managed to create a repro for it: https://feedback.bistudio.com/T173022
Attaching scripts to modded entities is broken, so I would propose not to rely on attached scripts as entry point, but creating a game mode prefab with a custom game mode class (essentially the way how conflict does it).
I actually already did those steps to verify that it no longer produces a crash. Feel free to use the prefab:
hmm, my dynamic operations server randomly decided to crash with null pointer exception 
SCRIPT (E): NULL pointer to instance
Class: 'SCR_SlotManager'
Function: 'PopulateSlotsForLocation'
Stack trace:
Scripts/GameCode/Core/SCR_SlotManager.c:20 Function PopulateSlotsForLocation
Scripts/GameCode/Core/SCR_Location.c:17 Function SCR_Location
Scripts/GameCode/Core/SCR_DynamicLocationSelection.c:125 Function GetLocation
Scripts/GameCode/Core/SCR_DynamicLocationSelection.c:88 Function GetLocations
Scripts/GameCode/Core/SCR_DynamicOperations.c:42 Function DetermineAO
Scripts/GameCode/Core/SCR_DynamicOperations.c:32 Function GenerateDynamicOperation
worldEntities/GameMode_Plain1:16 Function OnGameStart
Did you get your revive system alpha mod working with @spark willow Combat ops Everon?
If so, how did you get it going without a update to Combat ops Everon with the fix you suggested?
My server crashes every time I try to use the combination of both mods together.
Revive system alpha v1.4.0 is not yet compatible with this scenario. I'm currently running v1.3.0 on my server.
Oh, ok. I thought you had a magic trick up your sleeve π€
Well I located the issue and found a possible fix for it as you can see from the previous messages. You just have to be patient for the update.
Oh, I'm patient. I'm really liking and appreciating the work both of you are doing.
My ticket got resolved, so it should be fixed in one of the upcomming Reforger updates.