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Habu23

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Everything posted by Habu23

  1. Hello all, Roughly two months ago I announced that Op. Bactria v3.0 was being worked on and I gave a hopeful release date by Christmas 2012. When we all received word that v1.2.3 was being worked on in December, I decided to continue development but hold off a release due to new upcoming mission editor features and a history of new patches breaking the functionality of missions. At this point in time Op. Bactria v3.0 is completely done minus some conditions that will utilize new mission editor features. I also need to correct some outstanding bugs and most importantly, make sure that the rest of the mission was not broken by the latest patch. I'm pleased that v1.2.3 is finally released so that I can finish the remaining parts of the mission and release it to you all. I do ask, however, that you remain patient in this process as I insure that the mission is 100% stable and working. I'm incredibly busy and it will take time (in the magnitude of weeks) to finish the mission as I'm away from my main PC. Many of you have offered suggestions for a future version of the mission and I'm thankful for your feedback. I'm pleased to announce that I have faithfully considered all of this feedback and acted upon most of it for version 3.0. Version 3.0, among other updates and changes, includes a new four ship and randomized tasking that in my opinion is the most realistic and fun of all the flights in Op. Bactria. I'm very thankful for all of your support and feedback and I hope that you will be entertained by this next release. Habu/Force
  2. Glückwünsche Dragon, die Stimme einer "Mission Maker"! Habu
  3. Yes, and with new mission editor features available in v1.2.3, this will be much easier to implement without having to use overly complex logic. Habu
  4. Revelation, it sure is. How is it going? It's been a long time since i've talked to you. I'm currently cohosting a BMS/DCS squadron known as UOAF (forum name: Force_Majeure) if you ever wanted to fly again, you would be more than welcome! Habu
  5. I'll be sure to fix the Pig flight taxiing problem for singleplayer. As for the cave entrances, I have heard from other people that they are having trouble with the tasking. To confirm I loaded the tasking and the bunker entrances are in fact there, but the thermal signature of the entrances has apparently been reduced over the course of the last patches. It used to be pretty easy to detect them, but now they are hidden very well on the upper treeline just above the camp. To fix this, I have moved the bunker entrances higher above the trees for Op. Bactria v3.0 so that they are easier to spot. Development Update: Op. Bactria v3.0 has been extensively tested and is almost ready to go. The limiting factor for release at the moment is the upcoming v1.2.3 patch. I want to insure that the mission is compatible with it and I hope to utilize some of the new mission editor functions in a few taskings. I also realized that two of Boar flights taskings are not completable due to the last patches breaking some of the JTAC functionality. I'm hoping that v1.2.3 will fix these issues as well. Habu
  6. Hello all, Thank you for your feedback and comments. This information is very useful as I plan for release of a new version and I promise to act on most of this advice. When Op. Bactria was first created, it was designed for online virtual squadrons and planned events in mind. In this way, flights would be fully staffed (4 people in 4 ships, Hawg and Pig), (2 people in the 2 ship, Boar), etc., with everyone flying their own tasking depending on the flight. As such, it is nearly impossible to complete a full "Bactria sortie" in a 4 ship flight with two or less players. In this situation, the players will either have to reload or refuel given how much weaponry is used per tasking. Some taskings are very gun intensive, while others employ PGM's. In addition, some taskings can be completed with a single GBU while others require multiple gun runs. I also wanted to add two varieties of the same enemy: more organized forces that were seen in Afghanistan from 2001-2 and the contemporary insurgency. This is why at some times you may be asked to destroy lightly armored vehicles, and others to engage enemy foot-mobiles ambushing convoys. For those that play single player, thanks for being so patient. Please think of Op. Bactria as a multiplayer mission that has been "ported' to single player. It was never designed as such and there will innately be bugs that I cannot foresee! In any event, I will try and fix as much as I can. I am very much aware of the limitations of this design, though I would prefer to keep it because it does not prevent players from RTB'ing when they are winchester. They may not be able to complete all the tasking assigned to them, but this is true in real life. Hopefully in the next DCS patch, the "I am winchester, RTB" radio commands will work in multiplayer. In this way, the mission is able to cater to organized virtual squadrons that support up to 14 players (Bactria v3.0) or small groups of individuals. The random nature of the mission was designed for maximum re-playability. In the latest version I have altered some aspects of the various taskings to improve gameplay. In my opinion, the new four ship tasking in v3.0 is hands down the best, most realistic tasking that exists in the mission. I can say with some confidence that this four ship will adequately suit the gameplay needs of a single player or a 2 person group (despite being a 4-ship) and will be exclusively focused on the contemporary Afghan insurgency. Version 3.0 will also add a "surprise' that I'm sure you all will enjoy for practical reasons. To be honest, I will not know the full extent of this "surprise" until I am completely finished with the mission! With the new patch coming out, I intend to release shortly after v1.2.3 comes out. Habu
  7. It was my intent to release Op. Bactria v3.0 before Christmas, but unfortunately real life priorities prevented this from happening. Rest assured, however, that v3.0 is in the finalized stages for release. I have gone through the 100+ sound files in the mission to add a more realistic "radio pop" sound and have made a load of gameplay improvements and bug fixes. Most importantly, however, version 3.0 will add another four ship with additional tasking. Because I failed to release before Christmas, I hope to wet your appetite with a trailer video of one of the new taskings. Special thanks to Fluffer at UOAF for helping me with the voice acting scripts and for making this video, also thanks to Merlo from UOAF for testing this tasking: Habu
  8. Hi Jorge, Thank you very much for your feedback. I opened up v2.0 in the editor with the recently updated DCS: World build and I was able to see that all units were present and properly loaded. This tasking has worked before in standalone DCS: A-10C as well as older builds of DCS: World, so i'm sure the triggers should be working properly. It is likely that the problem may have been the additional four ship that you added with the editor. It is important that the added four ship for Pig Flight exist as part of the "UK" Coalition, otherwise they will not hear audio updates. Also, the added four ship will be unable to trigger any tasking, as only the flight lead for the original Pig flight can do so. I have realized this is not ideal and have already fixed this in Version 3.0 so anybody in the flight can activate tasking. Nonetheless, I will look into this possible issue. Version 3.0 will be released next month and is designed specifically with DCS: World compatibility in mind to prevent future problems. In the mean time, try the original Op. Bactria v2.0 again without the added four ship. Habu
  9. Hello all, Thank you all for your wonderful comments. I am continuing work of Operation Bactria v3.0 and I aim to release before Christmas!:thumbup: A lot has changed regarding DCS since the release of v1.0 a while ago, but now Op. Bactria is being made to be compatible with DCS: World v1.2.2 and up unlike v1.0 and 2.0 that were mainly intended for standalone DCS: A-10C. Version 3.0 will address some issues that have lingered since release as well as utilize some of the new mission editor features. As always, v3.0 will exist in a format compatible for single player. It's my goal that the Boar flight JTAC's will be fixed and not broken by future DCS World patches. Most importantly, however, there will be brand new content added to v3.0 in much greater magnitude than was introduced in v2.0. I am still busy with real life but v3.0 will be released in a few weeks. In the mean time, please let me know if there are any bugs that exist with v2.0. Habu
  10. @Corvus and Ralph: Thank you very much for your kind words and support. @Quarkie: I was afraid that the new patch (and future patches) will break the JTAC functionality. I will look into it as soon as I can. Future additions to Op. Bactria will not include JTAC functionality (with the exception of course with Boar flight, which will remain unchanged) due to this issue in almost every patch. Habu
  11. Just a quick reminder for patch 1.2.1, load Operation Bactria in the mission editor and save it again so that the code will be updated with the new patch. Please let me know if anyone is experiencing game play problems (JTAC, units missing, etc.) with the new patch. Habu
  12. Hello all, Thank you for the kind remarks and comments. The missing sounds are a problem native to DCS World v1.2.0. The fix that menendezdiego linked should work. I take all feedback very seriously and will think about implementing the ideas that have been mentioned recently. Tankers will have longer station times and I will consider adding SLmod to Version 3.0 so that task orders can be repeated and F10 commands can be issued. The main reason why this mod has not been implemented in the past two versions is to insure stability and compatibility at all costs. I realize that SLmod is very popular and proven, so this shouldn't be an issue. Also, it appears that the author frequently updates the mod as patches to DCS are released. I will give this mod further thought as I approach a future release day, but I hope you all understand my rationale. Habu
  13. Hello all, I have been without internet since Wednesday, so I apologize for the late response. Thank you for bringing to my attention the missing file for Pig flight's mission complete sound file. For the tanker, TACAN Y will only give bearing and not range. You are right that "Tusk" flight should be "Boar". Because you joined the mission after being hosted on the server for nearly 2.5 hours, the tankers most likely RTB'd before you could reach them. I designed the mission to start after all clients are connected instead of "joining in progress". In future versions i'll try and extend the station time to accommodate those who join way after the start of the mission. It has also been suggested that I add the SLMOD functionality to the mission, which I will give serious consideration. Version 3.0 is being worked on but will not be available for release in some time due to real life commitments. Habu
  14. @Paco: I'm glad the explanation helped, i'm just an amateur :) @Aries: For that tasking, its critical that you use your Targeting Pod to positive ID the house with two ural trucks parked outside. It's there, you just have to look :) @mwd2: Random 100% is used at Mission Start because I need "Flag 11 is true" and "Flag 12 set to value 0" to initiate at the first moment the mission is started. Random 100% is basically another way of saying "Just do this no matter what". Habu
  15. Op. Bactria Framework in Layman's Terms I hope...:cry: I am attaching a sample mission that aims to demonstrate Op. Bactria's trigger framework in simple terms without all the specific task triggers. The Sample Mission contains 10 mock tasks (fly to a steerpoint) and will succeed when any three tasks are completed. Let me define the triggers: -Flag 1 is randomly set to a certain value (1-10 in this mission). -Flag 11 is used to initiate or stop the framework from randomly generating new tasking -Flag 12 is used as a counter to record how many tasks were successfully completed. At the completion of every task, Flag 12 is Increased by a value of 1. After three successful completions, Flag 12 will equal a value of 3 and then trigger the "***Hawg_Mission_Complete" trigger. -Tasks are started and ended with the following system Task#1 Start: Flag 100 Task#1 End: Flag 199 Task#2 Start: Flag 200 Task#2 End: Flag 299 etc... Task#8 Start: Flag 800 Task#8 End: Flag 899 etc... Task#10 Start: Flag 1000 Task#10 End: Flag 1099 Realizing that I would probably not use 99 triggers for any one task, I end each task number with 99 at the end so its consistent with the endings of all other taskings. Task#1 begins when Flag 100 is turned on, and ends when Flag 199 is declared. Task #2 begins when Flag 200 is turned on, and ends when Flag 299 is declared. Task #10 begins when Flag 1000 is turned on, and ends when Flag 1099 is turned on. I hope you get this system. At the beginning of the mission, I turn Flag 11 on, thus stopping any kind of randomization activity to take place until I reach the IP trigger zone. I also set Flag 12 to a value of 0 as no taskings have been completed. Once I reach the IP, "***A-10@IP" trigger activates and initiates randomization by turning the switch Flag 11 off. The continuous trigger "***RandomInitHawg" realizes that Flag 11 is false and also checks to insure that the mission isn't already completed (Flag 12 at a value of 3). This trigger then sets Flag 1 (the random value Flag) to a number between 1 and 10. The next ten continuous triggers checks to see that randomization is occurring (Flag 11 is false), and then makes two additional checks: If the task hasn't already been completed (Flags 199, 299, 399, 499, etc. are false) and if the random number generator, Flag 1, chose a cooresponding task, (Flag 1 Equals 1, Flag 1 Equals 2, Flag 1 Equals 3, Flag 1 Equals 4, etc.). Once this occurs, it will turn the randomizing process off (Flag 11 is true) and then declare a Task-starting flag that corresponds with the random value that Flag 1 was set to. Example 1: {Flag 1 is randomly set to value 1, Flag 199 is false (great, this tasking has not been played)}, {let's set Flag 100 to be true (okay, i'm starting up the task!). Flag 11 is on (Let's not forget to turn off randomization because we're in the middle of a task!) Example 2: {Flag 1 is randomly set to value 2, Flag 299 is false (great, this tasking has not been played)}, {let's set Flag 200 to be true (okay, i'm starting up the task!). Flag 11 is on (Let's not forget to turn off randomization because we're in the middle of a task!) Example 3: {Flag 1 is randomly set to value 3, Flag 399 is false (great, this tasking has not been played)}, {let's set Flag 300 to be true (okay, i'm starting up the task!). Flag 11 is on (Let's not forget to turn off randomization because we're in the middle of a task!) Are you still with me? :thumbup: You will notice 10 additional continuous triggers below the mission complete trigger. All these do is if by chance Flag 1 (the randomizer) selects a task that was already completed (Flag 199 is true), it turns Flag 11 back off so that it can restart the process. Flag 1 will then randomly select a number again until it picks a task that has not been completed yet. The "Hawg_Task#1_Start" or "Hawg_Task#2_Start" or "Hawg_Task#3_Start", etc., is the trigger that actually begins the tasking. It waits until Flag 100, 200, 300, etc., is declared true and then activates Tasks 1, 2, 3, respectively. Once a task is complete (in this mission, simply fly through the steerpoint with the appropriate task), all you need to do is declare the end variable 199, 299, or 399 respectively and the present task will end. With this framework, a new task will be automatically generated. Example: Flag 100 is declared, Task#1 is activated! I fly to steerpoint Task#1. "Hawg_Task#1_End" trigger detects that the aircraft is in the trigger zone and declares Flag 199 to be true in order to end the tasking. The second set of continuous triggers realizes that Flag 1 was set to 1 (to activate Task#1) and that Flag 199 is true (Task #1 was completed), so it declares Flag 11 off to restart the randomization process. How does this apply to the actual Op. Bactria Op. Bactria uses this exact same system but replicates the framework three times for the three individual flights. Obviously, the sample mission is very simple. For more elaborate tasks like those in Op. Bactria, declaring the task starting flags to true (100,200,300, etc.) initiates more flags and conditions (101,201,301, etc.) that lead to Group Activate actions, smoke, or explosions. You will notice that Hawg flight begins at Task #1, Pig flight starts at Task#11, and Boar flight begins at Task#21. This is how the framework is modular. I can add taskings to any flights in future versions by simply adding more values to the randomizer flags (Flags 1,2,3), additional continuous triggers where needed, and obviously the tasks themselves. If I wanted to add another flight in another version, I can guarantee you that it will begin with Task#31 to allow room for expansions in the previous flight (Boar flight). If you read this far... I tried my absolute best to explain the framework and mission in the simplest, most understandable way. If you are still confused, don't hesitate to ask questions. I sincerely hope that this explanation allows others to understand how the trigger system works in Op. Bactria. Op. Bactria version 3 is being worked on, but it will take considerable time to release as I will be away from my main computer. Habu Op_Bactria_Framework.miz
  16. Thanks Paco for your kind words. With so many taskings and three flights to manage, a very efficient trigger system was needed so that I could keep track of everything. Rather than attempt to explain Op. Bactria in its entirety, I will soon upload a mission that utilizes the exact same trigger framework (minus detailed and elaborate taskings). I feel that this is the least confusing way to illustrate how randomization occurs and how the system is completely modular. Habu
  17. Hi Furious, Glad you are having fun. I know that the F10 radio commands do not work in multiplayer, though they should in singleplayer. I believe that the multiplayer host had access to the commands in v1.1.1.1, but I'm not so sure for DCS: World. Habu
  18. You're telling me you can't spare a right mouse click? :megalol: Habu
  19. Reference thread #1; thread #2. Y TACAN channels are used for airborne transmitters while X channels are used for the ground. To get around the range issue, just input 125X or 126X instead of "Y". I believe this is merely a bug in the game. Habu
  20. Hi Humvee, Thanks for bringing this to my attention. I'll address this in a SP patch as soon as I can. Habu
  21. Thanks Megagoth for your kind words. Unfortunately not unless Russia could enter the fray of the NATO invasion/occupation of the territory in Op. Bactria :thumbup:! With that being said, I made a very simple Black Shark mission modeling KA-50's in the Second Chechen War for private use. In the future I may make a mission much like Bactria but in this setting with Ka-50's. Habu
  22. Operation Bactria uses 184 triggers, 30 of which are continuous with no degradation of performance whatsoever. Occasionally sound files are cut short as of v1.1.1.1 of DCS: A-10C. In my experience the lowest FPS in missions comes not with mission triggers or frameworks, but rather excessive units at airfields and large battles on the ground. Another thing to note is that large concentrations of static objects (50+) in small areas lead to FPS drops whenever you look in that direction. Habu
  23. Hi Magnum, Your point is well taken. There is a mod called SLmod that apparently allows players to repeat task briefings in multiplayer. The only reason why I have not adopted this mod for Op. Bactria is I want to insure compatibility with future patches at all cost. This is not to say that a future version will not incorporate the mod, and quite frankly, I do not know enough about the mod to comment appropriately. With regards to this issue, it would also be pretty easy to incorporate something that you are talking about where task briefings are temporarily made into an F10 radio command after the briefing is activated. This would allow users one last chance to hear the briefing if they missed it the first time. After the tasking is complete, this F10 radio command would be deleted in preparation for the new tasking. Look for something like this in the next version. Thanks for the idea. Habu
  24. Good to hear that its working fine in DCS: World Ralgha. I'm most concerned about Boar flight and the JTAC functionality in 1.2.0. I did a test flight and sometimes the JTAC does not recognize assigned targets. I'll have to look into this more. Habu
  25. Single Player Version This is Op. Bactria v2.0 converted for single player use. It is intended to be played in DCS: A-10C v1.1.1.1. The mission will load in DCS: World, but I can not guarantee stability or functionality at this point. How to change flights By default the mission will put the player in Hawg flight. To fly in other flights, simply do the following: 1 ) Open the mission in the Mission Editor. 2 ) Find the lead aircraft of the flight you would like to use in single player. 3 ) Change the skill from "Excellent" to "Player" 4 ) Save and load up the mission. Habu Operation_Bactria_SP_v2.zip
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