Yeah it does work for regular, although at this stage it's limited to unit tracking.
Yeah it does work for regular, although at this stage it's limited to unit tracking.
If we recruit a civilian to join the cause, would that civ persist between sessions? I'd assume not and we'd want to use them strategically for precise strikes (etc). So totally cool if that's the case (I'm imagining now what it would look like if they did. And we had 30 recruits and not enough Fkeys :) ).
A buddy of mine and me are in the brainstorming phase right now, with your script as the center stage. Looking forward to it man. I mean, we're discussing things that would be impossible in Arma without it so thanks for the hard work.
No, not until I can verify that ALiVE data stores reliably unfortunately, which I will do at some point but perhaps not for a while as I'll be a lot busier for the next few weeks.
What should persist is your ability to recruit. The more enemies you kill, the greater your reputation and the easier it will be to recruit (and the more sympathetic the civilian population will be to you I think).
What would be really cool is persisent AI in player groups, which will add a lot to SP persistent ALiVE missions. If I can find a way to store the former, the bonus will be the latter.
ARggg.. UC doesn't seem to want to work for me for some reason. AT least not on a non-Alive mission.
I placed the files inside the mission.terrain (name.altis) folder, with the init and description files in there, added the init code to my unit leader, an made sure CIV_F and CIV_F_TANOA are in the safe uniforms and vest parameters.
And I get within about 100 meters of an INDFOR (which is set as my enemy force)... and they start opening up on me.
Is that the close perimeter for discover by enemies? 100 meters or so?
No 100m is way too far, shouldn't be shooting you from that range. If you try the latest version (download from GitHub), there will be a debug option in the setup. Once you start the mission, it will spam the chat with some parameters of the UC system. Let me know what that says and paste your settings and hopefully that should give me a bit more to go on!
Will do!
Mini update: for anyone using this script, please download the latest version (updated 5 mins ago) from github as the previous one wasn't getting uniforms correctly. Otherwise, I've just had a chance to run through all the stuff in a non-ALiVE mission and it should all work as intended.
I initially intended this to be primarily a civilian undercover script (rather than impersonating enemies) however I'm guessing people would prefer to be able to use it for both.
With that in mind, the system currently penalises units for wearing NVGs but I can change that if you guys want. Thoughts?
EDIT: Latest version now has an optional HMD check in the setup.
Just for anyone using this or considering using it, the latest version on GitHub has some pretty big fixes as well as one or two features I'm pretty excited about that could benefit from a bit of testing if anybody is up to it. I'll be releasing on the BI forums too once I know from someone other than me that this works for them too!
The biggest feature (and the one that has taken my last weekend) is:
Persistent player AI Teammates
(When ALiVE data is present).
As sort of requested by @HeroesandvillainsOS....
Requires:
This is intended for SP / Coop TADST sessions where all clients exit the server at the same time.
Brief overview:
(a) save and exit the server at the end of each session
(b) when loading the mission, make sure the mission time is the same as it was when you last saved and exited (if not, your persistent group won't load and the data will be overwritten)
(c) don't play the same mission in multiplayer in the meantime if persistent data hasn't loaded (this will also overwrite your saved group data)
More information (for troubleshooting etc):
Other random features
Civilian Weapon Enhancements (for recruitment)
Enjoy!
Cool sounding update! I'm still looking forward to trying this! So is it safe to assume once #120 is fixed with ALiVE War Room persistence can replace iniDB?
I hope so but it's quite a lot of data and it took a good 5 hours to get it to work properly with iniDBI2 (partly because I'm new to all this, but also partly because the encoding and decoding has its quirks)... but yes, once #120 is good then I'll find a way!
In theory, we're now at the stage where you can work as an insurgent, living off the land, scavenging gear, recruiting people as you go, using disguises (you can now change your disguise when compromised and enemies won't recognise you) mounting raids, with your group hiding their weapons and melting back into the civilian populations... for weeks on end in an ALiVE persistent campaign.
Just need someone to tell me if it works for them too now!
Have been looking for this type of functionality for my missions for some time. Thanks for you your efforts.
Does this work with factions?
@incontinenetia Yeah, anything like that. It basically allows a unit to dress as a civilian and go incognito, then recruit civilians and do whatever you want. Imagine yourself as the insurgent, asking people to join your cause and creating havoc.
So, you could dress as a civilian and keep a suppressed rifle in your backpack, sneak into a sensitive area, find a decent hiding spot, kill a HVT... or just do some recon, or use your disguise to mount an ambush inside a place you couldn't ordinarily get without fighting your way through. Or you could act as a FAC / JTAC deep behind enemy lines, stuff like that.
I recently recruited a whole load of dudes, ambushed an enemy patrol, stole their supplies and gave them to my new civilian team, then got them to hide their weapons, head to an enemy base and mount a diversion while I snuck in and blew up a load of vehicles.
You could also have a BLUFOR FIA insurgency going on and play as one of them, only revealing yourself when you need to attack and blending back into the civilian population once your attack is over. Does that make sense?
The BLUFOR limitation is just because this was designed with a specific scenario in mind and I haven't quite figured out a reliable way to integrate the reputation and recruitment system dynamically yet. I'll hopefully get round to changing that soon.
SP / COOP is exactly what it is useful for.
Nice.
That would explain why its not working for me. I am trying to replicate the film - Beasts of No Nation.
The players would be civvies living in a township protected by the UN, Gov forces roll in and kill everyone. The civvies flee to the bush and seek out the Rebel forces.
I managed to make the UN switch to OPfor by linking them to an invisible Opfor leader and then when players spawn they trigger incoming forces that wreak havoc killing everyone. I placed some civies with opfor invis leaders so it is quite the massacre.
I have African government forces as Independent (the enemy) and rebel African (opfor) forces as the player side. I geuss I need to switch the factions so I am Blufor
Shame, African conflict has blufor however they are white fella's. All the indigenous africans are either ind or opf.
Sadface
Project OPFOR just released a test version of the next release which includes Boko Haram on page 10 of the Project OPFOR thread over on BIS forums! They look amazing!
Hmmm...how to use this in my upcoming mission where the largest part of our player base is going to be CIV_F while the SF team that is working with them is BLU_F again the VME PLA group that is setup as IND (via the config from VME)? Might need to engage a few people via Discord on this one.
Oh sorry. I misread you. I mistakenly assumed you didn't just need Africans, but you needed enemy Africans. Boko Haram obviously is not friendly to BLU_F. They are an Islamic terror group. Disregard.
Project OPFOR may have a friendly African Army but I haven't checked. Despite its name there are some BLUFOR groups in there. You should check it and see.
Hi @Ludi - the BLUFOR limitation is gone now, so if you give the latest version from github a whirl it should work with any side as long as you've correctly specified the enemy sides (as in, east, west, independent, rather than factions) in the setup file. Does that answer your question re: factions?
The only side it can't work with at all is CIV_F. The player has to have a side (independent, east or west) to begin with and the script itself will make that player appear to be civilian to the enemy as long as he isn't being naughty (same goes for any AI members of his group too). For now, it's best to keep any players in separate groups otherwise there might be some weird stuff going on (it will interfere with persistency and simple armed tracking). Also bear in mind there is about a 20 second delay before the script fully initialises so don't spawn any enemy until after that.
@Nichols does that make sense with the civilians? So if you want your guys to function with this script, make sure they are independent in the editor and set west as an enemy side.
I'm curious to hear how you guys get on. The current build works perfectly in the testing I've done so far but as it's my script I'm bound to overlook things in the setup etc. Let me know if you have any more questions.
@HeroesandvillainsOS Oh sorry. I misread you. I mistakenly assumed you didn't just need Africans, but you needed enemy Africans. Boko Haram obviously is not friendly to BLU_F. They are an Islamic terror group. Disregard.
Project OPFOR may have a friendly African Army but I haven't checked. Despite its name there are some BLUFOR groups in there. You should check it and see.
Thanks for the heads up, definitely checking it out.
Wow, you reworked the script for lil' old me!
Many thanks.
Working on this nowish.
I did rework a version of the mission so that the players were aligned with UN (blufor) and the enemy set as opfor however I couldn't seem to get this working. I expect that my white listing needs some work so that I am not immediately detected as hostile.
This was a compromised solution so am pleased it is working as I desire (being able to play as opfor).
I have so many mods and I think Massi pulls equipment randomising loadouts so I am not sure where to start with classifying permissible clothes / backpacks and vest.
@incontinenetia Hi @Ludi - the BLUFOR limitation is gone now, so if you give the latest version from github a whirl it should work with any side as long as you've correctly specified the enemy sides (as in, east, west, independent, rather than factions) in the setup file. Does that answer your question re: factions?
The only side it can't work with at all is CIV_F. The player has to have a side (independent, east or west) to begin with and the script itself will make that player appear to be civilian to the enemy as long as he isn't being naughty (same goes for any AI members of his group too). For now, it's best to keep any players in separate groups otherwise there might be some weird stuff going on (it will interfere with persistency and simple armed tracking). Also bear in mind there is about a 20 second delay before the script fully initialises so don't spawn any enemy until after that.
I'm curious to hear how you guys get on. The current build works perfectly in the testing I've done so far but as it's my script I'm bound to overlook things in the setup etc. Let me know if you have any more questions.
* Uniforms and vests automatically added from faction lists (ability to manually add still remains) - thanks to @SpyderBlack723 for the script
Does this mean I can specify any faction in the gear settings?
I assumed it was limited to vanilla
@incontinenetia Updated the script (same DL link as before) with a few requested changes:
- Undercover units are no longer limited to BLUFOR
- Trespassing zones can now be set up using triggers
* Uniforms and vests automatically added from faction lists (ability to manually add still remains) - thanks to @SpyderBlack723 for the script
* A few small tweaks and fixes here and thereKeep throwing the ideas / feedback out there guys.
I haven't tested it with mods but it should work as long as the faction's gear isn't randomised with a script post-init (I know the Iraqi Syrian Mod does this, maybe Masai too?).
If you can't get it working, could you be a bit more specific about what you have in your settings and what you tried? Did you try debug mode?
Stable release version now up; full release on BI Forums imminent depending on how this version goes...
Just a heads up for anyone after drone-based / high altitude CAS in their missions, I chucked out a script on the BI forums that lets you call in airstrikes without needing to faff around with Arma's pilot AI. May come in handy for some ALiVE mission makers out there.
Link is here .
Very cool!
Now to figure out how to laser a target...
Well you can also use smoke / chemlights / IR strobes, but lasing a target is pretty much just pointing a laser designator at a target and (if using ACE) left clicking.
Oh yeah? So there's no on-screen indicator a target has been lasered (if that's the right word) with the default vanilla designator? You just look at it with the designator and that's it (I don't use ACE)? Leave it to me to make things more complicated than they need to be. I always figured I wasn't doing it right. :)
Anyway, killer description for this script. Been taking a bit of an editor break waiting for some fixes for things beyond my control but you've certainly given us a lot of excellent sounding tools lately. Makes me want to hop back on the mission making train.
No cancel that - there is an on-screen indicator when you are lasing a target using vanilla! Sorry, got confused. It's a little red laser icon at the top. Point that at whatever you want to kill and follow the prompts. There's a video now up on the release page that should go through roughly what you have to do. Let me know if you have any questions dude!
Yeah I saw the video! It's awesome.
Though I think I figured out my problem. Or probably. Apparently you need batteries on your person for it to work. Lol. Who knew? Well everybody but me I take it.
This game is too sim for me. :)
I love the demonstration and look forward to trying it out.
Haha yeah I forgot about that! Maybe I should mention that in the description. I thought it always added batteries no?
I haven't tested things out yet but maybe? I noticed in the video you had a red dot on the top of the display which I'd assume means the LD has power? Well mine never has that so I searched YouTube and one of the tutorial guys said you needed batteries for it to work.
If it forces batteries in your inventory when grabbing the LD in the Arsenal, then yeah I have no clue how to use it then. I'll take a peek later.
TBH sometimes I feel like I don't know how to play with the systems in this game at all (1600 hours in, no less) so I decided to just start the SP campaign last night. I know it forces you to learn all the ins and outs of the game and I think it's time I actually learn these things. It's embarrassing with my playtime that I don't understand these basic vanilla functions.
I wouldn't worry about it, Arma is a beast! Pretty hard to understand all of it. I still have no idea how most launchers work. And as for engaging targets form the air... no clue. But yeah, as long as you have batteries in your designator, a single left click will activate the laser and show the laser dot in night vision and a little red icon at the top of the display.
So, about to get some undercover working with a new template.
@incontinenetia , Did you ever set up a variable for distance to discovery by enemy units? Or is it still a murky "you'll know when you get shot in the face" type deal?
I'd like to be able to change the distance that players can get spotted from, depending on AO and Opfor/Civs they are trying to blend in with.
Not able to get the independent enemies to shoot at me right when I pull out a weapon as a civi. When I'm trying as blufor they shoot me even unarmed (in civi clothing). Anyone have an example mission file I could use as reference?
Hi guys, apologies for the delay in responding - been away a fair bit recently.
@ski2060 There's a variable in there which you can tweak but it's a little bit fiddly as I haven't got it in the settings just yet. Basically, in the /func/ folder, you'll find a file called fn_undercoverTrespassRadiusLoop.sqf. Open that up and on line 3 you'll see this:
params [["_undercoverUnit",player],["_regEnySide",east],["_asymEnySide",independent],["_radius1",15],["_radius2",25],["_radius3",60],["_radius4",150]];
_radius1 is the radius in meters that regular troops will detect you if they can see you.
_radius2 is the radius in meters that asymmetric forces will detect you if they can see you.
So if you want to change the radius for regular forces to 25 from 15, you could use ["_radius1",25] instead of ["_radius1",15].
Does that make sense? I'll add a ticket on GitHub so I remember to add in a parameter in the settings.
@GhostOne It will never work with civilian editor-placed units. They have to be a side that is recognised as an enemy to whichever side you are fighting. Change the clothes to civilian ones in the editor by all means, but use Blufor, Ind or Opfor units as your undercover guys.
As for it not working, the chances are your guy is wearing something prohibited (like Night Vision Goggles or a naughty backpack). Enable debug mode in the settings and let me know what it says if you could? Also, a paste of your settings file and your unit load out wouldn't go amiss if the issue is what I think it is.
So if I'm fighting for the blufor side should the playable character be opfor w/ the code pasted into his init?
If you're fighting as OpFor against BluFor that would work. If you are playing as BluFor, you need to set your enemies for undercover status as OpFor or Indfor.