View Full Version : Warfare 1.1.x [ MattR N&S ]
Warfare 1.1.3 Final [ MattR N&S ] - 23 June 2008
Oki with the release of the new BIS 1.1 version i have decided to start over http://forums.bistudio.com/oldsmileys/smile_o.gif i have requested the old thead be locked as its now obsolete. This version comes with a New Name System which will help people keep track of which BIS version it is.
Warfare 1.1.3f MR NS 32 Players (http://www.gol-clan.net/downloads/GOLP/Missions/Warfare_32_V113f_MRNS.7z) - 7z - Gol Clan
Quote[/b] ]
Changes:
1.1.3 Changes
- Fixed Some Issues
- Added Rich Supply Mine
- Changed Some Config Setting Variables
- Added Auto-Balance Teams (Once a slot is selected you cant switch between teams)
- Tweaked Config Structures Prices (Twice)
- Tweaked Init CommonConstants
- Added ROMM_IA to Random Resistance
- Town Placement Tweaked (Thanks Shadow)
- Added SF/Spetznatz to player select menu.
- Removed Radar Block Temp
- Mando Hitch For Blackhawk and Mi17
- Tweaked Config Structures Prices
- Added HALO (Parajump anywhere) Flag in Corazol, Now it has to be fought for.
- Fixed some Fast Travel Placements
- Big Towns Now Have Hard Resistance
- Added Su* 2 for east airport
- Removed Blocked Radar
- Added Counter Measure [ Will block one missle but a second stright after will hit ]
1.1.2 Changes
- Added Buy Civil Cars from Town Depots
- Increased Set ViewDistance [ Kept the Set ViewDistance for Player Balance Purposes.]
- Tweaked the Init Varables
- Added More Starting Locations in the North
- Added 4 more towns to north than previous versions
- Random Racs Patrols In the Mountains
- Added Cool Effect When Bomb/Greande goes off next to you. [ Rommel ]
- Added Random Enviroment Sounds.
- Blocked [AH1z,KA50] Radar [ Mandoble ]
Quote[/b] ]
BIS Changes [1.1]
- Added respawn AI team option to Command Teams UI.
- Added Unflip vehicles option to Team Menu.
- Added Disband Unit option to Team Menu.
- Added Team Status to Team Menu.
- Fixed JIP bug where player did not see current status of captured depots and camps.
- Possible fix for end-game bug when packing MHQ.
- $9000 - KA50
- $8000 - AH1Z
- $2500 - M119/D30
- 2000 Supplies - Aircraft Factory
Oki i hope everyone likes this
sandzibar
Jun 12 2008, 11:42
thats was quick matti. nice work http://forums.bistudio.com/oldsmileys/notworthy.gif
SWAT_BigBear
Jun 12 2008, 14:30
Our group is still having a blast w/1.5f. (Thanks Matt)
We will be testing these new versions in the next week or 2.
I'm hoping they offer the same great stability!
persistance=1, allows our team to play when they can, JIP is working great!! We just ended a 6 day run with 1.5f, and the server was still giving 35+ fps, even with me running a full squad of AH-1z's across the island. (amazed)
It is really nice to come back 2 days later, and see the AI's have not ended the game. (this may be due to the lenght apart they started).
Thanks again..... http://forums.bistudio.com/oldsmileys/wink_o.gif
Oki i have just updated the first file again as when testing before found some bugs... will be the same fine name etc...
- Added Buy Civil Cars from Town Depots [ FIXED ]
- Arty Range Increased to 9000m
Oki testing the Radar Viewblock it is well and truly awesome. It makes it much harder when flying the Kamov, which is what i was using on my side. Its harder to track there base etc and Defences dotted around the place. http://forums.bistudio.com/oldsmileys/yay.gif i have a video i will later upload.
Desiderius
Jun 12 2008, 15:35
great work Matt Rochelle,
our Community will testing it today.
Greetings
Radar Block Effectiveness
http://www.youtube.com/watch?v=bu0CC5yMUhQ
Frank-O
Jun 12 2008, 20:26
Hey Matt,
Can a limit on base structures be put in the next version? Felt like an exploit when I finally saw the base I updated after the last commander disconnected.
It was a wagonwheel of structures. 18+ in all of barracks, light, heavy, air, bunkers, and AA/AT mounts. Factories were walled by the triple sandbag walls, and it was essentially artillery proof. It seemed like it didn't matter if the base was moved, since destroyed vehicles were salvaged, and AI squads kept shoring up their numbers and defenses.
KaRRiLLioN's RTS had a limit of 5 on major structures as I recall, and this seems to reinforce the reason behind it.
Seems promising on the Radar blocked. Can you still manual lock on targets?
I thought you were going to reduce artillery range, not increase it? It just emphasizes artillery as a strategic weapon as opposed to a tactical support wpn.
luemmel
Jun 12 2008, 21:34
first i was glad with your mission. but as i saw the "block sign" for the ah i was very disappointed. this feature (target selection) is as old as ofp 1.0. why do you implement it? we all live nearly 8 years with it and it is realistic. the sign is ugly and dont help to improve the gameplay. sorry to say it.
i am going to release a new mission for north&south without this "block" bullshit.
first i was glad with your mission. but as i saw the "block sign" for the ah i was very disappointed. this feature (target selection) is as old as ofp 1.0. why do you implement it? we all live nearly 8 years with it and it is realistic. the sign is ugly and dont help to improve the gameplay. sorry to say it.
i am going to release a new mission for north&south without this "block" bullshit.
Thats oki. You can target just not see the retdots. Makes it much more fun without people instantly finding you and owning you with a Kamov.
Added it to Karrillions Bootcamp server. Thanks matt, you rock!
VerySolidSnake
Jun 13 2008, 17:49
Thats oki. You can target just not see the retdots. Makes it much more fun without people instantly finding you and owning you with a Kamov.
Maybe instead of "Radar Blocked", have it either be solid black (you'll know the radar is jammed when all of a sudden you can't see any dots)
1 thing I have issue with: The M203 simply firing causes you to go deaf, not the explosion itself mind you, but the grenade leaving the tube causes you to go deaf. Even if your M203 is 10,000,000 meters down range, the grenade (once it leaves the tube) causes you to go deaf.
1 thing I have issue with: The M203 simply firing causes you to go deaf, not the explosion itself mind you, but the grenade leaving the tube causes you to go deaf. Even if your M203 is 10,000,000 meters down range, the grenade (once it leaves the tube) causes you to go deaf.
Thanks i check it out.
sandzibar
Jun 14 2008, 10:11
can barracks be made as valid "fast travel" zones? so moving between bases is easier when the mhq is no longer there?
i also like the idea of limiting the construction of each building type to 5 or something..
new heli radar block is good. promotes teamwork and less "i am an omnipotent game winning god"
Ike_fin
Jun 14 2008, 10:18
I like the new enviroment sounds, especially the distant explosion sound.
Radar block is good way for balance but it's still easy to dominate whole map with choppers if pilot knows what he is doing..
I think radar block could also be added for MBT's.
Biggest problem of north vs. south war is Corazol because AI likes to swim across the bay or just get stuck in Corazol.
It is also very demanding for server because there is so many AI and towns.
ModaFlanker
Jun 14 2008, 14:58
Yeah,
We need a South Sahrani only version... that'd make the map more popular (with having a choice).
rekster
Jun 14 2008, 15:49
First just wanted to say, very nice work on the mission. Nice to be able to play on North and South now. So thanks for doing that.
I have two questions.
1.) If you wanted to change default money, were can / how do you do that?
2.) To add a script to a vehicle, that you order from a factory how can one do that? ( I want to add the mando flares to aircraft for defense, and want to create a HMWWV with a stinger)
169th_Ice
Jun 14 2008, 23:10
I'd like to see the a/a capability of the Kamov removed. see here http://www.armaholic.com/index.php?m=single&id=3242
Im a beta tester for Black Shark by DCS and there's no way the VIKHR can take on fighters in all aspect confrontations.
It has a mild success rate against slow moving (Landing speed) aircrafts from behind. nothing else is remotely realisitc.
We moved our HQ today for the first time, after about 2 hours. I drove it next to a cliff in the middle of no where, got out and had no "build" options. I rejoined the game and the MHQ disappeared. :/ Any ideas?
Hey could we somehow have a few towns moved around so the northern region is more important? I'd like to see some fighting up there. I know theres like 2 towns, but its near impossible to have a confrontation up there. Not to mention its always a long drive if your team starts there at the beginning of the match considering the supply trucks have 10x longer to go to reach a town. The other team is then at a huge advantage.
We moved our HQ today for the first time, after about 2 hours. I drove it next to a cliff in the middle of no where, got out and had no "build" options. I rejoined the game and the MHQ disappeared. :/ Any ideas?
Hey could we somehow have a few towns moved around so the northern region is more important? I'd like to see some fighting up there. I know theres like 2 towns, but its near impossible to have a confrontation up there. Not to mention its always a long drive if your team starts there at the beginning of the match considering the supply trucks have 10x longer to go to reach a town. The other team is then at a huge advantage.
i get the no build constrution menu in 1.1 too after a long game.
When you disconnected the AI would of been made commander and its possible he buildt the MHQ and it spawned over the cliff.
http://forums.bistudio.com/oldsmileys/huh.gif Ive been making a new version slowly with a load of changes etc and slowly testing it on the clan server.. but ive got a load of RL issues just atm. so work is slow.
You might want to copy a few more of my towns, Matt http://forums.bistudio.com/oldsmileys/whistle.gif
Some less than ideal object placements here and there. Corazol and Ortego comes to mind.
You might want to copy a few more of my towns, Matt http://forums.bistudio.com/oldsmileys/whistle.gif
Some less than ideal object placements here and there. Corazol and Ortego comes to mind.
Sorry http://forums.bistudio.com/oldsmileys/sad_o.gif it was too temping you had a lot more towns in the north instead of me manualy adding them copying them was much easyer. Wasnt all the towns though most of the towns come from the origional who ever made them in the 1.0 N&S Just added yours as additions.. But i didnt think it would hurt anyone? Yeah? http://forums.bistudio.com/oldsmileys/wow_o.gif
Anunnaki
Jun 15 2008, 19:45
You might want to copy a few more of my towns, Matt http://forums.bistudio.com/oldsmileys/whistle.gif
Some less than ideal object placements here and there. Corazol and Ortego comes to mind.
Sorry http://forums.bistudio.com/oldsmileys/sad_o.gif it was too temping you had a lot more towns in the north instead of me manualy adding them copying them was much easyer. Wasnt all the towns though most of the towns come from the origional who ever made them in the 1.0 N&S Just added yours as additions.. But i didnt think it would hurt anyone? Yeah? http://forums.bistudio.com/oldsmileys/wow_o.gif
Can you port your mission to new SARA.LITE island ?
The old SARA is too BIG for few players and lacks some new roads, which are present in new SARA.LITE.
THX.
You might want to copy a few more of my towns, Matt http://forums.bistudio.com/oldsmileys/whistle.gif
Some less than ideal object placements here and there. Corazol and Ortego comes to mind.
Sorry http://forums.bistudio.com/oldsmileys/sad_o.gif it was too temping you had a lot more towns in the north instead of me manualy adding them copying them was much easyer.
Nothing to worry about, bud http://forums.bistudio.com/oldsmileys/smile_o.gif
I just noticed several towns were carbon copies from the official Warfare, but some of the towns on Sara are not identical to SaraLite so the camps and depots needs to be moved manually.
The towns that are copied from my 32p version were correct.
Quote[/b] ]Can you port your mission to new SARA.LITE island ?
The whole idea about this is to use the entire island of Sahrani.
If you want this mission on SaraLite its easier to pick the official Warfare mission and replace the scripts with Matt's changes.
1 thing I have issue with: The M203 simply firing causes you to go deaf, not the explosion itself mind you, but the grenade leaving the tube causes you to go deaf. Even if your M203 is 10,000,000 meters down range, the grenade (once it leaves the tube) causes you to go deaf.
Thanks i check it out.
I'd like to update that: It only happened during that match. I can't explain it without looking like a complete idiot. I've played many Warfare's since then and have had had this issue repeat. Sorry if I wasted your time on that one dude.
New version soon, which will have a parameter for Ka50/Ah1z Radar Block for those that dont like it.
Quote[/b] ]
Changes:
1.1.4/5 Changes
- Added Auto-Balance Teams
- Tweaked Config Structures Prices (Twice)
- Tweaked Init CommonConstants
- Added ROMM_IA to Random Resistance
- Town Placement Tweaked (Thanks Shadow)
- Added SF/Spetznatz to player select menu.
- New Startup param
1.1.3 Changes
- Fixed Some Issues
- Added Rich Supply Mine [As normal has to have supply trucks go two and from to get high amounts.]
- Changed Some Config Setting Variables
1.1.2 Changes
- Added Buy Civil Cars from Town Depots
- Increased Set ViewDistance [ Kept the Set ViewDistance for Player Balance Purposes.]
- Tweaked the Init Varables
- Added More Starting Locations in the North
- Added 4 more towns to north than previous versions
- Random Racs Patrols In the Mountains
- Added Cool Effect When Bomb/Greande goes off next to you. [ Rommel ]
- Added Random Enviroment Sounds.
- Blocked [AH1z,KA50] Radar [ Mandoble ]
Väinämöinen
Jun 16 2008, 11:45
Been playing this hours and hours.
How about increasing player group size... More AIs to slaughter! http://forums.bistudio.com/oldsmileys/pistols.gif http://forums.bistudio.com/oldsmileys/yay.gif
Add full ai squad to the commander...
Add to the commander possibility to buy units for team members.
Add boat factories. Small boat cruising on sunny afternoon behind enemy lines is a very pleasant experience.
Give each player a possibility to increase/decrease his viewdistance between 500-3000 meters.
Remove any helicopter view blocking... or add it as enemy ECM upgrade around their base and possibility to enable/disable it by commander.
Add markers for all units, even player AI squads. You could see from the map where to concentrate your ais.
Tall MG/AGS towers would be nice
I do not know wether it's doable or not, but what about two version of cobra/kamov, ones with blocked radar, and the other ones with unlocked radar. Of course, the unlocked radar cobra/kamov may have a significant cost compared to the locked one. Let's say a double price or whatever, it's just an idea.
Sith and I played your latest version yesterday.
I think the reward for capturing towns and delivering supplies is too much now.
The idea behind reducing kill-rewards was to try to avoid Abrams/AH-1 mass attacks.
With your current prices vs rewards I got the big toys faster than ever.
Simple way to accumulate money quick: Capture a town while killing as few of the RACS as possible, then let the RACS re-capture the town, rinse and repeat.
Sith and I played your latest version yesterday.
I think the reward for capturing towns and delivering supplies is too much now.
The idea behind reducing kill-rewards was to try to avoid Abrams/AH-1 mass attacks.
With your current prices vs rewards I got the big toys faster than ever.
Simple way to accumulate money quick: Capture a town while killing as few of the RACS as possible, then let the RACS re-capture the town, rinse and repeat.
Yeah i reduced that back to normal values. http://forums.bistudio.com/oldsmileys/tounge2.gif
Andersson[SWEC]
Jun 16 2008, 14:53
Hmmm...Isnt that the optimal goal...
ONE huge last fight...Intstead of sneaky kills in the hiding.
Or Kill of the MHQ on the run...End of game. Not fun in my
opinion...
I still think the crCTI from OFP was the ultimate CTI/Warfare
mission ever...You guys have a LOT to learn from CR himself.
This could eventually become a fun mission, but now, its
even way behind original EVO mission...
Mandrake5
Jun 16 2008, 14:54
Can I second the request for a South-only version of your updated mission. I get a bit fed up with the huge distances to travel in NS.
Cheers
Mandrake
PS The radar block sounds like a superb idea.
This could eventually become a fun mission, but now, its
even way behind original EVO mission...
You joking me... anyways i always played MF CTI.. and edits.. never played a CrCTI before. Once we have the guide we can make this mission into something special.. Im sure it will cover more than the basic like how to add new buildings etc. http://forums.bistudio.com/oldsmileys/smile_o.gif
whisper
Jun 16 2008, 16:03
Hmmm...Isnt that the optimal goal...
ONE huge last fight...Intstead of sneaky kills in the hiding.
Or Kill of the MHQ on the run...End of game. Not fun in my
opinion...
I still think the crCTI from OFP was the ultimate CTI/Warfare
mission ever...You guys have a LOT to learn from CR himself.
This could eventually become a fun mission, but now, its
even way behind original EVO mission...
Don't make opinions look like the only possible truth http://forums.bistudio.com/oldsmileys/wink_o.gif
Frank-O
Jun 16 2008, 18:40
Could something be done with the economics of the game?
Over the weekend i was playing along, staying with foot soldier tactics deployed with a helo in N&S version 1.1.2. After capping towns and fighting with humans over control of them, I noticed that I had 89K. I thought it was a typo or a bug. I was on the north side as Blufor, and I concentrated on defending the northern towns, and a token SF force located away from towns as "spotters". I think I ended up leaving the game (still running) at 112K.
Civillian kills take away your funds
Lowering kill rewards even more (now at 50% compared to 1.1, how about 90%?)
Implementing a banking system, where you have cash on hand vs balance.
Capturing the town supply depot does not turn the whole town into you control.
Capturing the town supply depot takes away % from enemy funds.
Anything. It was getting quite ridiculous with the obscene amounts of money I'd get from capping towns and killing SLA/RACS.
Andersson[SWEC]
Jun 16 2008, 19:26
I state MY opinions as i see fit...They are afterall MY
opinions....Right...IF you dissagre, thats up to you...
And if you have missed out on original OFP crCTI, you have
missed out on ALOT....
Could something be done with the economics of the game?
Over the weekend i was playing along, staying with foot soldier tactics deployed with a helo in N&S version 1.1.2. After capping towns and fighting with humans over control of them, I noticed that I had 89K. I thought it was a typo or a bug. I was on the north side as Blufor, and I concentrated on defending the northern towns, and a token SF force located away from towns as "spotters". I think I ended up leaving the game (still running) at 112K.
Civillian kills take away your funds
Lowering kill rewards even more (now at 50% compared to 1.1, how about 90%?)
Implementing a banking system, where you have cash on hand vs balance.
Capturing the town supply depot does not turn the whole town into you control.
Capturing the town supply depot takes away % from enemy funds.
Anything. It was getting quite ridiculous with the obscene amounts of money I'd get from capping towns and killing SLA/RACS.
I actully uped them again in 1.1.2 but 1.1.5 has them lowered. http://forums.bistudio.com/oldsmileys/smile_o.gif
169th_Ice
Jun 16 2008, 21:21
Please make the Hangars for purchasing indestructable (Easy to do). There's a few unsporting chaps that think that they are a priority target. Once they are gone there's no ability to purchase fixed wing aircraft.
Frank-O
Jun 16 2008, 21:25
hi Ice, that's not true. the structure is gone, but the menu is still there.
Also. Shadow posted about sneaking into a town, capturing the supply depot, then kill the RACS that come to defend it.
When RACS capture a town, how come all camps don't revert to neutral status?
This is my point with the last two suggestions. The number of camps your side owns determine how fast you can capture the supply depot. The supply depot feeds your supply number with a cash bonus when you capture it, and determine how much money you get.
Capturing the supply depot should not flip all camps to your side. You need to capture all camps directly. Think of Stalingrad. Just capturing the tank factory didn't mean you took over the whole city magically?
Maybe a routine to calculate how much of a % of supply you get exponentially IF you have the majority of camps. eg. 3 out of 5 camps, 25%, 4/5 -> 50%.
169th_Ice
Jun 17 2008, 05:10
I can confirm that once the hangar is gone you CANNOT purchase any more fixed wing aircraft
I can confirm that once the hangar is gone you CANNOT purchase any more fixed wing aircraft
That then gives the player something to defend. No fun in that if there invinacble.
ModaFlanker
Jun 17 2008, 15:50
I can confirm that once the hangar is gone you CANNOT purchase any more fixed wing aircraft
That then gives the player something to defend. No fun in that if there invinacble.
I see the point, but there's a problem.
You're defending against the enemy, but what if someone on your own side sabotages the building?
How do you defend against that?
Is it impossible to make MHQ/built buildings/Aircraft hangar immune to FRIENDLY damage? I have not seen you comment on that yet.
If its immune to FRIENDLY damage then that would go a very long way to making what you just said possible [defending against enemy only]...
ShrubMiK
Jun 17 2008, 16:46
Or allow it to be rebuilt, for a (large) cost.
169th_Ice
Jun 17 2008, 22:43
How do you defend against a kamikaze kamov pilot who just wants to dive into it. All other buildings can be rebuilt if you lose it. If you cant rebuild the hangar it should not be destroyed. Some of us really enjoy flying the fighters. It's very very annoying when Kamov's who dont like being threatened by AV8B's and just want to hover 3km away (Out of visual and targeting range of anything else) from a base and spawn rape, make it a priority to take out the hangar early in the game. Remember its a static target in exactly the same position every mission. It is in reality undefendable.
So tell me how you defend this scenario:
Red Kamov pilot every mission makes it his to take out the Hangar as soon as he gets a chopper? Way before anyone even gets near Pita.
If your playing agaisnt players who are on your own team sabotaging your own buildings units then they should be all be banned. You get noobs like that shit happens. Ive had people connent and blow up the MHQ and disconnect. Nothing can be done except a ban and then they cant do it again.
@<hidden>
You just have to make sure you shoot the aircraft down before it gets near the hanger. In WW2 you couldnt just magically repair the deck of a carrier when a Japanese kamikaze pilot flew into it http://forums.bistudio.com/oldsmileys/smile_o.gif
169th_Ice
Jun 17 2008, 22:56
I think your argument is weak. I also think that alot of people will agree with my view on this. I really dont want to start editing your mission. but if i need to add a simple script to make the hangar indestructable because you wont. then I guess i will.
169th_Ice
Jun 17 2008, 23:03
Also, How do you defend a Hangar against a pinpoint artillery strike ?
If someone makes it their mission to take fighters out of the game they can, with ease, one way or another. This in my opinion, detracts from the versatility, scope and balance of Warfare.
Also, How do you defend a Hangar against a pinpoint artillery strike ?
If someone makes it their mission to take fighters out of the game they can, with ease, one way or another. This in my opinion, detracts from the versatility and scope of Warfare.
I base my map on "Warfare" not what balances the game to make things easy. With an exception to the helicopters. If your getting artyed then get an Anti-Arty team in place and hunt it down before it corses damage.
As we do in GOL be creative and have fun. even send scouts out to find and lase the arty and bomb it etc etc.
TOMORROW Is release day!
Quote[/b] ]
Changes:
1.1.4/5 Changes
- Added Auto-Balance Teams
- Tweaked Config Structures Prices (Twice)
- Tweaked Init CommonConstants
- Added ROMM_IA to Random Resistance
- Town Placement Tweaked (Thanks Shadow)
- Added SF/Spetznatz to player select menu.
- Added Mando Hitch to Blackhawk/Mi17 (Allows to hitch veh)
1.1.3 Changes
- Fixed Some Issues
- Added Rich Supply Mine
- Changed Some Config Setting Variables
1.1.2 Changes
- Added Buy Civil Cars from Town Depots
- Increased Set ViewDistance [ Kept the Set ViewDistance for Player Balance Purposes.]
- Tweaked the Init Varables
- Added More Starting Locations in the North
- Added 4 more towns to north than previous versions
- Random Racs Patrols In the Mountains
- Added Cool Effect When Bomb/Greande goes off next to you. [ Rommel ]
- Added Random Enviroment Sounds.
- Blocked [AH1z,KA50] Radar [ Mandoble ]
Frank-O
Jun 18 2008, 03:15
any chance to squeeze in defensive flares?
What does "auto-balance" teams do? Does it only enforce new joined players, or will it actually shift players to the lower number side in the middle of the game?
2x AA missile Kamov/Cobra minus 4x AT at 150% cost?
ModaFlanker
Jun 18 2008, 07:25
If your playing agaisnt players who are on your own team sabotaging your own buildings units then they should be all be banned. You get noobs like that shit happens. Ive had people connent and blow up the MHQ and disconnect. Nothing can be done except a ban and then they cant do it again.
Are you saying you *REFUSE* to make buildings immune to friendly damage?
Or just that it is impossible to do so?
We can't see the USERID of people who connect since BIS removed it [due to rumor about being able to reverse-engineer the cd key from the userid?] but BIS did not install a replacement marker that would help us identify who is connecting repeatedly under a different name to destroy every single new mission we create, until the server is nearly empty.
So how do we ban? How do we tell? "WHO DID IT?!?! WHO DID IT?!!? Did anyone see?!?"
whisper
Jun 18 2008, 08:10
any chance to squeeze in defensive flares?
I have a working solution for forcing Vikhr to be fired in correct parameters and to have a realistic and gameplay sensible killing percentage based on target distance, speed and aspect.
Meaning the Vikhr wouldn't be the be-all end-all of the air to air engagement, but something that gives a slight edge in fight.
Solution is MP compatible and doesn't requires addon, so the whole point now is to get it incorporated in Warfare (which might not be easy, mind you)
I've PMd Matt about it, and I'm simply waiting for his today release to see how it could be used.
If your playing agaisnt players who are on your own team sabotaging your own buildings units then they should be all be banned. You get noobs like that shit happens. Ive had people connent and blow up the MHQ and disconnect. Nothing can be done except a ban and then they cant do it again.
Are you saying you *REFUSE* to make buildings immune to friendly damage?
Basicly yeah...
As with any editing team, they edit there stuff the way they want to play it, not the way others want it. http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>, that sounds like a better idea than the radar block.
ModaFlanker
Jun 18 2008, 12:44
If your playing agaisnt players who are on your own team sabotaging your own buildings units then they should be all be banned. You get noobs like that shit happens. Ive had people connent and blow up the MHQ and disconnect. Nothing can be done except a ban and then they cant do it again.
Are you saying you *REFUSE* to make buildings immune to friendly damage?
Basicly yeah...
As with any editing team, they edit there stuff the way they want to play it, not the way others want it. http://forums.bistudio.com/oldsmileys/smile_o.gif
Certainly as it is your edit I never intend to presume I override you...
It is just strange as I do not see the logic in allowing griefers to be able to hold a server hostage like that.
A well fought game that ends prematurely with calls of "WTF?" and "What happened???" drives people away from Warfare, sometimes permanently. There are players that do not like to get invested in a game that long only to have it sabotaged so easily.
Especially when the griefer keeps coming back to sabotage map after map over the span of several hours, which I have sadly witnessed.
This started off as being about the aircraft hangar, but I am actually talking about the MHQ and Base Structures being sabotaged by friendlies. Commander should be able to delete defunct buildings but thats it.
You should join servers where there is an Admin present then.
Im having problems with the map atm with mando hitch ><.
Getting the Descriptions merged is harder than i thought doesnt help when i get some code wrong game CTD. I hate Descriptions.. lol
whisper
Jun 18 2008, 13:32
@<hidden>, that sounds like a better idea than the radar block.
When the new version is out, I'll unpbo it, try to integrate my system, and when done, after some test in MP, I'll forward it to you to see if it fits what you'd like http://forums.bistudio.com/oldsmileys/smile_o.gif
169th_Ice
Jun 18 2008, 16:54
We just had a sesion run for 10 hours, was a great game. Both sides could have at any time taken out either hangar but chose not to in the interests of fair play. But then, near the end an "individual" comes in with a av8 GBU and blows it to smitherines. We were already on the back foot having lost our mhq and had no choice but to blow the hell out of their Hangar with Artillery and Choppers. such a shame to see a good game have to end like that. Dont you think?
Up until then we were having some great arial battles. Sonme of the most enjoyable time in Arma Ive had to date.
We just had a sesion run for 10 hours, was a great game. Both sides could have at any time taken out either hangar but chose not to in the interests of fair play. But then, near the end an "individual" comes in with a av8 GBU and blows it to smitherines. We were already on the back foot having lost our mhq and had no choice but to blow the hell out of their Hangar with Artillery and Choppers. such a shame to see a good game have to end like that. Dont you think?
Up until then we were having some great arial battles. Sonme of the most enjoyable time in Arma Ive had to date.
Then me thinks you should of bought an Repair truck and some AA defences in the vacinity. http://forums.bistudio.com/oldsmileys/tounge2.gif
Griffon2-6
Jun 19 2008, 01:47
Umm... Ok, Matt. Trust me when I say this, that nothing, and I mean NOTHING controlled by AI can shoot down a fixed wing aircraft in ArmA, especially if it's being piloted by a player. And players sure as hell aren't going to stay in an AA pod all day.
Frank-O
Jun 19 2008, 05:23
...ummmm....that's not...exactly...true.
You send out Especas/SpecOps or snipers to mountain sides/hilltops, 1km away from your killzone populated by AA mounts or soldiers on minor hilltops. The idea is that they spot detect the aircraft first, then you order one at a time your aa mount/aa soldier to target that aircraft. It's worked for me.
Try this. Send out 3 snipers to hilltop positions 2km from you. 6 AA soldiers to positions 1km from you, and 2 AA mounts in the center within 100m. An concentric "onion ring" of an AA defense net.
169th_Ice
Jun 19 2008, 05:57
You wont stop a harrier coming in from out to sea. No matter how good your netowrk is.
You wont stop a harrier coming in from out to sea. No matter how good your netowrk is.
Not true. My AI fire missles to aircraft 1000m away. Let me see if i have a video.
Doesnt have everything in i wanted as ive been busy with other projects and real life and it just wouldnt work for me...
Warfare 1.1.5 MR NS beta 32 Players (http://www.gol-clan.net/downloads/GOLP/Missions/Warfare_32_V115_MRNSbeta.7z) - 7z - Gol Clan
Quote[/b] ]
[QUOTE]
Changes:
1.1.4/5 Changes
- Added Auto-Balance Teams
- Tweaked Config Structures Prices (Twice)
- Tweaked Init CommonConstants
- Added ROMM_IA to Random Resistance
- Town Placement Tweaked (Thanks Shadow)
- Added SF/Spetznatz to player select menu.
- Removed Radar Block Temp
- Mando Hitch Temp Disabled while i get help to implement
1.1.3 Changes
- Fixed Some Issues
- Added Rich Supply Mine
- Changed Some Config Setting Variables
1.1.2 Changes
- Added Buy Civil Cars from Town Depots
- Increased Set ViewDistance [ Kept the Set ViewDistance for Player Balance Purposes.]
- Tweaked the Init Varables
- Added More Starting Locations in the North
- Added 4 more towns to north than previous versions
- Random Racs Patrols In the Mountains
- Added Cool Effect When Bomb/Greande goes off next to you. [ Rommel ]
- Added Random Enviroment Sounds.
- Blocked [AH1z,KA50] Radar [ Mandoble ]
You wont stop a harrier coming in from out to sea. No matter how good your netowrk is.
Not true. My AI fire missles to aircraft 1000m away. Let me see if i have a video.
If the harrier is flying at 500kmh 4-500 meters ASL he can drop his bombs 3.5 - 4km from his target http://forums.bistudio.com/oldsmileys/wink_o.gif
You wont stop a harrier coming in from out to sea. No matter how good your netowrk is.
Not true. My AI fire missles to aircraft 1000m away. Let me see if i have a video.
If the harrier is flying at 500kmh 4-500 meters ASL he can drop his bombs 3.5 - 4km from his target http://forums.bistudio.com/oldsmileys/wink_o.gif
Only if someone is lasing a target near buy.
Also I blocked using Viewdistance addons too not fair for those who do not have, not sure how it will work though. using 0 setfog 0.2 which will give haze in the background and not full massive view distances.
Unless your a really good pilot then yeah you can destory the hangers, but these noobs who like to kill/friendly kill then well i dont think they will be able to fly good.
I belive i now have the Halo Scripts Working Now http://forums.bistudio.com/oldsmileys/biggrin_o.gif Will be in the next version when ever that comes.
What should i do?
1. Have two HALO points at each airport.
or try and..
2. Instead of Meduim Wall have Halo Flag (15,000)
You will be able to HALO anywhere on the map. With Map Click. I will also make it Cost (200) to actually Jump too. If anyone can help me with how to make it cost the player.
Desiderius
Jun 19 2008, 12:59
great matt rochelle,
we are big fans of you warfare mission an enjoy every new Version. We hope you can fix the mando hitch that it works.
Many thx for this mission!
*KEEPER*
Jun 19 2008, 14:39
will the halo script allow your whole AI squad to halo with you?
will the halo script allow your whole AI squad to halo with you?
Dowbt it. Although it might.
Griffon2-6
Jun 19 2008, 16:36
Wait, so by HALO flags, do you mean HALO pick-up points?
If so, then we should add huge transport planes and have pickup points at airports.
Frank-O
Jun 19 2008, 19:39
any chance to squeeze in defensive flares?
What does "auto-balance" teams do? Does it only enforce new joined players, or will it actually shift players to the lower number side in the middle of the game?
2x AA missile Kamov/Cobra minus 4x AT at 150% cost?
Hey Matt? No reply on this means it wont be in?
@<hidden>
A lot of players don't set up AA nets. They just buy an AA soldier, or put out 1 AA mount and think that's good enough. Yeah, I saw those jets flying around at 700+, but the point is; they were no threat.
The point is deciding on which of your killing units to fire, more specifically, which pair of units you choose to fire. 1 AA missile will damage an aircraft. If you want to kill an aircraft, pair up firing, and if you get lucky, the AI will fire on the exhaust of the aircraft as he passes overhead.
Here's a synopsis of an effective AA net.
1. Detection; spotters out 1-2km from the aa units. Hilltop, mountainside, coast/beach.
2. AA units 1km around the protected zone. Ordered to go crouch, danger, and fire at will. (scan horizon optional, I prefer a fixed direction )
3. AA tanks in the center, shielded by hillsides or walls/buildings so they only cover 180 degrees. Drivers out, engine off.
When your spotters detect an aircraft, look on the map, see which spotters detect him. If he's flying fast but around the killing zone, ignore him. but if a spotter, then an aa unit reports seeing him, cue up the aa unit and another aa unit, and order them to "target" the offending aircraft. That's your trigger. AI will not initiate fire, but once they do fire on an aircraft, they will continue to engage any other targets on their own.
I have fixed up a Flare System.
HALO = High Altitude Low Opening [ Para ] - You click the Flag and can Halo Jump.
ModaFlanker
Jun 19 2008, 22:02
Playing on ArmA Maryno.net server--
Someone said "How come I see I should be earning money but I'm not getting anything at all?"
I said I was getting money just fine... but had noticed that bug previously in older versions...
Later on when I came back and joined in a slot, I then ran into that bug. I had 5 cash, thats it. Wouldn't go up at all even though there was a supply salary.
I was only able to fix that by joining in another slot. Had about 4800 to start and it was going up normally.
At the time, the server was a 32 player server but oddly had things like that there were only 14 slots in OPFOR [when it should be 16]. Not sure if this is related.
Frank-O
Jun 19 2008, 22:43
Adding to ModaFlanker;
When I have no salary, I still get income by capturing supply depots and camps. Next time I get this, I want to verify that selling fallen soldiers wpns and gear to the camps/base will generate revenue? Can someone who's experienced this bug verify if that's possible?
Also respawning does not eliminate this bug.
You usually have to switch slots. some sort of JIP bug.
Its now 03.03am in the morning and ive finally finished the HALO implemtation, big thanks to Viper and a very big thanks to Revellion.
http://i26.photobucket.com/albums/c103/mro204/arma2008-06-2002-59-28-87.jpg
= PARA = Creates a Flag Pole At Base which you can HALO from.
i wanted a lil man not a box but meh people will understand.
Griffon2-6
Jun 20 2008, 04:58
BF2 players might think it's a supply drop.
R0adki11
Jun 20 2008, 17:55
Quote[/b] ]BF2 players might think it's a supply drop.
Well they will have to learn
trinder1
Jun 20 2008, 17:58
Can the next release not be binarised some of us like to replace the US Marines with our own country's Troops.
Can the next release not be binarised some of us like to replace the US Marines with our own country's Troops.
i knw, i did that as i knew i was going to release another real soon. Tomorrow night to be exact.
Griffon2-6
Jun 21 2008, 02:22
Quote[/b] ]BF2 players might think it's a supply drop.
Well they will have to learn
Shucks.
Quote[/b] ]BF2 players might think it's a supply drop.
Well they will have to learn
Shucks.
lol yea the day Arma players accommodate for BF2 players is the day the Pope becomes an Islam.
Hey matt, how about an airlift script like back in RTS IV? http://forums.bistudio.com/oldsmileys/biggrin_o.gif That worked out real well. Hover 10m above a target and check "airlift" and pow, its being towed! (Smaller units of course, no crazy Abrams, etc)
Kremator
Jun 21 2008, 11:25
Just use Mando Hitch and life is easy !
[TAO] Kremator
LockJaw-65-
Jun 21 2008, 12:49
Hi Matt, Just played on your latest version and I am getting a lot of different error messages, not sure if this is just me because I have not had any problems with all your previous versions. What is scaler? is really weird where it says your funds it says scalar and you have unlimited cash to buy. Another problem i had after about 30 mins when pressing T for the menu nothing came up. btw love the size of this map and dont mind long drives etc, adds to realism
Griffon2-6
Jun 21 2008, 17:23
I get the "scalar" issue very often as well, playing by myself on LAN. It ruins the game for me because I can buy pretty much anything I want, and forces me to restart. I also get multiple error messages at the top of the screen.
I think this is due to lag, as when I restart my computer and run again, everything works fine.
LockJaw-65-
Jun 21 2008, 18:13
So do you think the problem occours when playing on lan, cos i too was playing on lan when it happened I was just trying the latest version!
Not sure, when that happens switch slot.
Would of released by now but what was working in my editor is not working on the server ><
No!! http://forums.bistudio.com/oldsmileys/tounge2.gif
Edit: wait, what's this 1.1.5 Matt R version that I see in the server list? An impostor?! Guards!
Griffon2-6
Jun 22 2008, 13:43
That's the current version....
Currentest* Version is always on the gol server as thats where i test them in MP. http://forums.bistudio.com/oldsmileys/smile_o.gif
Mando hitch now works... but the last problem is this:
I can get these lines to work in my Editor and Hosted Game
Quote[/b] ]
if (_structure == "FlagCarrierWest") then { _defense addaction ["(Choose Parachute location)","AAHALO\x_paraj.sqf"]; };
if (_structure == "FlagCarrierNorth") then { _defense addaction ["(Choose Parachute location)","AAHALO\x_paraj.sqf"]; };
But when on a dedi server they just dont work.
here is the full script.
Quote[/b] ]
;Last modified 4/15/8
;*****************************************************************************************
;Description: Creates a stationary defense.
;*****************************************************************************************
_type = _this Select 0
_side = _this Select 1
_position = _this Select 2
_direction = _this Select 3
_commanderAI = _this Select 4
_structure = Call Compile Format ["%1DefenseNames Select _type",Str _side]
_modifiedDistance = Call Compile Format ["%1DefenseDistances Select _type",Str _side]
_modifiedDirection = Call Compile Format ["%1DefenseDirections Select _type",Str _side]
if (_commanderAI) then {_direction = _direction + _modifiedDirection};
_defense = _structure CreateVehicle _position
_defense SetDir _direction
[_defense,_position] Call CorrectObjectPosition
[_defense,_side] Call InitDefense
;//if (typeOf _defense == "FlagCarrierWest") then { _defense addaction ["(Choose Parachute location)","AAHALO\x_paraj.sqf"]; };
if (_structure == "FlagCarrierWest") then { _defense addaction ["(Choose Parachute location)","AAHALO\x_paraj.sqf"]; };
if (_structure == "FlagCarrierNorth") then { _defense addaction ["(Choose Parachute location)","AAHALO\x_paraj.sqf"]; };
;// Code thanks to Revellion
;//_flags = ["FlagCarrierWest","FlagCarrierNorth"];
;//if (_structure in _flags) then { _defense addaction ["(Parachute Cost 500)","AAHALO\x_paraj.sqf"]; };
if (_commanderAI) then {Call Compile Format ["last%1Defense = _defense",Str _side]};
;*****************************************************************************************
;5/24/7 MM - Created file.
This new one's got view distance right? (Playing this 1.1.7 and there's no option, just wondering if your looking to put that in in the coming version).
This new one's got view distance right? (Playing this 1.1.7 and there's no option, just wondering if your looking to put that in in the coming version).
That doesnt matter as i have added fog to the mission so people who up there view to 6k plus with that addon can only see 2k anyways.. to stop people using an advantage over those who dont have PCs that can handle large view distances.
I can get these lines to work in my Editor and Hosted Game
Quote[/b] ]
if (_structure == "FlagCarrierWest") then { _defense addaction ["(Choose Parachute location)","AAHALO\x_paraj.sqf"]; };
if (_structure == "FlagCarrierNorth") then { _defense addaction ["(Choose Parachute location)","AAHALO\x_paraj.sqf"]; };
Let me guess... the script gets only executed on the server ?!?
addAction is not a "global" command that gets broadcasted over the network.
You have to find another way to add actions on clients. One solution would be to send the object that will get the action with publicVariable and catch that variable with addPublicVariableEventhandler on clients and add it inside that eventhandler or add the action with setVehicleInit.
Xeno
Warfare 1.1.3 Final [ MattR N&S ] - 23 June 2008
Oki with the release of the new BIS 1.1 version i have decided to start over http://forums.bistudio.com/oldsmileys/smile_o.gif i have requested the old thead be locked as its now obsolete. This version comes with a New Name System which will help people keep track of which BIS version it is.
Warfare 1.1.3f MR NS 32 Players (http://www.gol-clan.net/downloads/GOLP/Missions/Warfare_32_V113f_MRNS.7z) - 7z - Gol Clan
Warfare 1.1.3f MR NS 32 Players (http://www.armaholic.com/page.php?id=3266) - Armaholic
Quote[/b] ]
Changes:
1.1.3 Changes
- Fixed Some Issues
- Added Rich Supply Mine
- Changed Some Config Setting Variables
- Added Auto-Balance Teams (Once a slot is selected you cant switch between teams)
- Tweaked Config Structures Prices (Twice)
- Tweaked Init CommonConstants
- Added ROMM_IA to Random Resistance
- Town Placement Tweaked (Thanks Shadow)
- Added SF/Spetznatz to player select menu.
- Removed Radar Block Temp
- Mando Hitch For Blackhawk and Mi17
- Tweaked Config Structures Prices
- Added HALO (Parajump anywhere) Flag in Corazol, Now it has to be fought for.
- Fixed some Fast Travel Placements
- Big Towns Now Have Hard Resistance
- Added Su* 2 for east airport
- Removed Blocked Radar
- Added Counter Measure [ Will block one missle but a second stright after will hit ]
1.1.2 Changes
- Added Buy Civil Cars from Town Depots
- Increased Set ViewDistance [ Kept the Set ViewDistance for Player Balance Purposes.]
- Tweaked the Init Varables
- Added More Starting Locations in the North
- Added 4 more towns to north than previous versions
- Random Racs Patrols In the Mountains
- Added Cool Effect When Bomb/Greande goes off next to you. [ Rommel ]
- Added Random Enviroment Sounds.
- Blocked [AH1z,KA50] Radar [ Mandoble ]
Quote[/b] ]
BIS Changes [1.1]
- Added respawn AI team option to Command Teams UI.
- Added Unflip vehicles option to Team Menu.
- Added Disband Unit option to Team Menu.
- Added Team Status to Team Menu.
- Fixed JIP bug where player did not see current status of captured depots and camps.
- Possible fix for end-game bug when packing MHQ.
- $9000 - KA50
- $8000 - AH1Z
- $2500 - M119/D30
- 2000 Supplies - Aircraft Factory
Oki i hope everyone likes this
removed. http://forums.bistudio.com/oldsmileys/smile_o.gif
dale0404
Jun 23 2008, 14:09
i think my arma ID has been stolen. I joined a server and someone with the same name and id did too and all havok got rained down and we both got booted duplicate ids. http://forums.bistudio.com/oldsmileys/wink_o.gif So be wary. i will curretly only reside on the gol server
Did you report it?
Mind you, who would you report it too?
i think my arma ID has been stolen. I joined a server and someone with the same name and id did too and all havok got rained down and we both got booted duplicate ids. http://forums.bistudio.com/oldsmileys/wink_o.gif So be wary. i will curretly only reside on the gol server
Did you report it?
Mind you, who would you report it too?
yeah http://forums.bistudio.com/oldsmileys/sad_o.gif
ModaFlanker
Jun 23 2008, 17:32
The Fast Travel location in Ortego is not a good spot [soldiers get stuck in buildings, AI drivers get all confused]. The same goes for Bagango [not bad for soldiers but AI drivers get confused].
It seems the best Fast Travel locations are where you can just roar off in vehicles immediately.. without being boxed in... so anywhere in an open area on the outskirts of town seems best.
For example, Dolores has a great Fast Travel spot... has good access to the supply depot even.
Bagango fast Travel spot is next to the edge of town near the depo. On a road.
Cool man with the new release. I'm just thinking that the majority of the players of the game will think the 1.1.4's, 1.1.5's, 1.1.6's, 1.1.7's are newer than the 1.1.3's ey?
Aye, thats why theres an 1.1.3f = f for final. But all the others start using 1.1.3 im sure they will soon undertsand.
Oh thats what "f" means hehe. I just noticed a lot of times when I'm playing in Karrillion's server, I'm asked why we are playing "older" versions of the map, when in fact, we aren't.
JuggernautOfWar
Jun 25 2008, 09:03
Minor suggestion: Make a 16 player map mode for new version. It'd help us people who are still a little lacking in the CPU department for AI. The only way to do this now is to manually go through the list of players before the round starts and make sure there are 8 AI per team instead of 16. That's just too much AI for my Athlon 5600+ 64 X2 ~2.8 GHz.
Nowyoudie
Jun 25 2008, 14:42
The ArmA dedicated server client keeps crashing on my server as soon as I have at least 8 people online. Otherwise it works fine with fewer than that, it's running on a Pentium 4 HT 3.4Ghz and 2GB of DDR400 on a fiber connection. Most people get 50 to 150 ping on my server but some of my friends say it's the mods that other people have and it causes my server to crash. Windows Professional SP2 doesn't even crash; just the ArmA client. How can I ever have a rock-solid stable server? Temperatures aren't an issue as well.
i think my arma ID has been stolen. I joined a server and someone with the same name and id did too and all havok got rained down and we both got booted duplicate ids. http://forums.bistudio.com/oldsmileys/wink_o.gif So be wary. i will curretly only reside on the gol server
nothing to be much worried about. i had this a couple of times, including me impersonating other players in the chat system and sharing control over the same avatar (can be a lot of fun hehe). imho it looks like an arma or scripting bug, maybe caused by connection issues during JIP. but i don't have the exact steps to reproduce it...
Moving to the WARFARE forums. http://forums.bistudio.com/oldsmileys/smile_o.gif
spike21
Jun 25 2008, 17:17
We like this map,but the dead bodes slow down slower machines,if you could remove them after 5 minutes that would help the slower PCs. http://forums.bistudio.com/oldsmileys/yay.gif Thx.PS This map is alot of fun...
JuggernautOfWar
Jun 25 2008, 17:24
Yes, please make the dead bodies disappear after about 10 minutes or so.
Or use salvage trucks to get rid of them and credit the team that salvaged them... explain it as the small arms and gear was salvaged.... that'd be sweet!
*KEEPER*
Jun 26 2008, 23:47
Can you please up the view distance more? as it is right now I can sit in a tank and lock onto a vehicle that is 1100 away but I cant see anything beyond 900m except for empty land.
I think 2700 - 3200m would be enough, but as it is right now it is almost unplayable.
edit- Just got back from ripping the file apart and found the part that I think defines the VD, it was set to 2000 regular and 3000 air, but it made little difference when I increased their value. So, I suspect that is has something to do with the amount of fog which I dont think is set in the editor because it is already turned all the way down. Can you tell me if this is correct and how I can change/remove it?
Andersson[SWEC]
Jun 27 2008, 11:22
Getting this messege when joining or hosting
THIS mission 1.1.3f i think it is...The latest..
http://i275.photobucket.com/albums/jj310/Twilight_Zound/warfare13.gif
Make tanks and attack helicopters more expensive. Ground battles are not prominent enough, its still to easy to get air, and air is to big a factor. AA pods and AT pods etc should be more expensive too.
Promotes more teamwork.
http://forums.bistudio.com/oldsmileys/smile_o.gif
169th_Ice
Jun 27 2008, 23:00
I'm inclined to say get rid of the ai suplly trucks altogether. Its allways a 50/50 chance that they complete their cycles. They just love getting stuck and the commander or someone has to be asked by the commander to go and destroy it so another one spawns. The ai supply trucks returning from Victoria is just a joke.
Oki ill have a look about implemting these last editions, and that error message was a last minute bug, casued by scrolling throught the scripts and probably pressing a key in doing so, im sure i fixed it though but i will have another look.
Hey Matt.
http://www.flashpoint1985.com/cgi-bin....1262312 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=81;t=74236;st=0;&#entry1262312)
Can I Can I Can I http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif
Rommz,
Iceman77
Jun 28 2008, 09:18
I have made warfare with all diffrent kinds of addons, diffrent islands and the like...one thing though iam having trouble with is making OPFOR the defending(nuetral) team and the RACS the other playable side(instead of opfor)..has anyone accomplished this yet?If you have id sure like a copy...
Any help here would be appreciated..
Regards,
Iceman
Hey Matt.
http://www.flashpoint1985.com/cgi-bin....1262312 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=81;t=74236;st=0;&#entry1262312)
Can I Can I Can I http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif
Rommz,
you can do anything my friend. What was that post lol? My versions are all open source for people to edit as the warefare editing agreement states lol. http://forums.bistudio.com/oldsmileys/rofl.gif
Hey Matt, would it be possible to add supply (repair, rearm, refuel) to the Airports? Ether trucks, or the main hanger have the same ability as in towns with the "T" option to repair/rearm/refuel. Personally I think actual trucks are better because the rearming time is a little more realistic, but ether way is fine. I'd really appreciate it http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Oh and the hitch vehicle thing is awesome btw.
The ability to rearm/repair/refuel at any airport would be great for those of us that like to fly and not waste are money on just one plane http://forums.bistudio.com/oldsmileys/smile_o.gif
ModaFlanker
Jul 5 2008, 04:26
This game needs a *HEADBUG FIX SCRIPT*!!!
Some slots bug out while being played, in such a way that anyone who joins in the future in that particular slot WILL spawn with the headbug.
There is no way around it.
Possible lead as to the cause or related symptom; when I decided to play anyways on a very full server, using AI to support my team instead, I asked my troopers to "Rejoin Formation" and after a while I realized they had run a very long distance away.
The direction they went makes me suspect that they were running to the island that we are supposedly held at while we are dead, and before we have respawned.
Would the "headbug fix" script from Evolution and other maps from 1.08 work here, or does this require a more detailed fix?
CrazyAce
Jul 6 2008, 03:23
Love the mod addition, makes the game last sooo much longer, 1 problem with it though.
The Added Random Environment Sounds, please I can't stand them, I understand that you wanted to add a little more ambient to the mod, except we can do without them. The bird chirps to loud and doesn't sound right when flying. The far off thunder is very annoying and sometimes confuses me when I'm about to approach a city.
Or maybe some one can help me figure out how to get rid of them?
Other than that this is an excellent mod, thanx.
The ability to rearm/repair/refuel at any airport would be great for those of us that like to fly and not waste are money on just one plane http://forums.bistudio.com/oldsmileys/smile_o.gif
Agreed. And if a plane must cost that much, AA should not be cheap, ether.
franklin
Jul 6 2008, 22:09
The bird noise is WAY too loud, and the thunder is really out of place when there isnt a cloud anywhere in the sky???
Whats the possibility of adding the SPON map to this map, and set it so only the commanders on each side can use it?
JuggernautOfWar
Jul 7 2008, 01:05
The bird noise is WAY too loud, and the thunder is really out of place when there isnt a cloud anywhere in the sky???
True, that's kinda annoying. You're at an altitude of 600 and a bird is chirping right in your hear lol. Haven't noticed the thunder though.
Main problem! How can I edit the map file to get rid of the damn fog!? I know it's for balancing but I'd like to use this with my friends only and be able to see when flying planes, lol. I'm not asking you to release a new version with more view distance but I'd like to know how to edit that out of the map myself. Thanks...
EDIT: Or you could (if you're nice enough http://forums.bistudio.com/oldsmileys/tounge2.gif) make a new version, or edit the existing one, and add a separate air view distance than ground view distance. Kinda like in Evolution but have it as a set number. Of course the air view distance would be much higher, maybe 3x or 2.5x the ground distance? I'll post the map I edited when I figure out how to do it.
ModaFlanker
Jul 7 2008, 02:02
Possible source of HEADBUG:
I was driving a humvee that had an AI soldier [from the Human/AI player slot, not from something bought at base] inside of it. The AI soldier was inside because someone had disconnected while riding in it.
Someone else joined the game and connected in that slot.
While this other person was connecting into that AI slot, I drove the humvee off the edge of a steep drop at Estrella, and the front end hit the ground so hard that it got on fire a few seconds later, killing me and the new player that was in the middle of joining the game [AI had turned to human, but he was still joining/loading the game when the death occurred.]
A few minutes later that guy is walking around where the humvee burnt, complaining he has a headbug.
What caught my attention was that the game had JUST started... so this was not an old headbug... and that something must have happened just now to cause it.
So, I theorize that if someone joins the game and is in the middle of the loading screen [or JIP progress bar] and the AI soldier that they are taking over for dies during this period, it breaks.
Hope this helps.
suggested additions:
headbug+nograss.diff (http://snipplr.com/view.php?codeview&id=7319) or headbug+nograss.diff (alt) (http://snipplr.com/view/7319/headbugnograssdiff-for-warfare32v113fmrns/) I had to post it on this site because the forum messes up the line breaks, even in code brackets. Be sure to add the 3 empty lines to the end of your file.
And create the file \scripts\headbug.sqf
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if(vehicle player != player) exitWith {hint "You must be on foot"};
titleCut ["","black faded", 0];
_pos = position player;
_dir = direction player;
_vec = objNull;
_vecs = nearestObjects [player, ["Car","Tank","Air","Ship"], 10];
if(count _vecs >0) then
{
_vec = _vecs select 0;
_freeseats = _vec emptyPositions "cargo";
if(_freeseats > 0) then {player moveincargo _vec};
};
if(vehicle player != player) exitWith {titleCut["", "BLACK in",2]};
player moveincargo headcar;
waitUntil {vehicle player != player};
unassignVehicle player;
player action ["Eject",vehicle player];
waitUntil {vehicle player == player};
player setpos _pos;
player setdir _dir;
titleCut["", "BLACK in",2];
[/QUOTE]
To apply patch:
Get cpbo from Kegetys (http://www.kegetys.net/arma/) and read instructions.
Extract Warfare_32_V113f_MRNS.Sara.pbo
Rename directory to Warfare_32_V113f_MRNS_Patch.Sara
Create headbug+nograss.diff in root of Warfare_32_V113f_MRNS_Patch.Sara\ directory with other files, by pasting diff code above. (use notepad or other text editor)
Obtain GNU patch from here: GNU Patch (http://gnuwin32.sourceforge.net/packages/patch.htm)
Open a command shell (cmd.exe) and 'cd' to the Warfare_32_V113f_MRNS_Patch directory. (the place where you depbo'd it)
Run this command:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"C:\Program Files\GnuWin32\bin\patch.exe" -p0 < headbug+nograss.diff
[/QUOTE] You may need to adjust the install path for GnuWin32 if you have an x64 machine.
After you run it you should see this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">patching file Description.ext
patching file Client/GUI/GUI_UpdateHelpMenu.sqs[/QUOTE]
Then you can repbo the file and put it on your server.
Good luck!
-oktane
franklin
Jul 15 2008, 07:17
whats the possibility of making a 1.1.4 version using north and south sahrani?
To fix the error at the top of the screen on mission start:
\common\config\config_structures.sqs line 215:
was<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_t = _t= r= + [0][/QUOTE] change to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_t = _t + [0][/QUOTE]
CrazyAce
Jul 16 2008, 22:57
- Added Random Enviroment Sounds.
Any chance we can get an alternate D/L without the ambient sounds, please?
franklin
Jul 16 2008, 23:07
just unPBO the map, go into the Matt folder there is only one file in there - RandomRadio.sqs delete everything and just type exit in the first line. re-pbo it and you should be good.
CrazyAce
Jul 16 2008, 23:13
If I knew how I woulnd't be asking http://forums.bistudio.com/oldsmileys/smile_o.gif
Mind that I am very new at moding "this" game. http://forums.bistudio.com/oldsmileys/wink_o.gif
:edit:
heh... nevermind I think i might have figured out how to do this, I hope PBOView will work.
bugfix:
\Common\Config\Config_Structures.sqs"(436,35)
_i = _i + ["\Warfare \Images\con_wall3.paa"]
Should be
_i = _i + ["\Warfare\Images\con_wall3.paa"]
(extra space in there)
Thanks
ModaFlanker
Jul 21 2008, 17:56
Okay...
NO MORE GOING UP TO 1.1.8 THEN DOWN TO 1.1.3f and so on!
Human nature messes this up apparently...
I'm constantly seeing 1.1.8 on a server, INSTEAD of 1.1.3f or 1.1.4f!
Everyone's assuming 1.1.8 is the latest...
^^ yeah had that a lot.
1: Its not thunder its distant "Bombing" simulating a war going on.. This is Warfare yeah..
2: Im sure i fixed the load bird? You test my South Sharni Version without the birds?
3: Latest Version is the South Sahrani Only version as i havnt been working on Warfare for some time sue to RL commitments.
etc etc etc and anyone wondering
North/South version 1.1.4f is the last version of that there is also a South Version only witch is modifed even more with more nicer features etc etc
LockJaw-65-
Jul 21 2008, 21:12
^^ yeah had that a lot.
1: Its not thunder its distant "Bombing" simulating a war going on.. This is Warfare yeah..
2: Im sure i fixed the load bird? You test my South Sharni Version without the birds?
3: Latest Version is the South Sahrani Only version as i havnt been working on Warfare for some time sue to RL commitments.
etc etc etc and anyone wondering
North/South version 1.1.4f is the last version of that there is also a South Version only witch is modifed even more with more nicer features etc etc
Hi mat, Where can you download your latest 1.1.4f from, cant seem to see it anywhere http://forums.bistudio.com/oldsmileys/sad_o.gif
Suggestion:
Add "####" second remaining" to hud when waiting for a vehicle to be built. (Refresh it every 15 seconds or so)
Some people think they forgot to click the purchase button and click it twice without realizing some vehicles take 60-75 seconds to pop out.
CrazyAce
Jul 23 2008, 00:22
Suggestion:
Add "####" second remaining" to hud when waiting for a vehicle to be built. (Refresh it every 15 seconds or so)
Some people think they forgot to click the purchase button and click it twice without realizing some vehicles take 60-75 seconds to pop out.
You did that also? http://forums.bistudio.com/oldsmileys/rofl.gif I done that a few times with the M1A1's; good thing the build queue shows whats going on after its full of orders. Needless to say I had plenty available and ready on the battlefield when needed.
bug:
ln 69, Server\AI\Advanced\Advanced_UpdateSquadRespawn.sqf
_leader RemoveAllEventHandlers "killed";
should be
_leader removeAllEventHandlers "killed";
that func is case sensitive (saw this in the arma.rpt)
Matt, are you interested in implementing any of my bugfixes/changes? If not, I'll stop spamming your thread. http://forums.bistudio.com/oldsmileys/rofl.gif
CrazyAce
Jul 24 2008, 23:21
Matt, are you interested in implementing any of my bugfixes/changes? If not, I'll stop spamming your thread. http://forums.bistudio.com/oldsmileys/rofl.gif
Dono about him, but I would like to have your help.
We had a full 32 player game in Karrillions server the other day and I have two things to note:
1. First up: (Edit this first issue was at my own fault, fixed). When using the Halo jump, an action on the bottom left appeared once we landed on the ground: "Hide" that action continued to duplicate over and over and could not be 'closed'. The duplication would continue until the person killed themselves - but otherwise hindered their ability to use other weapons because they would have to scroll down to their weapon(s):<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"Hide"
"Hide"
"Hide"
"Hide"
"Hide"
"Hide"
"Hide"
"Hide"
Binoculars[/QUOTE]2. Next up, with a full locked 50% of server players were experiencing no income. The income in the options menu said for example: 443 per minute - however 50% of the players were not making any money period. Some factors that may or may not have been a roll: The server had been locked and unlocked about 3 times during the game. Also, some people had been driving supply trucks between towns to beef up the money supply.
3. Lastly: A few players on our teamspeak noticed they were not getting cash for kills. They exited the game and tried a different slot, even then they still earned no money for kills. Once they restarted their game however, they were able to return into the game and receive money for the infintry men killed.
We ended up turning to a Warfare 1.1 vanilla because of these issues.
CrazyAce
Jul 29 2008, 12:19
That hide action comes from DMSmoke mod, namely the DMHide.pbo file. Sounds like some one ran DMSmoke with the server or something to that nature...
The first issue was just me. Sorry about that. But all other players were experiencing issues two and three. Perhaps I got a corrupt version - I'm downloading this and replacing it on the server.
Can anyone help me find where to effectively edit the view distance? I can find set viewdistance anywhere within any of the files (I used WinGrep for searching).
I'd like to bump it up or find a way to make it so anyone can use instantview distance or another view distance altering add-on...
It's just a tad impossible to fly A-10s on CAS sorties when you can only see ~1200 meters...
CrazyAce
Aug 13 2008, 12:08
The global values can be found in ...\Common\Init\Init_CommonConstants.sqs
Look for DEFAULTVIEWDISTANCE & AIRCRAFTVIEWDISTANCE.
I think Vic was able to implement a view distance addon in his mod.
[HUD]Dorph
Aug 13 2008, 15:53
Dont know if somebudy else edited the mission - but there is a v1.1.9 where the viewdist is not locked.
The global values can be found in ...\Common\Init\Init_CommonConstants.sqs
Look for DEFAULTVIEWDISTANCE & AIRCRAFTVIEWDISTANCE.
I think Vic was able to implement a view distance addon in his mod.
Setting those values apparently has no affect on any of my 3 servers or my 2 desktops.
What did work was a SetViewDistance 4000; in InitMission.sqf
Hi Matt!
I want to offer one's services to localize your great Warfare.
I have experience to translating of Zaphod's Berzerk. I have made some tools for him to do this. Are you interested in?
Hello!!!!
Is anybody here?! http://forums.bistudio.com/oldsmileys/goodnight.gif
Hi
is there a link for grab Warfare32 V1191 MRNS ?
Vaikless
Aug 28 2008, 18:31
great!
how did you "Added ROMM_IA to Random Resistance" ?
{USI}_Zombie
Sep 3 2008, 14:36
Or use salvage trucks to get rid of them and credit the team that salvaged them... explain it as the small arms and gear was salvaged.... that'd be sweet!
this is the best idea yet to delete all the bodies. Even if the ai salvage trucks couldn't do it, I would be willing to drive around salvaging "weapons" for some extra $
Hi Matt,
what is the latest version of Warfare MR N+S and where to get it?
Has it still the AI-Supply Trucks removed? I am wondering because someone seem to have found out the reasons why they are stuck (out of fuel)
Wondering if they could be re-enabled in your mod, especially to facilitate single player. A short term solution may be to check for out of fuel & instant refuel. A longer term might be a routine that allow them to check fuel threshholds and call up for available refuel trucks (that then alos need to be under AI control). Perhabs a better strategic element than auto-respawning tons of trucks is that players have to buy them but be able to hand them over to AI (remove or temporarily remove from their control so that they are doing things automatically (and salvage, refuel trucks as well).
Also I am thinking about an all new supply system that actually is delivering real supplies i.e. fuel, weapons and ammo that needs to be transfered to forward locations so if a city or town is not well supplied, the result would then be a shortage on fuel, ammo and or weapons that are available to its defenders.
Cheers Gunhawk
Commando84
Sep 9 2008, 14:30
fuel trucks really comes into great use during warefare now! http://forums.bistudio.com/oldsmileys/smile_o.gif
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