Mission (I&A) recommendation

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xdPetya
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June 9th, 2019, 1:56 pm

  • We have to find and interrogate the scientist at the main AO.
    He is just standing still in the middle of nowhere, so maybe you should build a small FOB around him with guards, stationary weapons, etc. or something like that.
  • Could you mark the vehicle spawns with the name of the vehicles on the map? It would be very useful.

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June 9th, 2019, 2:10 pm


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Adonis
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June 9th, 2019, 3:46 pm

Support. I find it awkward how the scientist is just standing unguarded in the middle of a field. Shouldn't he be in a lab or a fortified building surrounded by hostiles?
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VileAce
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June 9th, 2019, 10:59 pm

You have to understand how the mission is written. Each one of the purple circles on the image is a potential AO location.
Arma_3_ESteamsteamappscommonArma_3Arma3_x64-06092019_276b.png
https://i.imgur.com/r7bGljt.png
In each of those locations, the mission is dynamically generated. And for all of our servers, 95% of the same code is used to make the missions. We could add more items dynamically (such as buildings), but the code available to check for flat spaces to place the buildings is not great. In some locations, the building location might not be totally flat, which leads to doors that can not be reached. You will notice that at some of the AO's the diffuse the bomb mission is on a road, this is due to the dynamically placed objects and the script being used to look for flat ground.

We could go back to manually building each AO location, but the amount of time that takes is huge. We would spend all of our time making missions and would have no time to add new features.
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June 10th, 2019, 1:35 am

what about using the building garrison search function for the scientist? its already used for AI garrisoning correct? you could use the results of where AI get garrisoned at then just pick a random building maybe then place him there? Dont think there is a single AO that doesnt have at least 1 garrisoned AI in it.

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June 10th, 2019, 6:46 am

We try to keep the scientist "near" the bomb mission, but this is a good idea if we do not care where in the AO he is located. There may be some AO's on Tanoa and even Malden that have no buildings, but we could do a check, if there is a building then garrison otherwise place in the open. (simplified "code")

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xdPetya
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June 10th, 2019, 7:44 am

Ok, i got the random spawn part.
That garrison thing sounds good!

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June 10th, 2019, 7:45 pm

Could you mark the vehicle spawns with the name of the vehicles on the map? It would be very useful.
There is no way to size text on the map, it would take too much space. We are looking into alternatives. Until then you can use this post, viewtopic.php?f=6&t=1478

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June 10th, 2019, 11:25 pm

does the mission require the DB for the signs to work or can I load it up in the editor? got an idea for that.

as for the scientist honestly I thought he was randomly placed as is. Ive seen him totally on the opposite side from the bomb. Also what about maybe updating the mission task to include the bomb disarm code/procedure when its found? we also need a penalty for failing it. been seeing as of late a lot of people just trying to disarm it without even solving the scientist. that or any mission fail. like a score penalty?

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June 11th, 2019, 2:28 am

The server has a server-side mod with a lot of the mission information. This is how we prevent other groups from "borrowing" our code. I have not recently looked to see what is separated out. I will talk to Claws and the other admins to see if garrisoning the scientist is something we want to do. If it is we can add it to the to-do list.

To answer your question, the signs do not rely on the DB.

How about an artillery barrage on the bomb location for failing. LOL

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