Co@30ResistanceAlive (Sabotage Reboot)

Kyoptic
Posts: 216
Joined: Sun Oct 11, 2015 5:08 pm
Contact:

Co@30ResistanceAlive (Sabotage Reboot)

Post by Kyoptic »

Greetings gents,

By popular request I've decided to have a go at rebooting Sabotage ALiVE, rebuilding it from almost-scratch while still nicking a couple of the niftier original scripts.

Initial version is going to be on Cherno for testing purposes and scale, but a version on Napf is planned shortly after as Cherno is already being used for Erppa's Behind Enemy Lines, and the missions are sufficiently similar that I don't want to be treading on anybody's toes.

Current features:
- Bus system for regrouping on casualties
- JIP teleport (ripped from Behind enemy lines, thank you Erppa!)
- AI voice detection (again, thank you Erppa and to the original script maker - Dmitry?)
- Several static objectives with customized rewards
- Semi randomized starting situation (vehicles, weapons, etc)
- Unlockable bases and workshops (produce supplies - radios, ammo, weapons, etc)
- Advanced Medical System

Planned Features
- Faction wide income allowing payment for ammo/weapons/supplies/vehicles from black market
- More bases/workshops
- More objectives
- "Undercover" function. Blend in with civilians to scout out enemy objectives - only while unarmed.

Known Bugs
- CSAT is sometimes spawning when they shouldn't be, trying to resolve.

Questions for you:
- Bus system: liked/disliked for returning to squads?

As always, suggestions/comments etc welcome. The mission should be ready for testing within a couple of days tops.
Making the world a better place, by shooting people in the face.
[Ben]
Posts: 325
Joined: Sun Jan 17, 2016 5:10 pm
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by [Ben] »

Looks like we are soon to have seeding missions flowing out of every orifice zeus has. Hopefully as long as the quality is good, then the more the merrier.
You couldn't script your way out of a cardboard box.
User avatar
Wombat
Posts: 601
Joined: Mon Jan 18, 2016 3:19 am
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Wombat »

Kyoptic wrote:- AI voice detection
Doesn't TFAR have this built-in by default now or have I been misinformed?
[Ben]
Posts: 325
Joined: Sun Jan 17, 2016 5:10 pm
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by [Ben] »

Wombat wrote:
Kyoptic wrote:- AI voice detection
Doesn't TFAR have this built-in by default now or have I been misinformed?

Not to my knowledge.
You couldn't script your way out of a cardboard box.
User avatar
2600K
Posts: 173
Joined: Sun Jan 17, 2016 5:21 pm
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by 2600K »

Wombat wrote:Doesn't TFAR have this built-in by default now or have I been misinformed?
Yeah it was recently completed as an optional addon, not sure which TS version it's coming in though.
Erppa
Posts: 102
Joined: Wed Feb 17, 2016 12:17 am
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Erppa »

Code: Select all

 Cherno is already being used for Erppa's Behind Enemy Lines, and the missions are sufficiently similar that I don't want to be treading on anybody's toes.
I don't own the maps :-D
So, please, convert your mission to ALL maps! (So I could stop trying to bugfix my mission) :lol:

Edit:
Ton of junk removed.
Last edited by Erppa on Mon Jan 16, 2017 10:30 am, edited 4 times in total.
Smolof
Posts: 132
Joined: Sun Mar 06, 2016 5:54 pm
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Smolof »

Erppa I think you are talking about the old sabotage that has been fixed independently of this new version.
Erppa
Posts: 102
Joined: Wed Feb 17, 2016 12:17 am
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Erppa »

Smolof wrote:Erppa I think you are talking about the old sabotage that has been fixed independently of this new version.
Wait a minute! We have been playing co @ 19 Sabotage Alive v7 on Podagorsk! :lol:
Oh fuxxor!

OK! Where is this new mission then?!
Kyoptic
Posts: 216
Joined: Sun Oct 11, 2015 5:08 pm
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Kyoptic »

Erppa wrote:
Smolof wrote:Erppa I think you are talking about the old sabotage that has been fixed independently of this new version.
Wait a minute! We have been playing co @ 19 Sabotage Alive v7 on Podagorsk! :lol:
Oh fuxxor!

OK! Where is this new mission then?!
Chernarus! But I'll port a version over to Napf soon after, I hope.

That one on Podogorsk still works? Wow... I thought the server FPS crashed it after a while. Interesting.
Making the world a better place, by shooting people in the face.
Kyoptic
Posts: 216
Joined: Sun Oct 11, 2015 5:08 pm
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Kyoptic »

2600K wrote:
Wombat wrote:Doesn't TFAR have this built-in by default now or have I been misinformed?
Yeah it was recently completed as an optional addon, not sure which TS version it's coming in though.
*shrug* I saw a cool script, I nicked it.
Making the world a better place, by shooting people in the face.
Erppa
Posts: 102
Joined: Wed Feb 17, 2016 12:17 am
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Erppa »

Kyoptic wrote:That one on Podogorsk still works? Wow... I thought the server FPS crashed it after a while. Interesting.
It does. We played it for an hour or so. Other people left, I was alone at the base and server FPS was 10 :(
Smolof
Posts: 132
Joined: Sun Mar 06, 2016 5:54 pm
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Smolof »

We played it way longer than an hour. But yeah after a while alive tends to leak and crash the server. But that's alive not the mission. So it will probably happen to this one as well. Let's just hope the 64 bit version comes out soon, and our mods are updated quickly. Cause apparently the mods DLLs need to be recompiled for 64 bit.
Erppa
Posts: 102
Joined: Wed Feb 17, 2016 12:17 am
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Erppa »

There is a game on, which has been running since 23:16 and server FPS was ~33.
So not bad. I'll write more in detail post soon-ish :-D
Erppa
Posts: 102
Joined: Wed Feb 17, 2016 12:17 am
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by Erppa »

* Briefing could be bit more informative. Game mechanics etc.

* Uniforms in boxes, which cant be taken
- People must have dumped them in the box, instead of "emptying their pockets"

* Bug, on respawn & gear saving? West was replicated! I got a west, which was somehow synched with Zynecs west. When he picked up mags, or put them to box, My loadout was also changed. Same happened even if my west was in a box!

* Disable admin actions on ALIVE

* Database for the mission! so we can save "the fruits of our labor".
[Ben]
Posts: 325
Joined: Sun Jan 17, 2016 5:10 pm
Contact:

Re: Co@30ResistanceAlive (Sabotage Reboot)

Post by [Ben] »

Smolof wrote:We played it way longer than an hour. But yeah after a while alive tends to leak and crash the server. But that's alive not the mission. So it will probably happen to this one as well. Let's just hope the 64 bit version comes out soon, and our mods are updated quickly. Cause apparently the mods DLLs need to be recompiled for 64 bit.
ALiVE already ships with 64 bit dlls, for users who currently play with it on the dev branch where 64 bit is already available.
You couldn't script your way out of a cardboard box.
Post Reply

Who is online

Users browsing this forum: No registered users and 12 guests