Arma 3
Custom Combat Patrol
65 kommentarer
Soviet 22. juni kl. 21:14 
Not sure about to go back and jsut try the orgianl combat patrol working
-[ SeraphimsWraith ]- 18. maj kl. 15:19 
not spawning the custom units for me, rest working. any similar issues?
baconbitz 13. sep. 2023 kl. 16:42 
If I am making a mission file for a dedicated server, does this mod need to be loaded serverside? Or can I make the mission with the mod loaded, put the file on the server, and remove the mod from my client to run the mission?
Serra 24. aug. 2023 kl. 9:38 
Nice work! Me and my friends are enjoying this mod a lot. Works really good. Thanks to share this with the community. If is possible, would be nice to change the option of respawn with the last dead position (default) to spawn at insertion point. Or give a option to start at base with arsenal. Thanks
Agent X 2. feb. 2022 kl. 21:28 
Does anyone have a tutorial video on how to set this up?
Taff-79 2. feb. 2022 kl. 5:17 
Love it!
Still need to tweak a few things my end though. I get DOZENS of enemies spawning in! Loads of them!
Also im getting mixed factions! i' m still getting CSAT units spanwing in as well as the Syndikat!

Any ideas on that please?
Twiznak 14. okt. 2019 kl. 9:42 
I have. That's where i hit the problem. UAVs are scripted to spawn at ground level next to a road and I am still trying to figure out WHERE to add the Z coordinate to make the plane spawn in the air. As of right now, they spawn on the ground, next to the road, and don't have any room to take off. I'm still trying. Would you please have a look at my post on the BI forums. I posted the sendReinforcements.sqf and highlighted the specific "createVehicle" lines. Help me Obi Wan Kenobi, you're my only hope!
babast  [ophavsmand] 14. okt. 2019 kl. 4:51 
Then maybe you should just replace helis by planes. Be aware that UAVs spawn a lot in the current version, so if you replace them by planes you could easily be overwhelmed.
Twiznak 13. okt. 2019 kl. 15:55 
Thank you Sir! I have actually hit a problem. I would like to add the possibility to spawn a plane in place of a UAV. Helicopters and VTOLs work just fine because they take off from the ground, but planes need to be spawned mid air in flight. I don't have the coding skills you do, so I haven't been able to make this happen. Would you please help me? I started a "need help" thread on the BI forums https://forums.bohemia.net/forums/topic/226026-help-adding-planes-to-combat-patrol-reinforcements/
Please give it a look, any input from you is of great help to me. Thank you.
babast  [ophavsmand] 13. okt. 2019 kl. 1:57 
Hi Twiznak. As long as you give credit, you are more than welcome to use, customize and distribute. Have fun coding and playing :)
Twiznak 12. okt. 2019 kl. 13:47 
Hi. Awesome work, thank you for making this mod. I am building a whole mission series around this mod. May I please have permission to upload a "custom" version of this to be used with my missions? I am changing the UAV spawning to handle planes and setting all waypoint behavior to combat. Thank you again!
Fenix 11. aug. 2019 kl. 23:01 
All Sorted, My mistake. l put the wrong module on the map. :steamfacepalm:
Fenix 5. aug. 2019 kl. 22:35 
@basstard420 I don't understand how fn_CPObj4Setup.sqf and fn_CPObj5Setup.sqf can't be found. Can you pls look into this. Thank you.
Fenix 5. aug. 2019 kl. 5:44 
Works well, except when l select hostage or propaganda l get this error:
Script\A3\Functions_F_Patrol\CombatPatrol\Objectives\fn_CPObj4Setup.sqf not found
I have subscribed to CCP on Steam.
Crankdaddy 3. juni 2019 kl. 15:06 
I am experiencing the same problem as @CEROSEVT. Whenever I pick a location, everything just goes black and the mission won't play.

It worked just fine when I changed all the parameters of the existing Takistan map, but upon porting the settings over to Porto, this error popped up.
Hill 6. nov. 2018 kl. 2:48 
after the mission initialized i opened map to look where to go and when i closed the map it just went black, what wrong with that?
Blackened_Angel49 31. aug. 2018 kl. 13:52 
@basstard420 No issue.... still far better than the original CP!
babast  [ophavsmand] 31. aug. 2018 kl. 11:51 
Sadly I can't provide any workaround for what you want to achieve.
Blackened_Angel49 29. aug. 2018 kl. 14:27 
I want to create a mission where we infil by Pavehawk to an LZ and then complete the tasks... more immersive, in my opinion, than starting within range of enemy fire or at least my experience so far. Love the fact that that I can use other factions of course, the main reason I sub'd this mod which is far better in my opinion! Thanks for the response!
babast  [ophavsmand] 29. aug. 2018 kl. 3:36 
There's no such thing implemented. May I ask why you would like to spawn at base ?
Blackened_Angel49 27. aug. 2018 kl. 17:49 
Is there anyway to create a custom starting point, like at a base?
babast  [ophavsmand] 22. juli 2018 kl. 11:12 
Glad it's all working fine for you now :)
Warzen Kamor 22. juli 2018 kl. 8:07 
LOL
No, I was using the vanilla one... I feel so dumb... ;)

After such drastic improvement in my mission, I should be able to release it ^^
Gonna test it with a friend tonight and I'll be able to share it next week-end.

Thx again !!!!
babast  [ophavsmand] 21. juli 2018 kl. 14:13 
@Warzen Kamor, just to keep you updated, I've just played a couple rounds of CCP and everything ran without any issue. The HVT and the supply trucks were the one defined in the init.sqf. I know it sounds trivial but I ask it anyway: are you sure you use the CCP module in your misison and not the vanilla one ?
Warzen Kamor 15. juli 2018 kl. 3:58 
Why not. Never done such a thing ;)
BTW, the BIS_CP_enemyGrp_sentry now only accept config entry. I'm getting an error when trying to put an array. BI guys seem to have hardcoded even more Combat Patrol.
babast  [ophavsmand] 15. juli 2018 kl. 3:43 
Why don't you simply share it with the community ? It's your mission after all and I don't want to take the credit for it. As a modder I provide tools for mission makers. As a mission maker you provide ready-to-use missions for end users. I suggest you upload your mission to the workshop and share it on the BI forums. You can make your own thread or post it on the CCP thread, or both, like you want.
Warzen Kamor 15. juli 2018 kl. 2:23 
I'll continue to add support for CUP factions. Tell me when/if you want the updated mission.
babast  [ophavsmand] 14. juli 2018 kl. 13:35 
Glad you liked it, we had some fun times with my crew playing it. I don't promise but I'll try to play this week and see if everything goes smooth. Anyway, I'm on holidays at the end of the month so I'll have much time to take a look.
Warzen Kamor 14. juli 2018 kl. 12:16 
np. thx anyway ;)
your addon was a really good surprise !
babast  [ophavsmand] 14. juli 2018 kl. 11:57 
Crazy stuff, idk how to further help you.
Warzen Kamor 14. juli 2018 kl. 11:38 
I've done that and the variable is correct in the ddebug console.
Even worse, for BIS_CP_supportClasses, whatever I'm setting the variable, it reverts to the default value (array with the CSAT fuel, ammo and repair truck classname).
babast  [ophavsmand] 14. juli 2018 kl. 11:17 
I didn't found anything wrong in your file. After checking the code real quick, the only reason to have a CSAT officer is because BAS_CCP_HVT is nil. You should try to host a game and enable the debug console for you, force the objective on HVT and monitor the variable.
Warzen Kamor 14. juli 2018 kl. 7:49 
I've pasted my init.sqf here:
https://pastebin.com/iyd205Qm

Tried array or text but I always got CSAT officer. :)
babast  [ophavsmand] 14. juli 2018 kl. 6:53 
To be honest, it's quite a long time since I played Arma 3, maybe an update broke something, IDK. We can keep discussing here, I don't monitor the forums and here I have a notification when someone add a comment. Anyway, would you please show me how you initialize the variables that doesn't work ?
Warzen Kamor 14. juli 2018 kl. 5:18 
I tried it, may be the wrong way, but BAS_CCP_HVT and BIS_CP_supportClasses are the two variables I can't modifiy despite being included in my init.sqf. Sahll we discuss it on the BI forum to create some new activity on your thread ?
babast  [ophavsmand] 14. juli 2018 kl. 4:20 
Hi Warzen Kamor. You can actually set the class name of the HVT with the BAS_CCP_HVT variable located in the init.sqf file ;)
Warzen Kamor 14. juli 2018 kl. 1:48 
Hello, great addon ! Despite not being able to customize HVT, I modified your sample mission to be able to choose the ennemy faction from mission parameters. If you're still around, I'll gladly send it to you if you feel it would be a good addition to your splendid ^^ mod! :steamhappy:
babast  [ophavsmand] 22. juni 2018 kl. 7:00 
You should look for a script only version of Combat patrol then. I know PierreMGI did it, you can find his mission here: link . I never used it so I don't know how difficult it is to modify it to your linkings.
=7Cav= SFC.Geki.T 19. juni 2018 kl. 17:07 
@basstard420 the community I work with can't use any additional mods on our servers, I was wondering if I would be able to utilize this as an eden editor extension like eden editor enhanced where I can remove it after the fact but still maintain the changes made during it
babast  [ophavsmand] 19. juni 2018 kl. 3:37 
@=7Cav= CPL.Geki.T: Why would you have some trouble ? I have made few missions with RHS assets without any issue. FYI, you must have the mod loaded server and client side at any time.

@Al Gore: Revert all your changes to have a functional mission. Then proceed to alter your init.sqf step by step and when it stops working you have found your issue.
=7Cav= SFC.Geki.T 18. juni 2018 kl. 13:44 
Do I still need the mod loaded after adding the description.ext and init.sqf into my mission file? I'd like to utilize this for a modded combat patrol using RHS assets, but I would not be able to have this mod running on client side, and running it server side would be complicated.
John Helldiver 15. apr. 2018 kl. 8:40 
Mission was running as expected before I altered the init file, but now there is no selection of location ar briefing, or any objectives. My unit just spawns where it was placed.
babast  [ophavsmand] 25. nov. 2017 kl. 3:23 
You can report your issue on the dedicated thread on the BI forums.

https://forums.bistudio.com/forums/topic/206162-custom-combat-patrol/

Please include your init.sqf and description.ext in your post so I can take a look. And eventually describe further how you setup your server.
kern 23. nov. 2017 kl. 11:11 
Unfortunately running into an issue where custom units won't spawn on a server, yet they spawn on my client.

The server uses my version of the mods, and they're all active.
If you have time I'd love to discuss what's going wrong, as the process of following your init.sqf was amazing for a novice.

Much appreciation for your efforts!
babast  [ophavsmand] 7. sep. 2017 kl. 14:50 
It's needed by everyone. It was easier like that regarding how combat patrol was implemented by BIS devs. Moreover I added modded assets that are needed by the server and the client for some custom made objective.
Loopymoomoo 7. sep. 2017 kl. 14:38 
Is this server only or does everyone need it?
I can't see how it would be needed by everyone, but I'm asking just in case
babast  [ophavsmand] 17. aug. 2017 kl. 2:18 
Just to clarify things up regarding the changelog, when I mean wrecks, I mean the real reinfrocement vehicle which has been destroyed at its spawn point. It won't work with the wrecks I advised you to put in the init.sqf because these kind of wrecks are defined as "buildings".
MustangMike 16. aug. 2017 kl. 17:51 
Hey I just saw your changelog regarding wrecks, Awesome!! Will try it out and see how it works.
babast  [ophavsmand] 8. aug. 2017 kl. 16:44 
You're welcome. Happy to ear you enjoy it :)