View Full Version : Warfare 1.1[@]x_[Victor N+S]
NEW! Warfare Revision 2.1 Available w/Addon pack 2!
- Recommend you overwrite or remove my Warfare 1.1 pack.
- Mission is still classified as BETA as their are some problems.
- Mission now hosted by KaRRiLLioN's server.
Quicklinks:
Changelist (http://z7.invisionfree.com/Driven/index.php?showtopic=316)
How to Install (http://z7.invisionfree.com/Driven/index.php?showtopic=317)
Requires fast/stable servers and decent PCs.
http://img176.imageshack.us/img176/7091/image2hf9copyis3.jpg
Vehicles (2.1) - 50% of the vehicles. Scroll down to see the other 50%.
Be32K for West & Both Su34's not pictured.
http://img363.imageshack.us/img363/788/oneoftwofw6.jpg
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Download the newest version (2.1)
http://static3.filefront.com/ffv6/graphics/b_download.gif
Addon Pack 2.1 (502mb) (http://files.filefront.com/VicsWarfare207z/;11343058;/fileinfo.html)
Mission Download 2.1 (http://files.filefront.com/VictorsAddonWarfareEdit21rar/;11352098;/fileinfo.html)
Link: Individual Addon Links (http://z7.invisionfree.com/Driven/index.php?showtopic=318&st=0#entry4384962)
Link: How to install the addons. (http://z7.invisionfree.com/Driven/index.php?showtopic=317)
Version 2.1 change-log links.
Quote[/b] ]-Victor Warfare 2.1 Change Log (http://z7.invisionfree.com/Driven/index.php?showtopic=316)
-Victor Warfare 2.1 Change Log Mirror 1 (http://brandonlsmith.blogspot.com/)
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Questions/Comments/Suggestions/Problems?
My contact info:
----Email: BLSmith2112@<hidden>
----Teamspeak: ts25.gameservers.com:8772 (no password, KaRRiLLioN's Bootcamp TS)
---The forum works too, but if you want quick responses (try above)
East Weapons (2.1)
http://img98.imageshack.us/img98/2204/eastweapons1copyap9bl6.jpg
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Home Server (Hosting this mission, 2.1 only)
----Server Name: KaRRiLLioN's Bootcamp USA
----IP: 209.193.133.66
----Server Type: Dedicated
----Connection: 12 mbps
----Dedicated System: HP DL360G5 Dual-Core Xeon @<hidden> 3Gz, 2GB RAM.
----Battleeye: Yes.
----Signatures: Not for this mission at least.
----Mission distribution to other servers are welcome!
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Vehicles (2.1)
http://img183.imageshack.us/img183/7551/vehicleshot2copyjc2.jpg
West Weapons (2.1)
http://img515.imageshack.us/img515/5585/westweapons1copygi9bg7.jpg
-Not pictured: SU34/SU34B (woops!.) !http://forums.bistudio.com/oldsmileys/wink_o.gif
-Higher-Res East Weapons (http://i30.photobucket.com/albums/c332/Coldkilla9/2153c3fb.jpg)
-Higher-Res West Weapons (http://i30.photobucket.com/albums/c332/Coldkilla9/af4766c3.jpg)
-Higher-Res Vehicles 1 of 2 (http://i30.photobucket.com/albums/c332/Coldkilla9/3dd5a679.jpg)
-Higher-Res Vehicles 2 of 2 (http://i30.photobucket.com/albums/c332/Coldkilla9/adb7a94b.jpg)
What is this?
This is a 100% addon conversion of the popular Warfare mission/gamemode. It adds many new units including F22s, Mi24's, Apaches, Chinooks, F16's, Mig21's, M60's, T64's, BMPs, Bradleys and much much more... you get the picture.
Whats new from Version 1.1?
Well for the complete list, check the link at the top titled "-Victor Warfare 2.1 Change Log". The list became sort of long so I figured I'd post it for only those who wish to read it. A short summary of the changes in 2.1 include: Doubling East weapons, Res M1A1s/M60s, new hinds, new f16 to replace the old, satchels that can stick to enemy vehicles, fixed the icons and reprogrammed the AI just to name a few things. Again the complete list is in the link provided above.
All of the information provided in the links are displayed in the next post for easier access.
I decided to take this excript from the change lot and put it here for some more exposure so I can acknowledge the few problems the mission has:
Quote[/b] ]Errors: Request Help
* ERROR: Mi24 '/Burst is not a DisplayName' - When spawned at air factory.
* ERROR: AH6 & MH6 are (RACS) and show up red to east units.
* --I will have to ether remove the AH6 and MH6 for both teams or find new addons down the line I guess.
* ERROR: No entry 'bin\config.bin/CfgVehicles/MGunClouds.scope
* --Has to do with the Mig21 (physical addon) released
* ERROR: Starting the game has a "SoldierPB" error or something to that effect.
Full change list including 1.1 and 2.1 together.
Quote[/b] ]Vehicles:
West Air:
* -Added CH-47D Chinook (Replaced UH60 MG)
* -Added AH64 Apache (Mapfact)
* -Added F22A AGM
* -Added F16 GBU
* -Removed UH60 MG
* -Added Be32k cargo plane (No weapons)
East Air:
* -Added RHS Mi24 Iraq Hind
* -Added AH6 (RACS)
* -Added MH6 (RACS)
* -Current: SU34 AT
* -Current: SU34B GBU
* -Added (new) Mi24 Iraq (RHS_Hind).
* ---New hind in the farther future will have smaller loadout. (Request assistance).
* ---New hind has a working gunner turrent and is not a 'tank' any longer.
* -Added Be32k cargo plane (No weapons)
* -Current - KA-50
* -Current: Mi17 MG (Will be replaced soon)
* -Current: Mi17 FFAR
* -Added - Mig21 (On hold - need correct class-name)
Both Air:
-Removed (temp) FU24 Scout Plane
West Heavy Units:
* -Added Desert Vulcan
* -Added Desert Stryker TOW
* -Added Desert AWS M1A1
* -Added M60
* -Added Bradley
* -Removed: HMMWV TOW > No Russian Counterpart.
East Heavy Units:
* -Added RHS Skinned ZSU AA
* -Added RHS Skinned BMP2
* -Added RHS T64B
* -Added RHS T72 Marine.
* -Added RHS Skinned BDRM ATGM
West Light Vehicles:
* -Added Desert HMMWV
* -Added Desert HMMWV MG
* -Added Desert HMMWV MK19
* -Added Desert M1030 Bike
* -Added Desert Stryker (MG)
* -Added Desert Stryker (GL)
* -Added Desert 5T
* -Added Desert 5T (Ammo)
* -Added Desert 5T (Refuel)
* -Added Desert 5T (Repair)
* -Added Desert 5T (Supply)
* -Added Desert 5T (Salvage)
* -Added Desert M113
* -Added Desert M113 Ambulance
* -Rommel Current BIS RHIB
East Light Vehicles:
* -Added Landrover (No Weapons)
* -Added Land Rover (MG)
* -Added Land Rover (GL)
* -Added TT650C RHS Bike
* -Added Desert URAL (Open) --> No MG
* -Added Desert URAL (Repair)
* -Added Desert URAL (Ammo)
* -Added Desert URAL (Refuel)
* -Current URAL (Salvage)
* -Current URAL (Supply)
* -Added RHS Skinned BMP2 Ambulance
* -Added RHS Skinned BDRM2
Resistance Vehicles:
* -Added M1A1 RACS to towns
* -Added M60 RACS to towns
* -Current: T72 to towns
* -Replaced 4X4 with a Landrover (MG) - (May revert)
Units:
* -Added ACU Units
* -Added RHS Units
Weapons
* -Added RH AK Pack
* -Added RH M4/M16 Pack
* --Added Aimpoint Desert 1.2 (non-M4 pack) weapons (update to updated)
East Weapons:
* Added AK-47
* Added AKs-47
* Added AKM
* Added AKMs
* Added AKMw/GP30
* Added AKs-74u
* Added AK-74
* Added AK-74M
* Added AK-74MCobra
* Added AK74w/GP30
* Added AKS-74
* Current AKS-74 PSO
* Added AKS74w/GP30
* Added AK-103GP30Cobra
* Added OC-14
* Added OC-14w/GP30
* Added OC-14 SD
* Added Groza-1
* Added AS Val
* Added AS Val Cobra
* Current PKM
* Added RPD
* Added Pecheneg
* Added STG-44
* Added SVD
* Added KSVK
* Added Groza-1 Sniper
* Added AKs-47 Gold
* Added AKs-47 Silver
* Added SVD Black
* Added SVD Gold
30 handpicked west rifles for you.
West Weapons:
* Added M4A1 Ironsight
* Added M4A1SD M203 Acog
* Added M16A4
* Added M16A4 Acog
* Added M16A4 Acog M203
* Added M4A1
* Added M4A1 Aimpoint
* Added M4A1 Eotech
* Added M4A1 M203
* Added Desert SPR Mk12
* Added M4A1 SD
* Added BIS G36K
* Added BIS G36C
* Added MP5A5
* Added MP55SD6
* Added M240
* Added Desert M249
* Added Desert M24
* Added Desert M107
* Added Desert MK46 Mod1 Eotech
23 handpicked west rifles for you.
East Launchers:
* Current RPG-7V Launcher
* Added Javelin Launcher
* Current 9K32 Strela Launcher
West Launchers:
* Current M136 Launcher
* Current Javelin Launcher
* Current FIM-9 Stinger Launcher
East/West Extras:
* Added Laser Designator to this category to allow for Launcher carry.
* Added Satchel charges that can be stuck to enemy vehicles
* Current: Everything else.
Gameplay Changes:
* -View Distance Options now available (up to 3000m).
* -Supply trucks removed. However players must do this if they want more cash flow.
* -Fixed all Icons for units. (Heavy, Light, Air, Airport) East/West.
* -Increased db of intro music from +1dB to +2dB
* -Added 3 new "Complete Loadouts" for the desert weapons
* -Added New Starting weapon: M4A1SD M203 Acog Desert
* -Added East/West Soldier's Icons, as there was no icon there before.
* -Added Satchels that stick to vehicles.
* -Replaced F16 by Footmunch with edited version of the F16 by zGuba.
* -Decreased volume of bird sound effects from +5dB to +1dB
* -Confirmed RACs use of M1A1 RACs, M60 RACs, Vulcan RACs in large towns.
* -Changed - Commander vote time 40 seconds and staying.
* -Converted - Some of Rommels scripts into the game.
* -Changed Starting vehicles for East/West to addon vehicles.
* -Changed prices of all the ammo for weapons.
* -Changed Starting weapon for east. An Acog M4GL (No grenades)
* -Changed all "Complete Loadouts" to better utilize the slots provided.
* -Changed help screen with information and a few tips.
Tweeks:
* -FIXED: Reprogrammed AI twice (AI became unprogrammed with latest revision, is now fixed)
* -AI will now build the addon soldiers/vehicles/tanks on their own.
* -Temporarily removed FU24. (Will be added back in with addon pack 2.0 in week or so).
* -Put M60 in heavy resistance towns with T72. (Did not test & does not mean it will 100% for sure be in a heavy town)
Issues:
* -All AA west soldiers are default skin. (No ACU AA or other skinned units).
* -I may have missed a few AI (For example, commanders defense team for the base may have default units).
Future Releases
Wants and requests
* -Add Resistance AI to have east and west weapons.(Easy)
* -Add new "Defense team" for medium towns only so M60s can only reside there with infintry. (Could be hard)
* -Add scout plane (East)
* -Disable New Scout Plane radar. (Annoying)
* -Increase AI skill up in towns. (0.6 > 0.8). (Just have to locate the script)
* -Add Mando Missles (Probably hard)
* -Many new islands/maps (Map must be error free first).
* -Change F16 ammo from GBU to AT (Need to be able to physically change the addon)
* -Change F22 ammo from AT to GBU (Need to be able to physically change the addon)
* -Decrease towns, increase supply and beef up the towns defenses. (Easy)
* -Add more jets for East if they become available. They only have the Su34! Mig21 currently not working. (Easy)
* -Add converted Puma 330L to replace Mi17MG and fight CH47. Addon maker is working with me on this.(Easy)
* -Make numerous changes to a few aircrafts ammo and armament. (Complicated)
To do:
* -Add the sandbags from Matt R mission (3 Stories)
* -Change start pre-flight checks & turn them off.
How to install the addons:
Quote[/b] ]
-Copy "@<hidden>" to Arma's main directory.
-Change target line in Arma's shortcut to:
Quote[/b] ]"C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=@<hidden>-The the @<hidden> folder came with an "addons" subfolder, that must not be removed.
-You can keep any other additions in the target line such as: -world=empty and -nosplash (they don't have to be removed is what I'm saying.)
How to install the Mission:
-Unrar the mission .rar ""Warfare1.1V1x_32@<hidden>"
Copy the mission into this directory:
Quote[/b] ]C:\Program Files\Bohemia Interactive\ArmA\MPMissions"-Once its there your done!
This list is quite large. I recommend downloading the full addon pack located here:
http://files.filefront.com/VicsWarfare207z...;/fileinfo.html (http://files.filefront.com/VicsWarfare207z/;11343058;/fileinfo.html)
Visit this thread to learn how install the pack if you already don't know how.
http://z7.invisionfree.com/Driven/index.php?showtopic=317
Here's the individual list of addons and their respective links.
-Again not ALL of these addons are used. Some were put in this pack to future proof the mission so errors could be fixed and some of the units to be later implemented without having you to download new addons.
Quote[/b] ]cmcd_usa_1id_infantry
1st Infantry Division ACU
http://www.armaholic.com/page.php?id=1185
RHS_Marines
Russian Federation Units
http://www.armaholic.com/page.php?id=1712
RHS_Vehicles
Russian Reskinned Vehicles Pack
http://www.armaholic.com/page.php?id=2052&ratings=1
TSN_LR110
Land Rover Defender 110
http://www.armaholic.com/page.php?id=3204
MAP_Air
Mapfact Air Pack
http://www.armaholic.com/page.php?id=903
RHS T-64 MBT preview pack
RHS_T64B
http://www.armaholic.com/page.php?id=2259
RH M4/M16 pack
rh_m4
http://www.armaholic.com/page.php?id=2675
Russian Federation Units
rhs_weap
http://www.armaholic.com/page.php?id=1712
RHS Hind
rhs_hin
http://www.armaholic.com/page.php?id=1099
Vilas Weapons pack
vilas_wpn
http://www.armaholic.com/page.php?id=612
RACS Abrams
vil_racsm1
http://www.armaholic.com/page.php?id=3546
Mig 21
lobo_mig
http://www.armaholic.com/page.php?id=3578
McNools Desert Vehicles - Replacement
mcn_vehicles
http://www.armaholic.com/page.php?id=1338
Beriev Be-32
rc_be32k
http://www.armaholic.com/page.php?id=858
AimPoint Desert Weapons Pack
amp_deswps
http://www.armaholic.com/page.php?id=2127
AK pack
http://www.armaholic.com/page.php?id=2862
F-22A Raptor
3lb_f22.
http://www.armaholic.com/page.php?id=3396
AWS Abrams
http://www.armaholic.com/page.php?id=1351
US M60A3
http://www.armaholic.com/page.php?id=3081
Cold War Operations Addon Pack 1 - only cwo_data.pbo
http://www.armaholic.com/page.php?id=3309
Desert Bradley
http://www.armaholic.com/page.php?id=3283
Extended eventhandlers (xeh)
http://www.armaholic.com/page.php?id=2605
Fletcher FU-24
http://www.armedassault.info/index.php?cat=addons&id=416
GDT Mod Satchel
http://www.armaholic.com/page.php?id=2048
Map Misc
http://www.armaholic.com/page.php?id=804
McNools Desert US Vehicle Pack
http://www.armaholic.com/page.php?id=1125
McNools Desert Opfor Vehicle Pack
http://www.armaholic.com/page.php?id=1177
M1114 Up-Armoured
http://www.armaholic.com/page.php?id=3543
USAF F-16C Falcon - edited version by zGuba
http://www.armaholic.com/page.php?id=3537
Edit: I now have a server to test on so the following information is therefore outdated.
Mission "release" on hold until I can get a hold of KaRRiLLioN because his server is the only one I have access to. Since I cannot create local online games and have them appear in the list, the only way of testing this mission requires I get access to a dedicated server. The addon's zipped at 450mb (edit: now 334mb), but thats zipped... unzipped its a different story hehe.
However do not fret I only have little left to do:
1. Test mission online and see if any new errors occur.
2. Move 2 vehicles from one team to the other (oops!http://forums.bistudio.com/oldsmileys/wink_o.gif
3. The maker of the "Puma 330L" is helping me convert his awesome chopper over to east (will replace the troop transport Mi17).
4. Changing the prices for everything.
Uhhh maybe I'm missing the point here, but when has it ever been necessary to ask permission to make a mission that uses a certain 3rd party addon.
So you are saying that if I make a mission that uses several peoples 3rd party units/skins, I need to ask each and every person permission just to USE it?
I can understand needing permission to modify/re-release models/skins, but to USE them???
Yes, you are missing the point.
I think you need to ask permission if the MOD/Addon is not a public release, and it was never intended to be one. AFAIK there is no IC ArmA MOD version released to the public currently (witch also means Victor will need to release such a pack in order for his mission to work). This is not about a 3rd party addon...as there is no such thing in this case
Besides with a such a mod, using only a few vehicles from it might be messy, as they all are linked one to the other in the configs
Ahh fair enough, I missed the part about it being a private mod. Sorry for questioning you, just threw me off a bit when I had a quick read.
Looking forward to the map Victor, looks like it will be a great release.
ShrubMiK
Jul 10 2008, 16:43
I'm looking forward to it too... http://forums.bistudio.com/oldsmileys/smile_o.gif
Any chance of putting something like M60A3 in as an alternative tank for the West side?
The one bit I don't like the look of is:
"-EAST now has Javelin rocket access (for balancing)."
I'd rather see two teams that were near but not perfectly balanced, and with different strengths and weaknesses - makes them different to play and therefore adds variety to the game. If you think Javelin is too unbalancing as it is, an alternative approach would be to make it more expensive.
Griffon2-6
Jul 12 2008, 02:52
Actually, I think it'd be good if you replaced the RACS T72 with the M60A3. Here's what RACS looks like right now: American rifles, American machineguns, American sniper rifles, American APC, and... Soviet main battle tank? Seems kind of unfitting - who supports/supported the RACS really?
Also, there is an imbalance in that West will never have to buy ammo or AT weapons because they can procure it from the RACS that everybody kills, but East must buy ammo and RPGs, which is quite ironic because Soviet weapons are more common in the real world.
The way I fixed this in my own personal version of Warfare was to add a militia component (civilians wielding Soviet equipment) to the RACS. It's quite a bit of work, but worth it I think.
Also, about balancing, I think the game should go the other way, so that there is a complete imbalance. Since victory does not depend on individual player score, but rather upon the completion of an objective, I think it would be interesting to have the two sides approach the completion of the objective differently. I made a version of Warfare that I call Insurgency which basically replaces East with an irregular army.
Everything in the mission is done. Sorry for the wait all (summer college was really becoming a anchor in my boat). There are some very simple things that need to be done before I put this mission up for download.
1. Making structures cost more than 1 supply (testing purposes).
2. Changing the $$$ start count (is 40,000 for testing purposes).
3. Uploading the addon pack with a completed readme. (Size now only about 330mb, 7z compression).
Wednesday is the day I'm shooting for. Once again: KaRRiLLioN's bootcamp will be the first to host this mission once this is available. Considering the (small) amount of addon/MP players - a time can be arranged for some good weekly and/or nightly games. After this is available and proven to work. I aim to transfer this over to other islands using the changes from Rommel/Matt R & possibly others if I can decode their genius. (CWR in particular). We do have a teamspeak address (stated in main post) that would be extremely beneficial. Once the mission is done and ready to go the main post will be updated with new screenshots of the vehicles added & such.
great idea, hope some servers run this mission, but so far i didnt see one, i´d like to test this mission, if you need me, send me a PM please.
LockJaw-65-
Jul 20 2008, 13:30
I would be willing to host on my server, just let me know http://forums.bistudio.com/oldsmileys/smile_o.gif
The mission is done. I have 1 small edit left before I can post it here. Tomorrow it'll be released as promised.
The addon pack is up for download today however.
CrazyAce
Jul 23 2008, 05:35
Right on Vic, I have been looking forward to playing this mod and I'll be sure to grab it.
Do make sure to add the West motorcycle also and speaking of motorcycle, are you getting an error with the East motorcycle?
:sugestion:
Maybe also add the G36C and G36A to the list of purchasable weapons?
ModaFlanker
Jul 23 2008, 22:12
I don't understand the "30 seconds to vote". By the time we've got people to start voting its already cycled again, and we're screaming at everyone to vote again.
Its made it far harder to vote that way... 60 seconds works far better.
HOWEVER
If you've changed it so it remembers who you voted for last [so person doesnt have to vote every 30 seconds until the wanted commander is chosen] then thats even better.
CrazyAce
Jul 23 2008, 22:48
It’s just the way it’s made, the variables for 30 seconds is more than enough time to start voting than 60 seconds of standing around and if people can't get their heads out of there asses to vote then yes problems like this will happen.
I say it’s not the mod, but the people that play the mod
Way to go on the release Vic. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
The mission has been released.
I will take the voting time into consideration, how's 45 seconds to compromise? I can understand why some feel 30 seconds is not enough.
Link to the download of the Mission. (http://files.filefront.com/Warfare11V1+32VictorNSSapbo/;11192716;/fileinfo.html)
Have fun. Oh and don't hesitate to contact me with any suggestions, comments, concerns or any other questions. I already have a small list of things I would like to add/fix, but if I kept working on them I'd never get the first version of the mission out of the door.
Some closing notes on this version:
1. The AI has not been programmed into knowing the new units. So they still will function, just not as a commander would like to. That will be one of my top priorities in the next version.
2. Someone told me of an error fast traveling - I'll have to play the mission to find out.
3. There is also a "Mi24P_Cas" error that pops up randomly during the mission at some point.
The mission is already uploaded to KaRRiLLioN's Server (info above).
I know the mission isn't perfect but I'm letting everyone know that I'm working as hard as I can. This is my first mission since OFP back in 2001 after all http://forums.bistudio.com/oldsmileys/wink_o.gif - so any script changes are pretty intense and time consuming for someone like me. If you have any knowledge of scripting and see a problem and would be kind enough to me out, feel free to let me know and I will surely appreciate it.
ModaFlanker
Jul 24 2008, 13:06
It’s just the way it’s made, the variables for 30 seconds is more than enough time to start voting than 60 seconds of standing around and if people can't get their heads out of there asses to vote then yes problems like this will happen.
I confess I don't get this argument.
Who stands around AFTER they have voted? They resume playing.
Conversely, on a server with MANY players online, in order to get everyone to vote at the same time, the people who are already fighting in a town will have to stop, vote, fight.... stop, vote, fight.... stop, vote, fight... until it works out.
What do you mean by 60 seconds of standing around? Do you mean right after a map has been started, and a commander wants to become commander right away, but is too impatient to wait that full 60 seconds before they have been voted in?
CrazyAce
Jul 24 2008, 17:09
Excellent addition Vic, a few bugs to squash, but is stable nonetheless. I would recommend for people to play this online (with actual people) as they will benefit more from the mod than alone.
@<hidden>; forget it man. http://forums.bistudio.com/oldsmileys/confused_o.gif
Leopard2
Jul 25 2008, 05:00
Some closing notes on this version:
1. The AI has not been programmed into knowing the new units. So they still will function, just not as a commander would like to. That will be one of my top priorities in the next version.
2. Someone told me of an error fast traveling - I'll have to play the mission to find out.
3. There is also a "Mi24P_Cas" error that pops up randomly during the mission at some point.
I might be able to help with this as I basically went through the same things when I created our own addon Warfare version for the 506th PIR server (not publicly released yet). Yes, the resistance in our version is using M60. http://forums.bistudio.com/oldsmileys/tounge2.gif
Wellp, I found this in the "Config_AITeams" folder, would editing this information do any good?
Quote[/b] ]WestAITeamTemplates = WestAITeamTemplates + [_u]
WESTAIDEFAULTTEAMTYPE = Count WestAITeamTemplates - 1
WestInfantryTeamTypes = WestInfantryTeamTypes + [WESTAIDEFAULTTEAMTYPE]
_n = _n + ["AT"] >> Class name used for other scripts. (No touch)
_d = _d + ["AT"] >> Name of unit displayed in-game.
_u = [WATSOLDIER] >>Class name of new addon soldier.
_u = _u + [WSOLDIER] >> Class name used for other scripts. (No touch)
_u = _u + [WATSOLDIER] >> Class name of new addon soldier
Edit: I just tried this and I think I got it to work. I really appreciate the offer Leo, but it seems I may have figured it out http://forums.bistudio.com/oldsmileys/wink_o.gif
I just finished playing this Warfare-Version on Karrillions Server, and it has been a nice match. We played on OPFOR-Side versus BLUFOR.
Some issues/proposals with/for this map:
- Landrovers seem to make trouble when crossing a bridge; in my case i drove with a landrover equipped with Grenade-Launcher from Tiberia in east direction, and i got stuck on the next bridge. Also GL won't get reloaded at town-center when selecting that "reload ammo" option. I don't know if that's related to this mission or if it's a general problem of that addon. Seems to be a similar problem as the Commander-Position in T72s. The MG in that position can't get reloaded as well - but that's definitely a general ArmA bug that has not been fixed so far.
- Fletcher FU planes have a strange sound problem: sometimes you can hear their engine sound as if you were actually flying that bird - even if you are 3000 kilometres away. I don't know if there's a proper replacement for that addon.
- The ViewDistance is much too low; maybe you should increase it to 2000 - 3000 ?
- As I said, we played against BLUFOR. During the whole match i could not see any of that new BLUFOR vehicles you put into this mission. Does AI actually now how to use them?
But nevertheless, good work so far. Keep it up! http://forums.bistudio.com/oldsmileys/smile_o.gif
Nowyoudie
Jul 25 2008, 14:26
Hey, Stroeh! We were just playing together on his server recently! How's it going man...
The warfare is awesome. I have no complains or have run into any issues that Stroeh stated above, except for the Fletcher planes - my headphones are always at 100% volume and those planes were ATROCIOUSLY loud!
JuggernautOfWar
Jul 25 2008, 14:35
I just finished playing this Warfare-Version on Karrillions Server, and it has been a nice match. We played on OPFOR-Side versus BLUFOR.
Some issues/proposals with/for this map:
- Landrovers seem to make trouble when crossing a bridge; in my case i drove with a landrover equipped with Grenade-Launcher from Tiberia in east direction, and i got stuck on the next bridge. Also GL won't get reloaded at town-center when selecting that "reload ammo" option. I don't know if that's related to this mission or if it's a general problem of that addon. Seems to be a similar problem as the Commander-Position in T72s. The MG in that position can't get reloaded as well - but that's definitely a general ArmA bug that has not been fixed so far.
- Fletcher FU planes have a strange sound problem: sometimes you can hear their engine sound as if you were actually flying that bird - even if you are 3000 kilometres away. I don't know if there's a proper replacement for that addon.
- The ViewDistance is much too low; maybe you should increase it to 2000 - 3000 ?
- As I said, we played against BLUFOR. During the whole match i could not see any of that new BLUFOR vehicles you put into this mission. Does AI actually now how to use them?
But nevertheless, good work so far. Keep it up! http://forums.bistudio.com/oldsmileys/smile_o.gif
That Land Rover bug appears to be caused by the latest patch. My HMMWVs get stuck on bridges while the Land Rovers don't. Also the T-72 gets "sucked down" into bridges, but you can still go.
EDIT: Hey Stroeh and Nowyoudie, just played a 6 hour game about. GREAT mod, best one yet for Warfare.
ModaFlanker
Jul 25 2008, 14:48
@<hidden>; forget it man. http://forums.bistudio.com/oldsmileys/confused_o.gif
http://forums.bistudio.com/oldsmileys/confused_o.gif
I've seen this happen too many times on full servers... people screaming to vote, the constant "Voting for new commander" annoyance, the insults to the team for being too lazy to vote, etc etc.
Sometimes no one gets voted in at all, and the team gives up...
It harms gameplay.
If this wasn't acting like such a broken record repeating itself endlessly I'd not have spoken on this.
New Version Released. (Release 1.1) No new addons required.
http://static3.filefront.com/ffv6/graphics/b_download.gif
Download: Link (Click here) (http://files.filefront.com/Warfare11V11+32VictorNSarar/;11217840;/fileinfo.html)
Quote[/b] ]-Programmed West AI to respond to human and AI commanders.
-Programmed East AI to respond to human and AI commanders.
-AI will now build the addon soldiers/vehicles/tanks on their own.
-Temporarily removed FU24. (Will be added back in with addon pack 2.0 in week or so).
-Commander vote time 40 seconds and staying.
-Switched Mi24F-Hind to the Mi24D-Hind. The 'D' version has a working gunner turret. Will be considering other hind replacements in the near future.
-Loud birds sound from 1.1.3f was silenced.
-Put M60 in heavy resistance towns with T72. (Did not test & does not mean it will 100% for sure be in a heavy town)
Problems that need to be addressed:
Quote[/b] ]
-Many icon (.paa) files for units are wrong.
-Horrible view distance
-Land rovers & AH6/MH6 show up as enemy to friendly AI.
--If I take these away from East, west will have to lose them too to keep the balance.
-All AA west soldiers are default skin. (No ACU AA units).
-Few AI slipped through my fingers and got into the game unmodified (commanded by AI officers).
-This is annoying too when I load the editor:
http://img183.imageshack.us/img183/2227/51223031lg6.jpg
Wants: (I don't know how to do some of these) - And appreciate any help I can get.
Quote[/b] ]
-Resistance AI to have east and west weapons.
-100% confirmation of M60's in towns.
-M60's moved then to Medium towns after Addon Pack 2 is done.
-Addon Pack 2: M1A1 (Racs) for heavy towns.
-Addon Pack 2: New & updated M1A1's and T72's for both teams.
-Addon Pack 2: New scout plane (No radar, no weapons)
-AI skill up in towns. (Say for ex: from 6/10 to 8/10).
-Mando Missles
-When mission is 100% working and error free - new islands based on newer versions of Warfare. (It's easy to upgrade) and this is the last thing I wish to do.
--Also want to know how to increase a towns supply and try to centralize the battle on a few points instead of 20+. (Want the coop feel to go away).
-Learn how to change view distance in this (by means of Rommels view distance script).
-Add additional weapons to each team (just scripting, no actual downloads required).
.kju [PvPscene]
Jul 26 2008, 02:15
Quote[/b] ]-Learn how to change view distance in this (by means of Rommels view distance script).
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setViewDistance 1000[/QUOTE]
(local for each client / can be different for each computer)
.kju [PvPscene]
Jul 26 2008, 02:16
Quote[/b] ]-Learn how to change view distance in this (by means of Rommels view distance script).
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setViewDistance 1000[/QUOTE]
(local for each client / can be different for each computer)
How do you figure? The current version is based off of 1.1.3f from Matt R.. I am unable to increase the view distance locally.
I tried putting Rommels view distance script into my mission and never got the "Configuration" option to change my view distance once I walked up to the HQ.
.kju [PvPscene]
Jul 26 2008, 06:43
oh i see. you want to allow people to have different settings on
there own. hm .. not really fair for MP play, dont you think?
best search all files for viewdistance - it is very likely to be set
in the scripts somewhere.
a good solution in general is to allow the server admin change
the VD via param1/2.
Nowyoudie
Jul 26 2008, 09:48
No, I think it's fair. People spend a lot of money on upgrading their hardware and I'm sure they want to be able to crank up the settings if they could. And it's really their problem if they can't crank up settings, however it would still be nice to provide an option of view distances. For example, 1500, 2000, 2500, and 3000 so that even the person with lowest distance can still hold his ground against people with 2500/3000 view distance. As long as there isn't a HUGE gap in view distances.
The view distance is something I want standard in this mission. Not something that has to be changed in each individual server in order to allow. The maximum view distance would be 3000. This number is most certainly a number that makes the game scalable and at the same time not allowing users with high end pc's always dominate the battle. I want ether a standard view distance of 3000, or a scalable view distance up to 3000. The reason I liked Rommel's view distance script is for the people who do have all of their settings on low and have their grass foliage removed to be able to at least experience the mission. If users are going to be forced to have 700 view distance in every mission I really don't want to be making this mission.
I have played missions on my server and on others with a view distance of at least 3000. This includes Matt R's and Rommels' latest versions. I have contacted them but they are busy people and may not be able to get back to me. I want this mission to have the 3000 view distance option or make it a standard for this mission.
I have already opened Rommels Warfare and Matt R's, Warfare and having implemented them into my mission I am still unable to see a change it and/or see the "Configuration" open at the start of the game or show up when you walk up to the HQ.
I have also opened the original warfare missions and found a view distance area in the script: "Common\Init" >> Init_CommonConstants" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">RESPAWNDEFENDERCAMPTIME = 120
RESPAWNRANGE = 600
DEFAULTVIEWDISTANCE = 1200
AIRCRAFTVIEWDISTANCE = 2000[/QUOTE]
I changed the number to 10000 for fun to see if there was a difference and I didn't notice anything. Again any ideas/help is appreciated.
CrazyAce
Jul 27 2008, 04:40
Change the default view distance to 5000, then you should see a difference, but I wouldn’t suggest keeping it as that. And for balance issues keep it exactly at 1000m no more no less, server side.
or, try this:
http://www.armaholic.com/index.php?m=single&id=3366
Now for that Hind, I would suggest to replace it as the config.cpp file can be tedious in fixing. I tried to fix the same kind of error in SLX mod and its not easy to find.
We played this game on lan and it was great.Now we want to put it on the server If I make a mod folder like @<hidden> how do i point to It in the server config file ?
Nowyoudie
Jul 28 2008, 19:44
You don't have to do anything except put Victor's warfare PBO file in MPMissions folder on the server. And load it - that's it. The addons are the players' responsibility to have prior to joining the server that has the mission loaded.
Oke i understand that but if they dont have the addons or dont know where to get them. is it not so they cant play if they dont have the addons or they just dont see the new things?
Thanks for youre answer Nowyoudie
Ps my server wont run it.....it keep getting back to the mission menu where i could choose from
CrazyAce
Jul 28 2008, 21:31
You wont be able to start he mission either on Multiplayer or in Singleplayer.
Fact: You need the addons on the Server PC as well as the clients PC.
What we do on Karrillions server is simply have the Addon-Directory contain all of the required addons. I'm not sure exactly how to create mod folders in a dedicated server. But the addons need to at least be in the server's "Add-On" directory as well as inside each client's PC (ether in the addon directory or a mod-folder of their choosing).
Nowyoudie
Jul 30 2008, 13:48
That's interesting.. I ran different edited Evolution missions that had M60 and T64 tanks and dropped the PBO mission file in my server. It worked fine without the addon files, but I guess it's different with Warfare missions..
Do you have a dedicated server? All I know is that for my home server, addons are required to be both on the server and the client's PC. Perhaps this discussion is best left for Xfire http://forums.bistudio.com/oldsmileys/wink_o.gif
Now I'd again like extend my open invitation for some personalized help on the View Distance script & the few other issues I am having with the mission (described in the main post change-log). I would really appreciate it and if you would like to talk in a program like teamspeak, I would be even more grateful as it would make this process much smoother & faster. Thanks again.
Sneaker-78-
Jul 31 2008, 20:28
this is an good warfare addon ! keep it the good work, an i hope that you replace the abrams soon, and i did not check it but is the A-10 still in the game ?
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
The A10 is not in the game. For balance we have:
East: Su34 & Su34B
West: F16 GBU & F22
If I add A10's and Harriers... thats 4 planes to easts basically 1. The game will become unbalanced and unfair to east players. Unless you know of an East aircraft (publically) available, please let me know if you do and then I'll be more than happy to implement it.
The M1A1 in towns has been added and will be available on next release.
Sneaker-78-
Jul 31 2008, 21:22
http://forums.bistudio.com/oldsmileys/confused_o.gif i love the cannon on the a-10 ,and i ment the abrams on the usa side
A new abrams and T72 (By HA) will probably implemented as soon as they're released. The reason why the current one is in there is because both the T72 and Abrams can take a hit from 1 Sabot and still be function. At 2 sabots they are disabled and may explode.
The new version may end up coming tomorrow, depending if I decide to add a few things or not. It will include a new addon pack (size not yet determined) and mission file.
These are confirmed changes into the mission:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-View Distance Options now available (up to 3000m).
-Supply trucks removed. However players must do this if they want more cash flow.
-Added M1A1 RACS tp towns
-Added M60 RACS to towns
-Added (same) intro image again. (Was auto-removed upon incorperating Rommel's scripts)
-Added G36C
-Added G36A
-Added Aimpoint Desert 1.2 (non-M4 pack) weapons
--Desert M249
--Desert M249 EOTech
--Desert M24
--Desert M16
--M4A1SD M203 Acog
--Desert M107
--Desert SPR MK12
-Added 3 new "Complete Loadouts" for the desert weapons
-Added East/West Soldier's Icons, as there was no icon there before.
-Fixed all Icons for units. (Heavy, Light, Air, Airport) East/West.
-Increased db of intro music from +1dB to +2dB
-Decreased volume of bird sound effects from +5dB to +1dB
-Replaced F16 by Footmunch with edited version of the F16 by zGuba.
-Replaced Aimpoint Desert Pack from 1.0 to 1.2
-Replaced 4X4 vehicles with Landrovers in resistance held towns.
-Confirmed M1A1 RACs, M60 RACs, Vulcan RACs in large towns.
-FIXED: Reprogrammed AI (AI became unprogrammed with latest revision, is now fixed)
-Converted some of Rommels scripts into the game.
-New Starting weapon: M4A1SD M203 Acog Desert + 2 Grenades. (No M203 Grenades)
-New Mi24 (RHS_Hind).
---New hind in the farther future will have smaller loadout. (Request assistance).
---New hind has a working gunner turrent and is not a 'tank' any longer.
---Unfixable Error: "\Burst is not a class" - The hind has not be rivised for 1.14.
----Unless new Hind comes out there is no fix for this 1 time in-game error
-Moved Laser Designator to a different category so you can carry a launcher too.
-Modified intro help screen with information and a few tips.
-Changed prices of all weapons.
-Added new weapons to east. (Vilas's Weapons pack + Added RHS Weapons)[/QUOTE]
The list of things I need to finish before release:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">To do:
-Add the sandbags from Matt R mission (3 Stories)
-Change HMMWV Images (the 3 are the same)
-Starting weapons for both teams. Locate original change and change the other team's.
-Experiment with satchels that stick.
-Experiment a cargo plane for east/west
--Edit for forum: If anyone knows a "load unit script" that would make vehicles load on a plane to eject with a parashoot (or 3!) it would be neat.
When finished with mission - change back these values:
-Money Start: 700
-Supplies at start: 700[/QUOTE]
-Karrillions server has been cleaned out to make way for the new addon pack. The 1.0 and 1.1 missions are not available on his server at the moment but feel free to play it on any other servers or create one yourself.
Nowyoudie
Aug 2 2008, 03:07
Holy shit, that's awesome. Keep up the good work Victor!
Mission now has two problems that will be addressed tomorrow because I'm tired of 4.5 hours of editing today.
-Possibly moving the 2 stacks of sandbags
-Trying to find the classname of the Mig21. Currently doesn't spawn. "lobo_mig" is not the class.
Since I cannot create local online games and have them appear in the list, the only way of testing this mission requires I get access to a dedicated server.
Victor,
I read somewhere that one of the ports that Arma uses is for reporting to the master game browser. It could be that your game does not appear in the multiplayer server list because you have not forwarded the proper ports on your firewall.
You need to forward ports 2302, 2304 and 2305 to your computer that is hosting the game.
-hellop
New changes 100% confirmed for next version. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-Added BE32 Cargo plane for East/West.
-Added 3 new "Complete Loadouts" for the desert weapons
-Added new weapons to east.
-Added addon ability to stick satchels to vehicles.
-Added Mig21 East
---Errror: No entry 'bin\config.bin/CfgVehicles/MGunClouds.scope
----Error cannot be fixed unless addon is updated unless I remove it complety.
-Changed Starting vehicles for East/West to addon vehicles.
-Changed prices of all the ammo for weapons.
-Changed Starting weapon for east. An Acog M4GL (No grenades)
-Changed all "Complete Loadouts" to better utilize the slots provided.
-Changed help screen with information and a few tips. [/QUOTE]
I want to try moving the higher walls defence back in the mission from Matt R's version and once I'm done with that I'll be finished. Also the Mig21 is not showing up. The classname "lobo_mig" does not work. Also, I'm thinking about the Rh AK pack too, but thats a small addition that wont take long.
Sneaker-78-
Aug 3 2008, 18:01
Verry nice Victor , just great work and i love you`re addon !
And East is getting an new plane ? and plans for west?
Main post updated.
East has a new plane - actually it has the only modern plane ever released for Arma for the east side... The problem is the classname for the addon is very annoying. I've tried everything and can't get it to work. The Mig21 will be included in the addon pack but I'm not sure if I'll find the classname in time for the 2.1 release. On a side note: Karrillions server has been cleaned out with external addons to make way for the new version.
The mission still holds some pretty annoying errors, as of today I have a few errors that I don't think are fixable:
Taken from the changelog in the links on the first post:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Errors: Request Help
* ERROR: Mi24 '/Burst is not a DisplayName' - When spawned at air factory.
* ERROR: AH6 & MH6 are (RACS) and show up red to east units.
* --I will have to ether remove the AH6 and MH6 for both teams or find new addons down the line I guess.
* ERROR: No entry 'bin\config.bin/CfgVehicles/MGunClouds.scope
* --Has to do with the Mig21 (physical addon) released[/QUOTE]
If I can't fix any of those I may just release the mission anyway since the map is playable. Perhaps I'll rename it to BETA.
=======New large updated version up for download. =======
http://img176.imageshack.us/img176/7091/image2hf9copyis3.jpg
-----I suggest delete and/or overwrite your old 1.1 pack. -----
Please be aware that I'm classifying this as BETA and I would appreciate any and all problems reported to me or in the forum. I strongly welcome someone who knows a thing or two about scripting and can help me with my errors. You all have access to the mission, so feel free to try and find where I went wrong, as this is my first mission that I've ever edited. http://forums.bistudio.com/oldsmileys/smile_o.gif
Sneaker-78-
Aug 10 2008, 18:29
installed the new update and when i join the server i get the following orders :
No entry'bin\config./cfgworlds1
'burst/'is not a class('displayname'accessed)
the first error is repeating the whole time and send me back to the first screen of the server so i cant play the nission
Nowyoudie
Aug 10 2008, 18:32
Did you download Vic's Warfare addons and added @<hidden> to your shortcut? Keep on mind if you already have addons that are included in Victor's, you will need to disable those so they don't contradict otherwise you get errors.
Already stated in the main post:
Quote[/b] ]I decided to take this excript from the change lot and put it here for some more exposure so I can acknowledge the few problems the mission has:
Quote[/b] ]Errors: Request Help
* ERROR: Mi24 '/Burst is not a DisplayName' - When spawned at air factory.
* ERROR: AH6 & MH6 are (RACS) and show up red to east units.
* --I will have to ether remove the AH6 and MH6 for both teams or find new addons down the line I guess.
* ERROR: No entry 'bin\config.bin/CfgVehicles/MGunClouds.scope
* --Has to do with the Mig21 (physical addon) released
* ERROR: Starting the game has a "SoldierPB" error or something to that effect.
Many of the errors require scripting or physical addon changes and I am not very knowledgeable in this area and welcome any scripters to help in these issues.
Sneaker-78-
Aug 10 2008, 19:54
Did you download Vic's Warfare addons and added @<hidden> to your shortcut? Keep on mind if you already have addons that are included in Victor's, you will need to disable those so they don't contradict otherwise you get errors.
I had the first version installed server and client side, and updated client and server side.
so this is it ? http://forums.bistudio.com/oldsmileys/sad_o.gif
The update between each version has basically overwritten a few addons.
For example, an addon in the first addon pack was updated during the time I was working on addon pack 2. So new files would overwrite the old files. So if your asking about having to delete the old addon pack and insert the new addon pack into the client/server, the answer is yes. Otherwise I have a full download list in the link on the main post or buried in the second post.
Do what I did, start the upload in the middle of the night and wake up and it'll be ready by morning http://forums.bistudio.com/oldsmileys/smile_o.gif
Sneaker-78-
Aug 11 2008, 08:44
i deleted the "old"map @<hidden> and i dowloaded the new one from you`re startpost and placed into the directory, but i still get the errors.
No entry'bin\config./cfgworlds1
Does anyone know what addon that is? I thought CFGWorlds was Sahrani but perhaps I'm mistaken.
When someone got a cfgworlds error in Flashpoint it was because they had for example: "Acropolis Island 1.0" instead of "Acropolis Island 2.0". They were still able to play the mission but they were floating in the air most of the time.
I'm not exactly sure dude where that error comes from as the people I play with in teamspeak don't get it.
CrazyAce
Aug 21 2008, 23:33
Hey Vic have ya figured out a way to get the AI to build any of the new vehicles?
I seen the AI build and use a "BRDM ATGM" once in my mod.
I'd have to look into it, but college starts in 3 days and am unsure how much attention I can put into it (at least until the ball gets rolling). If you'd like to modify it and post it here, feel free! Im just very busy these days and have even little time for forums.
Hi victor.
i was watching Server/AI/AI_towndefense2.sqf (from version 1110) ,when i see that
Quote[/b] ]_opposingSide = East;
_soldierType = WaaSOLDIER;
if (_side == East) then {_opposingSide = West;_soldierType = EaaSOLDIER};
does that means only AA soldier are created for reinforce resistant town ?
i have a problem with the Mission 2.1 i put the mission in C:\Program Files\Atari\ArmA\MPMissions but when i start the game is not showing to start the mission the mission 1.0 is showing that i have put in before and i can play it no lack with 2.1
any help please
Me and some friends who are desperately trying to play this map are having the same problems as DamDam.... Our Victors mod is correctly installed and we correctly place the mission file in our MPMissions folder, but we can't see it on the list of maps when attempting to host... Any help would be greatly appreciated because we really want to play this.
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