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Antistasi improved, a mod for the game Arma 3.

License: BSD 3-Clause "New" or "Revised" License

SQF 95.90% C++ 4.10%
arma3 sqf

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jlillis avatar lordgolias avatar somethingsimpl avatar stefarma avatar warhammer47 avatar

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antistasi's Issues

Simplify startup for debug

The mission takes some time to start after pressing start, due to some cinematics and choice of options. For normal gameplay, this is great. However, for debug, it takes too long.

Add a way to skip all that by setting a global variable to true (e.g. AS_DEV_MODE).

Antistasi Official Community Test report

Hello LordGolias!

We tried your version today on the server with 6 ppl connected
CBA+TFAR
and one Headlessclient with ofcourse same mods , just forgot to disable battleye.

Your spawning/resoruce sharing script is impressive, with 460 AI server dropped to 42 FPS and we were on an average of 30 and above. Units could shoot back even if a bit retarded in movements but that might be UPS + multiple factors. Consider I really care about performances so that in 1.7.13 i'm reducing enemies everywhere to keep the enemies below 200 ofcourse also by asking people to don't roam randomly.

Here's some issues we've found

  • can't respawn with spacebar nor other keys like R

  • when respawn start working i appear looking myself from above and unable to do anything, body is standing and with arms spreaded, the only way to respawn is to abort and changeclass

  • Enemy units dies and then they wake up again, some of them are invulnerable

  • Kavala wasn't spawning completly as it did in SP (at the end of RPT you might see that, if there is something about because i reproduced that before leaving)

  • Pyrgos wasn't spawning completly and the base was totally empty

  • After dieing, in the Arsenal there is an unlimited amount of the weapon i had scavenged before dieing.

We're really interested into you spawning script&macro, i hope we can arrange a chat! (voip.a3antistasi.com)
Really impressive job!

Kind Regards
Stef
Antistasi Official Community

OfficialAntistasiLordGoliastest_x64_2017-09-06_16-42-25.txt

NATO Base garrison

It appears that no NATO garrison spawns after capturing an AAF base. It shows up as NATO but no troops are there.

Loading a game is very slow

The functions DICT_fnc_deserialize, DICT_fnc__splitString and DICT_fnc__find combined are using way too much time.

Arsenal and items related .rpt error

21:40:28 Error in expression <_items pushBack _cosa};
};
};
} forEach _weaponsItemsCargo;
[_weapons, _magazine>
21:40:28   Error position: <_weaponsItemsCargo;
[_weapons, _magazine>
21:40:28   Error Undefined variable in expression: _weaponsitemscargo
21:40:28 File mpmissions\__cur_mp.Altis\municion\getWeaponItemsCargo.sqf, line 20
21:40:28 Error in expression <ryContainer _box;



private _result = [_weaponsItemsCargo] call AS_fnc_getWeapo>
21:40:28   Error position: <_weaponsItemsCargo] call AS_fnc_getWeapo>
21:40:28   Error Undefined variable in expression: _weaponsitemscargo
21:40:28 File mpmissions\__cur_mp.Altis\municion\getBoxArsenal.sqf, line 24

Not sure if this is a one time thing because I havent seen it in any other circumstance, just this once.

fnc_BE_refresh is Undefined

My setup:

  • Latest arma 3 game/server version
  • Dedicated server (setup using TADST)
  • Client running on the same pc as the server
  • Antistasi (LordGolias edit, master branch) running on Altis
  • Default mission parameters

What happend:

During the creation of a new game, the following errors appeared:

Error in expression
<eExec ["fnc_MAINT_arsenal", 2]; [] call fnc_BE_refresh; if ((player == AS_comman>

Error position:
<fnc_BE_refresh; if ((player == AS_comman>

Error Undefined variable in expression: fnc_be_refresh

Steps to reproduce:

  1. Start a dedicated server
  2. Load the Antistasi mission (Altis)
  3. Choose 'new game'
  4. Look in your client's .rpt and notice the errors qouted above

Respawn, Persistence, Map Info

Downloaded the latest version from GitHub yesterday and had a couple of hours of playing (COOP with 1 friend, normal HOST not DEDICATED)

  1. Respawn appears to be INSTANT instead of BASE. Or rather, its set to BASE in description.ext but for some reason every time we got killed it respawned us on the spot we died instantly.

  2. Tried persistent saving, location was saved but the arsenal was wiped clean for some reason, not really sure what couldve gone wrong. FIA HQ marker on the map doesnt move on map load. Actually the whole saving except for the location doesnt appear to work correctly.

  3. When we captured a base and it gave us the messages about AAF Counter attack it didnt say time but: Scalar NAN.

  4. Map Info doesnt appear to be working. Nothing happens when you select it from the action menu.

VCOM integration

Hi Golias,

Couldnt get the pull requests working (add a pull request) so Iam using this as a way to ask you if its possible/viable to make the mission compatible with VCOM as far as mission related AI scripts are considered.

For example VCOM overwrites Petro's AI making him run towards combat and similar instances of incompatibility.

Thanks for this awesome fork btw!

Kind regards,

SomethingSimple

Starting items get added to arsenal even when you choose 'no' [Dedicated server]

My setup:

  • Latest arma 3 game/server version
  • Dedicated server (setup using TADST)
  • Client running on the same pc as the server
  • Antistasi (LordGolias edit, master branch) running on Altis
  • Default mission parameters

What happend:

After choosing to start a new game and clicking 'no' when the message 'is this too hard for you' comes up, the Arsenal still contains starting items.

screenshot_114

There are no errors inside the .rpt log that have something to do with this issue.

Steps to reproduce:

  1. Start a dedicated server
  2. Load the Antistasi mission (Altis)
  3. Choose 'new game'
  4. Choose 'no' when the question 'is this too hard for you' comes up
  5. Look in the Arsenal and notice the starting items

Enemies not dying after getting shot

Hi,

Iam back!

Tried the latest commit. Some enemies are stuck in deathless limbo after successfully shooting them.
They are down but can move their heads/torsos but never wake up. After they get into this state nothing is harming them further but they appear to never wake up.

Marked AAF outposts are empty

Hi,

Another thing I came across was the fact that some of the AAF outpost do not register on the map for some reason.

Try using a map info and clicking on the marked AAF outposts. They do not give any info that they are indeed an outpost and neither do they have any troops/compositions spawned on them.

20170729181455_1

After mission restart, mission seems 'incomplete'

My setup:

  • Latest arma 3 game/server version
  • Dedicated server (setup using TADST)
  • Client running on the same pc as the server
  • Antistasi (LordGolias edit, master branch) running on Altis
  • Default mission parameters

What happend:

After restarting the mission/server, some things are not appearing:

  • HQ Items
  • Petros
  • Most map icons (powerplant still showed after mission restart, but disappeared after server restart)
  • The load/create game UI menu
  • Start game cinematic

screenshot_113

There are no errors inside the .rpt log that have something to do with this issue.

Running admin command #reassign after step 8 results in the mission starting as expected (eg. everything is visible again)

Steps to reproduce:

  1. Start a dedicated server
  2. Load the Antistasi mission (Altis)
  3. Choose 'new game'
  4. Choose a location
  5. Restart the mission (admin command #restart)
  6. Notice the things mentioned above
    (next are optional steps)
  7. Restart the server (admin command #restartserver)
  8. Notice the things mentioned above

UPSMON related questions

Hey,

I was looking at the UPSMON related files and have a couple of questions:

Does it handle spawning, caching and high level commands? Or just a part of these?
How difficult would and what could the impact be upon removing it and replacing it with a proprietary solution we could have more control over?

The Irishman Shop

What do you think about the Irishman shop?

I love the idea of having a way to get guns besides NATO drops and scavenging but I hate the shop menu options.
I believe an eBay-esque system of ordering specific weapons for a hefty price would be more convenient and sarcasticly accurate if you take a look at modern Insurgencies.

Some time ago I experimented with a script bundle called Simple Shop System:

https://forums.bistudio.com/forums/topic/187814-release-simple-weapon-shop-system/

Which is something similar to what I had in mind. Maybe a bit more UI based with a mockup of an actual site? (Can help with that once I come back from vacation)

The pricing of weapons would have to be well balanced but imagine saving up for a .50 cal Barrett and brutally screwing with the REDFOR with your investment. I think it would add a sort of higher emotional investment for players towards their guns (coupled with the no unlocks change you already implemented).

The shop access would have to be refined as well, but seeing that its a black market maybe you can order anything from a laptop but the shipment has to come in and there could be a chance of it being interdicted while landing and you have to protect your hard earned cargo?

Or options between cargo plane and ships with differences in price and risks?

What are your thoughts?

Loading a game causes some errors

When loading a saved game, there is often already spawned spawns (e.g. locations). Because the load has to erase everything and put them back, e.g. locations became nil and errors pop up.

It would be great to, at load:

  1. stop all existing spawns
  2. stop spawn loop
  3. stop all missions
  4. load game
  5. start spawn loop
  6. start missions

so that there is no error on loading.

The errors may break the spawn loop, causing locations to not be spawned.

Recruiting Garrisons

Recruiting garrisons detracts your money and HR but no troops are spawned.

Also if you keep clicking fast you can recruit way above your HR and money limits (still no troops spawn)

UI elements and Leaflet Drop Truck

So I have never experienced these bugs in about 100 hours of playing the original Antistasi Altis. I also checked their forums to see if this has been mentioned. Thus I assume it is a bug in this fork.

I was hosting from in-game (non dedi) with just 2 people playing.

Firstly, after completing a Leaflet Drop mission and loading up the truck with supplies. Upon bringing the truck back to HQ, the truck neither despawned nor would any of the gear transfer to the ammobox when we selected the 'ammobox transfer' option.

Second, about 10 seconds after returning to the HQ (probably just after the initial time I selected 'ammobox transfer), all UI elements stopped working. I could bring up the 'Y' menu, for example, but I could not click on any buttons. I could not even click on buttons in my 'esc menu'. I did notice, however, that the option 'skip' was over the top of the option 'save', meaning there might have been some hidden UI pop-up over the top that was hogging screen space. This could have been caused from the initial ammobox transfer'.

revive option is gone. only healing possible.

Revive option is gone. Only healing possible. Or is that now intended?

Could it be that the Revive script is missing?

I use non-ace version.

I saw this closed ticket and there still was an entry in Antistasi/Revive/medical.sqf which is gone?
#23

Test new save system

@Warhammer47 and @SomethingSimpl, the last set of 20 or so commits dramatically changes the saved system by unifying the different bits and pieces of saving a game (incompatible with old saves!, it will error to load a old saved game).

The most pleasant feature of this is that we can now save a game into a file. For example, the players are saved as

%%%#>OB:{_sp_player_:OB:{garage:AR:[]
%%%#>score:SC:25
%%%#>rank:ST:"PRIVATE"
%%%#>money:SC:100}

SC means scalar, ST means string, OB:{} means nested, etc.

When we press save game, the save is generated on the server and copied to the clipboard of every client and also stored in the commander's profile as before. Likewise, there is now a button to load a game from the clipboard (commander).

This allow us to easily share saved games and to modify them if the save structure changes or there was an error.

It would be great to have this heavily tested, as it is a very important part of the mission.

  1. Any case where it breaks?
  2. Does it fixes #20, #17 and #35?

There is an existing error: #44

Be aware that this save structure is still not definitive, it will likely change 1 more time for a minor but important adjustment. There will be a release when the structure of the saved game is frozen.

Compositions for AAF outposts, bases, seaports

Hi,

What do you think about adding custom made compositions for AAF bases and outposts beyond just adding a mortar and HMG as the mission does now?

I was thinking compositions similar to CSAT hill compositions, handmade and tweaked to provide a bit more realism to the current stale "just place a bunch of soldiers/trucks/mortar/hmg/box" as well as quite a bit of challenge if the outposts were actually defensible now.

Actually could be somehow tied in to the AAF resources system as the faction could be able to build it up in preset steps e.g. "lvl1" - sandbags, "lvl2" - HESCO barriers etc.

It could provide a feeling of progression beyond the enemy just having more helicopters and tanks, help to pace the game a bit more and in my opinion add a "high-stakes" feeling to the late game.

FIAInit .rpt error

19:38:49   Error position: <FIAInit;
>
19:38:49   Error Undefined variable in expression: fiainit
19:38:49 File mpmissions\__cur_mp.Altis\actions\liberaterefugee.sqf, line 19
19:38:51 No speaker given for 
19:38:54 Error in expression <nit] join group _jugador;
[_unit] spawn FIAInit;

This popped up multiple times when liberating the refugees in the mission.

_fiasupport is Undefined

My setup:

  • Latest arma 3 game/server version
  • Dedicated server (setup using TADST)
  • Client running on the same pc as the server
  • Antistasi (LordGolias edit, master branch) running on Altis
  • Default mission parameters

What happend:

During the creation of a new game, the following errors appeared (2x):

Error in expression
<AS_fnc_location_get; if (_AAFsupport >= _FIAsupport) then { "AAF" } else { "FIA">

Error position:
<_FIAsupport) then { "AAF" } else { "FIA">

Error Undefined variable in expression: _fiasupport

File mpmissions__CUR_MP.Altis\location.sqf, line 96

Steps to reproduce:

  1. Start a dedicated server
  2. Load the Antistasi mission (Altis)
  3. Choose 'new game'
  4. Look in your client's .rpt and notice the errors qouted above

Player stays "Incognito" when armed and near enemies

After invading an enemy Factory I started engaging enemies. The status of Cover didn't change from "Incognito" to "Overt" even by killing multiples AIs. They never shot back.

NOTE: This was tested using the last downloadable version in Tanoa

20170905131020_1

Debug/init.sqf is called by client

I'm gonna start creating seperate issues that appear on dedicated servers, starting with this one.

My setup:

  • Latest arma 3 game/server version
  • Dedicated server (setup using TADST)
  • Client running on the same pc as the server
  • Antistasi (LordGolias edit, master branch) running on Altis
  • Default mission parameters

What happend:

During the start of the mission (before creating/loading a game) the following error appears:

"[AS] Error: Server-only script debug/init.sqf called "

I'm not sure if this affect the gameplay, but since it is labeled as an 'error' i thought why not just create an issue for it.

Steps to reproduce:

  1. Start a dedicated server
  2. Load the Antistasi mission (Altis)
  3. Look in your client's .rpt and notice the error qouted above

Vehicle recruitment empty list and more issues on dedicated server

Hi,

I like the version you made, but some things kinda brake on my dedicated server...

  • Vehicle recruitment is empty
  • Unit recruitment have prices listed as "any$"
  • After choosing HQ location, the hq 'items' are not moved to the new location (you can move them with the maintenance->reset hq items option)
  • The load button doesnt do anything...

All of these things dont happen when i run the mission from the editor->run as MP

I'm using the master branch btw.

auxiliar_spawn_location.sqf .rpt error

20:25:47 Error in expression <) then {
deleteVehicle _x;
};
} forEach _soldados;

([_location, "resources"] ca>
20:25:47   Error position: <_soldados;

([_location, "resources"] ca>
20:25:47   Error Undefined variable in expression: _soldados
20:25:47 File mpmissions\__cur_mp.Altis\CREATE\auxiliar_spawn_location.sqf, line 79

Kill traitor mission .rpt error

19:55:21 "[AS] 2: spawn 'kill_traitor_Ifestiona' finished state 'run'"
19:55:21 "[AS] 2: spawn 'kill_traitor_Ifestiona' started state 'clean'"
19:55:21 "[AS] Error: object_get(spawn,kill_traitor_Ifestiona,getAwayVeh): property 'getAwayVeh' does not exist for object 'kill_traitor_Ifestiona' in container 'spawn'. Valid properties: [""_properties"",""state_index"",""spawn_type"",""spawnOwner"",""house"",""max_date"",""task"",""state_index"",""target"",""getAwayVehicle"",""resources"",""state_index"",""state_index""]"
19:55:21 Error in expression <s group _target;
_target assignAsDriver _getAwayVeh;
[_target] orderGetin true;
>
19:55:21   Error position: <_getAwayVeh;
[_target] orderGetin true;
>
19:55:21   Error Undefined variable in expression: _getawayveh
19:55:21 File mpmissions\__cur_mp.Altis\Missions\kill_traitor.sqf, line 146

This happened when we tried out the traitor mission. He was nowhere to be found. Couldnt finish the mission. Not sure if the error is about that, but that is the bug we experienced in-game.

HQ Relocation and Fast Travel

When relocating HQ at game-start, it only teleported Petros (none of the other HQ items). Used maintenance menu to TP the rest of the items which worked.
We then used Fast Travel. The Fast Travel notification of 'Fast Travelling. Please wait' did not disappear.

Upon suicide to force a TP back to HQ, the game crashed.

HQ Items do not get moved to new position

My setup:

  • Latest arma 3 game/server version
  • Dedicated server (setup using TADST)
  • Client running on the same pc as the server
  • Antistasi (LordGolias edit, master branch) running on Altis
  • Default mission parameters

What happend:

During the creation of a new game, the following happend
HQ Items do not get moved to the new position (2) (Petros + campfire do get moved). If i tp back to the 'initial' starting position (1) the items are still there.

(1), (2): See screenshot for position locations
hn5drqhssfyw7kno3qmogg

If i run the 'maintenance options -> reset HQ' the items do get reset to the right position (i think because it just moves them near Petros..)

There are no errors inside the .rpt log that have something to do with this issue.

Steps to reproduce:

  1. Start a dedicated server
  2. Load the Antistasi mission (Altis)
  3. Choose 'new game'
  4. Choose a location
  5. Notice the HQ items did not get moved to your new location

Persistent save on dedicated linux server doesnt works

Hi LordGolias,

i've read the antistasi guide from start to end.
My server is a linux dedicated, and persistent is set.

The commander menu "save/load" doesnt works, keep saying "canceled : save already in progress"
So each time i restart, we lose all progress and start from de begining.

Could mp my server if you want to make some test

Cheers

AAFarsenal.sqf error

12:52:34 Error in expression <selectRandom _valid;
_current pushBack (_type);

AS_AAFarsenal setVariable [_cat>
12:52:34   Error position: <_type);

AS_AAFarsenal setVariable [_cat>
12:52:34   Error Undefined variable in expression: _type
12:52:34 File C:\Users\Matej\Documents\Arma 3\missions\Antistasi.Altis\AAFarsenal.sqf, line 91

In AAFarsenal.sqf

Wrongly read `AAFsupport` from a location of type `base`

From my latest play session, feel free to disregard if they dont mean anything:

11:20:02 "[AS] Error: object_get(location,AS_base_11,AAFsupport): property 'AAFsupport' does not exist for object 'AS_base_11' in container 'location'. Valid properties: [""_properties"",""type"",""position"",""side"",""busy"",""garrison"",""spawned"",""forced_spawned"",""size""]"

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