View Full Version : Warfare Cooperative (WACO) v1.1.1
Doomguy
Sep 16 2008, 19:30
Hi, here's a Warfare mod I have been working on for quite some time! It's reasonably well tested and stable. Its goal is to give a number of players a challenge when cooperating against an AI commander, and to provide the player with a dynamic 'background war' while he is playing.
News
[Mar. 31, 2009] WACO development has a new homebase at Dev Heaven: WACO project space (http://dev-heaven.net/projects/show/doomguy-waco). The forums and issue tracker at Dev Heaven will be the primary channel for WACO from now on. This thread will receive only infrequent updates.
[Feb. 24, 2009] Version 1.1.7 ACE released. Support for 2nd primary weapon (ACE) and changing the loadout of your AI team members. Download from FileFront (http://files.filefront.com/WACO+v117+ACEzip/;13359690;/fileinfo.html). Bhaz also ported the mission to Opteryx' Afghan village; find it here (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST&f=81&t=75627&st=405&&#entry1328721).
[Feb 16, 2009] New version v1.1.6e ACE released that is compatible with ACE 1.04. Download from FileFront (http://files.filefront.com/WACO+v116e+ACEzip/;13303239;/fileinfo.html).
[Feb 15, 2009] Version v1.1.6d released. Small fixes for previous version and a new feature: bounty messages are not shown instantly when killing an enemy - instead you get a delayed message showing the bounty you collected during the last minute. Download from FileFront (http://files.filefront.com/WACO+v116d+ACEzip/;13294711;/fileinfo.html).
[Jan 19, 2009] Ripperjk informed me that WACO_Config.pbo is missing from the WACO v1.1.5e (addon version) download. You can still get it from an older version, like WACO V1.1.5a (http://files.filefront.com/WACO+v115azip/;12757826;/fileinfo.html).
* gnrnr found a bug in v1.1.5e normal and standalone versions (not ACE) that causes the radios of OPFOR helicopters to be incorrectly configured. A fix is coming in v1.1.5f.
* If you get an error containing "M1 SABOT" please download the lastest version Vilas' RACS M1 (http://ofp.gamepark.cz/_hosted/vilas/upd/vil_racsm1.7z).
Downloads are now provided at WACO's Dev Heaven space (http://dev-heaven.net/projects/list_files/doomguy-waco).
Other islands by other authors:
WACO v1.1.7 ACE @<hidden> Afghan village (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST&f=81&t=75627&st=405&&#entry1328721) by bhaz.
WACO v1.1.7 ACE @<hidden> Isla Barbuda (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST&f=81&t=75627&st=405&&#entry1328773) by mazza.
Many thanks to all hosts!
Required addons for the normal version
Since 1.1.4 the following changes were made to the required addon list:
- Removed SD_BTR80,
- Added Stryker_AA from Xtra Vehicles (http://www.armaholic.com/page.php?id=3034)
- Added support for SLX_GL3 (http://hosted.filefront.com/SLXSolus) as an optional addon. If SLX_GL3 is loaded, the addon version gets equipable field radios and radiomen in barracks.
- New version of Vilas' RACS M1 (http://ofp.gamepark.cz/_hosted/vilas/upd/vil_racsm1.7z).
0. WACO_config - Config tweaks for other addons.
Distributed with WACO.
1. Extended eventhandlers (xeh) by Solus & Killswitch
http://www.armaholic.com/page.php?id=2605
2. RHS T-64 MBT preview pack by Kenji
http://www.armaholic.com/page.php?id=2259
3. M1A1 (HA) and T72 by CH Addons
http://www.armaholic.com/page.php?id=3141
http://www.armaholic.com/page.php?id=4393
4. Xtra Vehicles by Karaya1
http://www.armaholic.com/page.php?id=3034
5. 2k12 kub (SA-6 Gainful) by scars
http://www.armaholic.com/page.php?id=3239
6. Vilas US vehicles pack by Vilas
http://www.armaholic.com/page.php?id=4017
7. US M60A3 NATO camo by Rygugu
http://www.armaholic.com/page.php?id=3081
8. MAP Misc by BadAss / Lester
http://www.mapfact.net/include....0107870 (http://www.mapfact.net/include.php?path=content/download_eng.php&contentid=584&PHPKITSID=0e5c38ab420fee3b50864e4ba0107870)
9. MAP Airpack by Marco-Polo-IV
http://www.mapfact.net/include....0107870 (http://www.mapfact.net/include.php?path=content/download_eng.php&contentid=589&PHPKITSID=0e5c38ab420fee3b50864e4ba0107870)
10. EricM Hind Pack by EricM & RKSL Studios
http://www.armaholic.com/page.php?id=3390
11. RACS Abrams by Vilas
http://ofp.gamepark.cz/_hosted/vilas/upd/vil_racsm1.7z
12. WIP-M4A1 Pack by Wipman
http://www.armaholic.com/page.php?id=2526
13. Kamov Ka-52 Alligator by EricM
http://www.armaholic.com/page.php?id=3857
Changelog
Changes since WACO v1.1.6
-------------------------
- (ACE) Pack mode in the gear menu now allows you to purchase a second primary weapon.
- (ALL) Gear menu now allows you to change the loadout of your AI team members.
- (ACE) Claymore, POMZ, IR strobes, and some more HK and SCAR variants added.
- ACE 1.04 compatability fixes:
* M2 Bradley's disabled until ACE includes them again (AI M2 IFV teams replaced by Strykers.)
* Added Ka-52 Alligator to EAST.
* Re-added SCARS and some more variants as bonus.
- (ACE) Rucksack of dead soldiers accessible.
- (ALL) New re-arming script. Still no proper re-arm of commander turrets. Seems like an ArmA bug.
- (ALL) Fix for respawning as team member: would always respawn as first member.
- (ALL) Delayed bounty messages. You no longer get an instant message saying how much bounty you get for killing an enemy. Instead, each minute you the bounty you have collected in the last minute.
- (ALL) Fix for broken radio check when player was dead.
- (ALL) Higher RACS skills.
- (ACE) Added more plane variants: SU27S, A10A with Mk82, SU30 with Kh29.
- (ACE) Fixed problem in template. Removed left-over BLUFOR officer.
- (ACE) Fixed rucksack packing in gear menu to be compatible with ACE 1.02.
- (ACE) Removed SCAR rifles because of issues with textures and ATI videocards.
- (ACE) Added some HK416, HK417, G36, and AKM variants.
- (ACE) Added Su-30MK with KAB500 laser-guided bombs to OPFOR airport.
- (ACE) Added BMP-2D, and BMD-1 to OPFOR heavy factory.
- (ACE) Guided anti-tank weapons, ie. Javelin and Dragon more expensive.
- (ALL) Team respawn improved with a list of members that can be respawned into.
- (ALL) RACS unit skills doubled.
- (ALL) Enabled defense contruction at depots.
- (ALL) Enabled purchasing of soldiers at depots, if enough supply (>20) and at least 50% of camps on side. AI also reinforces soldiers at depots.
- (ALL) Fixed bug where only 5 starting positions would be used. Now all 23 possible positions are used again. Also further tweaks to starting positions randomness.
- (ALL) Ammo crates are now cheaper at $300.
- (ALL) Added variables that control whether camp respawn is possible (campRespawn), and whether camps and depots have radios (campHasRadio, depotHasRadio). All are true by default.
- (ACE) Added all the ACE crew served weapons to the gear menu. Also added the appropriate AI soldiers to the barracks.
- (ACE) Changed rucksack packing in gear menu to use ACE sizes. This prevents unrealistic "over packing." Also, equipment such as binoculars can be packed. If ACE makes rocket launchers packable, they could be packed as well.
- (ACE) Added UMP's and grenade launchers flares to gear menu.
- (ACE) Added SF HMMWV, HMWWV GAU19 and Stryker MSG.
- (ALL) The fast time option is available again in the mission
settings menu. Setting fast time means that approximately 24 hours will pass in-game for each hour real-time. Note that clouds are disabled because fast time would make them move super-fast.
- (ALL) Search lights were added as a buyable defense structure.
- (ALL) A serious race condition was removed that could break mission initialization.
- (ALL) Messages for town capture, and others, appear lower on the screen instead of in the middle.
- (ALL) Slight change to respawn map. You can now revert back to team member respawn after you have clicked a camp or the base. Just click on the map away from any camp or base. The type of team member you will respawn as (e.g., machinegunner) is now also shown.
Changes since WACO v1.1.5
- (ACE) Implemented rucksack support in gear menu. You can now pack your rucksack directly.
- (ALL) Implemented support for equipement slots for binoculars, nv goggles, laser designator, etc. in gear menu.
- (ALL) AI teams react faster to enemy units close to the base. They no longer wait around at factories when there are enemy units near.
- (ALL) It is now required to capture a certain number of camps of a town before the town itself can be captured. The number of camps to be captured is controlled by the constant MINCAMPRATIOFORTOWNCAPTURE in Common\Init\Init_CommonConstants.sqs. By default, it is set to 0.5, meaning that half of a town's camps must be captured before the town itself can be captured. The AI has been adapted to deal with this new rule. If you want to disable this feature and go back to the old way of capturing towns, set MINCAMPRATIOFORTOWNCAPTURE to 0.
- (ACE) Disabled AA tripods.
- (ACE) Added SMAW spotting rounds and shotguns from ACE 1.0.1.
- (ACE) Replaced default Warfare OPC/D with ACE_sys_network.
- (ACE) AI squads should no longer become stuck after respawn. This has been fixed by a work around, which will be replaced by a proper fix one the ACE patch is out.
- (ACE) Due to a compatability problem between Warfare UI and Mando Missile HUD, players could no longer buy stuff from factories once they entered a helo or plane. This has been fixed.
- (ACE) Soldiers in AI teams that are unconscious are killed during their regular update cycle (between 15 - 30 seconds). This is to prevent AI teams being held up by unconscious men, and also descreases the amount of ammo wasted on injured soldiers.
- (ACE) Replaced ACE resistance units by standard BIS because ACE units have config problems.
- (ACE) AV8B GBU and AV8B AA were incorrectly swapped in factory menu.
- Updated included SPON Core to 0.53.
- Fixed problems with various scripts. Error messages should be a thing of the past now.
- Attack helicopters and planes are 50% more expensive.
- (ACE) Added new ACE weapons to both east and west sides (HK417C's, CAR-L's, MK12SPR SD, M249 para with M135, Skorpion, TT-33, SMAW, Dragon, M3 MAAW, RPG22, RPG27, RPO, and more).
- (ACE) Added HuntIR monitor and rounds to West loadout.
- (ACE) Medical stuff and rucksacks added to player loadout.
- (ACE) Preliminary rucksack support. Rucksack contents are kept when player buys loadout. Can't buy rucksack contents directly from gear menu, but you can put stuff in the rucksack in the normal gear menu ('g' key).
- (ACE) Ammo boxes now filled with ACE stuff.
- (ACE) Overhauled gear menu to support the way that ACE handles weapon attachments and CQB sights (multiple weapon types).
- Baserange for players was reverted back to 150, and a new range variable is used for players for purchasing (25 meters).
- Changed configuration of vehicles to use the new M1A1's and T72's from CH Addons.
Changes since WACO 1.1.4
- Added communication towers to each town. If a town's comm. tower is destroyed the RACS teams are cut off from their command and will no longer react to camps being captured by the enemy. A player's team will receive a bounty of $500 for destroying a comm. tower (if the town is controlled by RACS). Comm. towers are marked on the map in black. There is no effect of the comm. towers if either BLUFOR or OPFOR controls the town.
- The RACS teams have been extended and tweaked. The airport town (Aeroporto), and large towns, can now have heli's in their defense teams. Large towns can also have special command team consisting of an officer and commando troops. Killing them is lucrative.
- Addon version: Support for field radio's has been added. For now, to be able to equip field radio's and order radiomen one can (optionally) load Solus' SLX_GL3 addon (available from http://hosted.filefront.com/SLXSolus). Players can order from distant factories if they have a field radio, or there is someone within 2 meters that has a radio, in addition to the old options: within friendly camps, depots, airports, or radio vehicles.
- Players can now only purchase gear from a camp if the camp has been re-supplied to 20. In practice this means that a town must be captured and re-supplied before players can purchase gear at that town's camps.
- Ammo crates can now be constructed for $500. They contain a selection of ammo for the side that constructs the crate.
- Implemented funds and supply caps. Funds: $20000, supply: 5000. This change makes it possible to weaken the enemy AI by taking his towns. Previously he would have build up too much funds/supply.
- Tweaked funds/supply bonusses:
Small: +700 supply, +2000 funds, 1x income multiplier
Large: +2300 supply, +6000 funds, 2x income multiplier
Huge: +3000 supply, +10000 funds, 4x income multiplier
- M113, M113 ambulance, and BMP-2 Ambulance moved to heavy factory.
- Build times for buildings increased:
Barracks: 60 s
Light: 120 s
Heavy: 240 s
Aircraft: 300 s
- Addon version: Added Stryker AA from Xtra Vehicles By Karaya1 to West light factory. AI base patrol and defense teams extended with Stryker AA vehicles and SA-6's, and the AA tripods have been removed.
- Addon version: BTR-80 by Red Cottage et. al removed.
- Implemented return to base behavior for AI teams: if a team has less than 50% of its infantry or vehicles, and it is closer to base than its objective, it will return to base to purchase new stuff. If the player has ordered a team to move somewhere, the team will not automatically return to base for reinforcements.
- Implemented team respawn for AI teams. AI squad leaders are respawned as their next-in-line team members until there are none left. Then the AI squad leader respawns at base as usual.
- Improved performance due to scripting optimizations. There are less move commands and thus less path finding.
- Improved formation keeping for AI teams.
- Improved embarking / disembarking behavior for AI teams. Team members should take over driver and gunner roles if needed. AI squad leaders become vehicle commander if possible.
- Interface improvements for the commander:
* Added a funds meter that shows the funds of the selected team in the commander menu.
* The selected team's map icon is shown in yellow and is
enlarged. Vehicles belonging to the selected team also get a yellow icon.
* The units also get an icon indicating their role in a vehicle
(driver, gunner, commander, cargo). Units that are out of formation are marked with *.
- Changed AI team templates to better cope with low money situations.
- Camps owned by the resistance gets the RACS flag instead of no flag.
Changes since WACO 1.1.3
- Added a list of live units of the selected team in the "command teams" interface.
- Added a team's funds to the transfer funds interface.
- Defenses can now only be build at camps if they have at least 20 supply. In practice, this means that you cannot build defensive structures at camps while the town is still hostile. Furthermore, some towns will have to be re-supplied first before the supply level is high enough. Camps are re-supplied if their town is friendly, and no enemies are near.
- Fixed a bug where a server-side script was running on clients.
- Fixed a bug where OPFOR could not capture camps from BLUFOR.
- Added mission settings: both sides large bonus, and 1000 - 2000 meter side placement (for quick games).
- Enabled the use of aircraft in all AI teams. The AI will buy and use aircraft similar to other vehicles. It does not have the same intelligence in using aircraft as the independent air AI, however. For that reason, the AI commander still uses the independent air AI for one team. The black ops AI teams are now using a helo for transport - this is experimental and may not work as expected.
- Tweaks to AI team behavior: increased disembarking range and (hopefully) better resposiveness to move commands.
- An attempt to improve the randomness of the starting positions (I'm unsure whether it works).
- RACS get Army 4x4 with M2's, OPFOR gets a stronger T64 variant (in the addon version). [no new addons needed]
Changes since WACO 1.1.2
- Improved AI commander base construction and re-construction of destroyed buildings.
- Disabled artillery until AI can use it.
- Tweaked starting supply bonus and income multiplier for huge bonus.
- Introduced a medium setting for seperation of starting locations.
- Moved "Monte Pesto" starting location to a new location called "Vallejo", because Monte Pesto was too hard for the AI.
- Replaced some silenced pistols in loadouts to normal pistols.
- Added automatic rifleman for west.
- Added detection for stuck teams: not moved at least 10 meters in last 10 minutes: team members are killed.
Changes since WACO 1.1.1
- Added a depot (and camps) to the airport, that has to be captured in order to get access to hangar and the ability to purchase airplanes. The AI is also able to capture the airport in this way. If the AI side controls the airport, air teams will purchase airplanes to perform strike and interdiction missions (in addition to the heli's that the air AI purchases already).
- AI teams of type Heavy will now move to the locations where enemy units were spotted if they are within one kilometer of the team. If no enemy units are near, and at least three towns are held by the AI side, then Heavy AI teams will always attack the enemy base (if it has been located).
- The resistance teams will now actively re-capture camps of the town they are defending. Also, their patrolling behavior has been improved. This change has resulted in a seriously tougher opposition from the resistance.
- Town defense teams for BLUFOR and REDFOR spawn at lower supply thresholds, making their occurrence more common and thus having a smaller chance of "ghost towns". Town defense teams also actively re-capture camps of the town their are defending.
- Normal AI teams of type infantry will also actively capture enemy camps.
- Camps are more difficult to capture, it will take more time (or a bigger force) to capture a camp.
- Improved AI team purchasing, formation keeping and embarking behavior. Also team members that are not part of the team's template (like crew members of a tank) are clean-up if they leave their vehicle.
- Several performance improvements.
- Added EricM's Ka-52 Alligator to the addon version.
Changes since BIS Warfare 1.1
- A fully independent air team AI. The air team purchases (rotary wing) aircraft and sends them on recon, interdiction and strike missions.
- AI tracking of enemy targets such as vehicles and base structures. These targets are drawn on the map and are used for scheduling interdiction and strike targets for the air and land AI teams.
- Ability for players to remotely buy units from the base. In radio-carrying vehicles, and inside camps and depots players can order units from base factories. These units spawn at the base factory and are added to the player's team.
- Implemented team respawn. The player has the option of respawning as a next-in-line team member if there is one still alive. Otherwise a player can respawn at nearby camps or base as usual, but then a player is equipped with the default loadout.
- Players can save their custom loadouts in the gear menu and recall them at a later time.
- Added game options that should allow for faster game play if desired. The enemy AI commander can be given small, large or huge income bonuses, and there are options to place the sides closer together.
- Added various vehicle and weapon addons, and tweaked the AI team templates for all sides, including RACS. This allows for tougher opposition.
- Added scripts that should help the AI when it is stuck. Vehicles are automatically unflipped, and teleported past base buildings if they loiter too close for too long.
- Changed vehicle repair costs at depots. They now depend on the number of vehicles to be repaired, and for each vehicle the cost is the purchase cost of the vehicle scaled by the amount of damage.
rekster
Sep 16 2008, 20:45
This sounds great.
Is there a no-addon version available?
colligpip
Sep 16 2008, 20:59
sounds good as above can we have an addonless version
jimbojones
Sep 16 2008, 21:38
sounds good as above can we have an addonless version
ditto
would love to try it minus the addons http://forums.bistudio.com/oldsmileys/smile_o.gif
SWAT_BigBear
Sep 16 2008, 23:56
x4 for a no addon version.
ECS is all I use.
Doomguy
Sep 17 2008, 06:11
Maybe I'll start working on a no addon version, but it will remove a lot of the spice! http://forums.bistudio.com/oldsmileys/wink_o.gif
Doomguy
ShrubMiK
Sep 17 2008, 09:08
Sounds very interesting, I will give this a try ASAP.
I don't see what the big deal is with "no addons please" though - anybody using mod folders sensibly should have no problems with any number of addons for this mission surely?
Maybe I'm missing the point...
But one thing that would certainly help, if you can get any necessary permissions, would be to bundle all the addons you require into one download.
verana_ss
Sep 17 2008, 12:24
thankyou for making cooperative warfare http://forums.bistudio.com/oldsmileys/smile_o.gif
if you dont mind, would you upload mission file to rapidshare?
filefront is prohibiting download connection from asia.
Doomguy
Sep 17 2008, 17:40
There was a small config bug in Vilas' RACS M1. If you get a warning about a M1 cannon missing, please re-download the M1 RACS addon.
Thanks Vilas for the quick fix!
Doomguy
I don't see what the big deal is with "no addons please" though - anybody using mod folders sensibly should have no problems with any number of addons for this mission surely?
Maybe I'm missing the point...
Public servers, replacement packs, incompatibility and last but not least, personal opinion.
Addons packs force people to play it one way or the highway, it also stops a majority of newcomers due to the fact they have to now download a bunch of random files for a game they can easily find elsewhere....
LockJaw-65-
Sep 17 2008, 18:34
I don't see what the big deal is with "no addons please" though - anybody using mod folders sensibly should have no problems with any number of addons for this mission surely?
Maybe I'm missing the point...
Public servers, replacement packs, incompatibility and last but not least, personal opinion.
Addons packs force people to play it one way or the highway, it also stops a majority of newcomers due to the fact they have to now download a bunch of random files for a game they can easily find elsewhere....
totally agree. Some of the things you have put it this mission will out way the cons if you take out the addons. the ai air abillity for a start. would love to try it but am not willing to put all the addons in http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
sparks50
Sep 17 2008, 23:54
Rick: No pain no gain http://forums.bistudio.com/oldsmileys/tounge2.gif
Seems like a good Warfare for singleplayer http://forums.bistudio.com/oldsmileys/smile_o.gif
Doomguy
Sep 18 2008, 06:24
Rick: No pain no gain http://forums.bistudio.com/oldsmileys/tounge2.gif
Seems like a good Warfare for singleplayer http://forums.bistudio.com/oldsmileys/smile_o.gif
Hi sparks50,
Single player warfare was part of my motiviation as well! Multi player coop is still the best, though.
Try a game with very close bases, and a huge income bonus to the enemy. Should be a challenge http://forums.bistudio.com/oldsmileys/wink_o.gif
Doomguy
ShrubMiK
Sep 18 2008, 09:41
> no pain no gain
Precisely...if the reason for no addons is "I can't be bothered to download a few files", that's not really a very good reason, IMO. Bottom line: if people want to play additional content beyond what is included in the standard game, they need to be prepared to make some sort of extra effort.
As I said, the pain could be lessened by combining the needed addons into one bigger file.
>incompatibility
Which should be solvable by being smart and organised with your mod folders. If mission A requires addons X, Y, and Z; and when you want to play mission A you only load addons X, Y, Z, where's the incompatibility going to come from?
>last but not least, personal opinion.
>Addons packs force people to play it one way or the highway,
That does cut both ways of course.
My personal opinion is that I would like to see more addons in missions...being limited to playing with the same few units on the one map gets stale after a while.
If someboy wants to produce a version with addons and a version without, then I guess that would be the best of all worlds?
Falconer
Sep 18 2008, 10:57
Thanks for your points of view guys!
I will release a stand alone version soon.
Doomguy
Edit: bummer! Wrong account http://forums.bistudio.com/oldsmileys/wink_o.gif
SWAT_BigBear
Sep 18 2008, 12:13
The main reason I would like to have a no-addon version,
if BI were to release a patch for ArmA, some or a lot of those addons may not work. We never know, but it happens.
Thanks Doomguy aka Falconer
http://forums.bistudio.com/oldsmileys/smile_o.gif
Doomguy
Sep 18 2008, 20:28
I released the stand alone version, which does not require any addons. Download link in the first post.
Doomguy out.
Doomguy
Sep 19 2008, 06:10
Oops, the resistance was still using addon vehicles. New version v1.1.1a for the stand alone version added in the top post.
Doomguy
Computica
Sep 19 2008, 06:47
Wow! I haven't tried this out yet but I will later, were you able to get the A.I. to catch Airports?
Doomguy
Sep 19 2008, 08:01
I've considered it, and I know how to do it, but postponed it for now. One thing that I've already fixed is that planes were not positioned properly on the runway, such that they often crashed during take off.
In WACO the air team type buys helo's and sends them on missions, maybe this team could also buy planes from the airport. The air team leader always stays near the aircraft factory though, so it should be allowed to buy planes from far away.
Making the AI capture the airport should just be a matter of adding the airport(s) to the list of capture location for the AI, and making sure the AI knows when it's captured.
I might implement it in the next version of WACO.
Doomguy out.
Computica
Sep 19 2008, 08:43
I was trying to figure out where the capture list is located (or named)... I like how you had the Units come out and get inside the M113s by themselves! How did you do that?
Doomguy
Sep 19 2008, 08:46
Actually, the original Warfare already had that functionality (it was already in the original MFCTI and/or ZCTI). It was just a matter of allowing teams that had both infantry and vehicles. http://forums.bistudio.com/oldsmileys/wink_o.gif
Doomguy
Computica
Sep 19 2008, 09:12
If I'm right it would go something like this:
_n = _n + ["M113"]
_d = _d + ["M113"]
_u = ["M113"]
_u = _u + [WSOLDIER]
_u = _u + [WSOLDIER]
_u = _u + [WSOLDIER]
_u = _u + [WSOLDIER]
_u = _u + [WSOLDIER]
_u = _u + [WSOLDIER]
_u = _u + [WSOLDIER]
_u = _u + [WSOLDIER]
Doomguy
Sep 19 2008, 09:48
That's one part of it. You also need to add the team to the correct type lists, like so:
WestInfantryTeamTypes = WestInfantryTeamTypes + [WESTAIM113TEAMTYPE]
WestLightTeamTypes = WestLightTeamTypes + [WESTAIM113TEAMTYPE]
Now both infantry and light vehicles will be purchased. The file Common/Config/Config_AITeams.sqs in WACO has a couple of examples of such teams, e.g. the M113, BRDM2, BTR-80, BMP2 teams.
Computica
Sep 19 2008, 09:55
Ok! Thank you I looked over this when I tested this a while back..
Yo your mod is mad fun with the addons!
Yeah that really makes sense now that I think about it... I have to look over these scripts carefully, thanks!
I actually thought this determind how Units were predefind in vehicles:
_m = _m + [200 + (westBarracksCosts Select WSOLDIERTYPE) * 2]
I thought that Multiplied the amount... It probably does.
BorisEberhart
Sep 19 2008, 10:54
Ok! Thank you I looked over this when I tested this a while back..
Yo your mod is mad fun with the addons!
Yeah that really makes sense now that I think about it... I have to look over these scripts carefully, thanks!
I actually thought this determind how Units were predefind in vehicles:
_m = _m + [200 + (westBarracksCosts Select WSOLDIERTYPE) * 2]
I thought that Multiplied the amount... It probably does.
That multiplies the cost if I'm not mistaken. But doomguy knows a lot more about the code than I do. http://forums.bistudio.com/oldsmileys/wink_o.gif Warfare in coop with this mod is indeed "mad fun". We play it with a few extra modifications (a combination of mods from sixth, ecs, slx and a few others) for an even tougher experience.
Computica
Sep 19 2008, 11:17
Yeah I found out this script multiplies it...
;Used to calculate amount of units needed to buy vehicle.
westOneManLightVehicles = []
for [{_count = Count _u - 1},{_count >= 0},{_count = _count - 1}] do {if (_o Select _count) then {westOneManLightVehicles = westOneManLightVehicles + [_count]};}
Doomguy
Sep 19 2008, 12:04
That code only adds the cost for the crew members of the vehicle. It does not determine how many crew members the vehicle will actually have, because that is done by the Server_BuyUnit script, and cannot be changed easily.
Edit: for some really mad fun, try the testing mode option. Practically infinite funds for both sides http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Computica
Sep 19 2008, 13:07
Oh okay! I see why they left the Airport_Config.sqs Su-34B like it was:
;EAST
_u = ["SU34"]
_d = [Localize "STR_DN_SU34"]
_c = [7000]
_m = [7000 + (westBarracksCosts Select WPILOTTYPE)]
_o = [true]
_t = [50]
_p = [50]
_i = ["\ca\air3\SU34\data\UI\Picture_su34_CA.paa"]
for [{_count = Count _u - 1},{_count >= 0},{_count = _count - 1}] do {Call Compile Format["%1TYPE = %2",_u Select _count,_count];}
LockJaw-65-
Sep 19 2008, 15:21
Rick: No pain no gain http://forums.bistudio.com/oldsmileys/tounge2.gif
Seems like a good Warfare for singleplayer http://forums.bistudio.com/oldsmileys/smile_o.gif
ok ok point taken, was only thinking of all the addons to download for a multi player game but can see it being good as single player.. http://forums.bistudio.com/oldsmileys/whistle.gif
Computica
Sep 19 2008, 16:40
What A.I. Improvement Addons do you all approve of? I see that Doomguy takes the respawn thing seriously in his mod LOL!
Doomguy
Sep 19 2008, 23:46
In our sessions, we play with:
ECS: all except tracers, armory (sounds)
SLX: slx_gl3.pbo, slx_netcode.pbo, slx_ecs_xeh.pbo
SIX Pack3: six_sys_ai.pbo, six_sys_suppression.pbo
VFAI: vfai_smokeshell.pbo
True: truegameplay-ai-hearing.pbo
PROPER: PROPER_Gameplay_No_AT_Use_Vs_Men_By_AI.pbo
That's about it for AI mods.
Doomguy
BigShot
Sep 20 2008, 15:34
dunno if anyones tried this on LAN yet but im getting a chronic scripting error which shows up about every 30 seconds during the mission...it still seems to play but that error popping up constantly is very distracting as its a long one :-)
btw - what are all of those red flag markers on the map for?
LockJaw-65-
Sep 20 2008, 16:18
Like the map, the best thing is being able to get more troops and viehcles when away from base. Do the racs make aircraft cos i did not notice any? http://forums.bistudio.com/oldsmileys/smile_o.gif
Kremator
Sep 20 2008, 18:01
Doomguy, well done. I like it.
Have you thought about hard-wiring in FFN MOD? The Ai are simply amazing and would be a REAL challenge to a human team.
[TAO] Kremator
Computica
Sep 21 2008, 04:53
Thanks DoomGuy Even the People I set in UH60 Choppers were landing and getting back in to leave, but I need to figure out if the A.I. will always run smoothly and not get stuck when it comes to choppers. With the listed A.I. Mods when I add them to the addon list will it run automatically or do I have to set them up? I can always look for them myself though and find out.
Doomguy
Sep 21 2008, 19:11
dunno if anyones tried this on LAN yet but im getting a chronic scripting error which shows up about every 30 seconds during the mission...it still seems to play but that error popping up constantly is very distracting as its a long one :-)
btw - what are all of those red flag markers on the map for?
Hi Bigshot, sorry to hear about the error. Could you grab a screenshot when it happens and put it up somewhere? Or tell me what the warning is?
Edit: the red flag markers are starting positions.
Doomguy
Doomguy
Sep 21 2008, 19:13
Like the map, the best thing is being able to get more troops and viehcles when away from base. Do the racs make aircraft cos i did not notice any? http://forums.bistudio.com/oldsmileys/smile_o.gif
The RACS don't get aircraft in this version (only BLUFOR and REDFOR) I'm not sure how the RACS would use aircraft in a sensible way. Any ideas?
Doomguy
Sep 21 2008, 19:15
Doomguy, well done. I like it.
Have you thought about hard-wiring in FFN MOD? The Ai are simply amazing and would be a REAL challenge to a human team.
[TAO] Kremator
Thanks!
FFN sounds really interesting, but I haven't spend any time with it yet.
Thanks DoomGuy Even the People I set in UH60 Choppers were landing and getting back in to leave, but I need to figure out if the A.I. will always run smoothly and not get stuck when it comes to choppers. With the listed A.I. Mods when I add them to the addon list will it run automatically or do I have to set them up? I can always look for them myself though and find out.
The AI embarking/disembarking used to be very unpredictable in OFP, but I'm not sure how it is in ArmA. In my private version of WGL ZSCTI I used to just teleport the passengers right into the chopper if they took too long trying to embark.
You don't need any special setup for the AI mods listed, just put them in a mod folder and play.
BorisEberhart
Sep 22 2008, 06:40
Doomguy, well done. I like it.
Have you thought about hard-wiring in FFN MOD? The Ai are simply amazing and would be a REAL challenge to a human team.
[TAO] Kremator
I've tried FFN. It's interesting but I still prefer the combination of mods we use in our sessions. Especially slx_gl3 (group link) makes for some great AI encounters. If you haven't tried group link I suggest you do. Fire up ARMA with only slx_gl3 loaded, run a simple mission with several squads on the map and see what happens. The squads will communicate, pinpoint your location and hunt you down. http://forums.bistudio.com/oldsmileys/pistols.gif Combine that with ai hearing, suppression and engagement improvements and you are in for a fight.
Boris Eberhart
Computica
Sep 22 2008, 07:13
Like the map, the best thing is being able to get more troops and viehcles when away from base. Do the racs make aircraft cos i did not notice any? http://forums.bistudio.com/oldsmileys/smile_o.gif
The RACS don't get aircraft in this version (only BLUFOR and REDFOR) I'm not sure how the RACS would use aircraft in a sensible way. Any ideas?
Yeah in my mod the RACS use Aircraft like there supposed to, they'll start out on land. Here is the cool part though, Depending on how you approach the town area, if you come in silent you can catch them off guard and they won't have the time too lift they'll choppers and leave. These guys will even attack your base! I've seen it happen. What they love to do is take out a cluster of your people with the missles the Ah-6 has in a line. they seem to miss but they plot out where your going first. I learned to jump out of the car when AH-6s show up and get back in them when MH-6s show up. MH-6s seem more agressive to infantry. The guys in AH-6 are the types that hit and run, the A.I. will even use the parachutes for a quick escape. I'm surprised every time. But the RACS Choppers are beat if you have Attack Choppers.
SWAT_BigBear
Oct 3 2008, 22:23
I finally had a few hours to play this mission and it was very nice. The AI helo's seem to work properly.....I was simply going around in a M1A1 taking towns, after about 1.5 hrs, the AI's wiped the enemy base out. I can now try different settings to make it last much longer, but it made for a great quick game using the extra funds. The adjustable options help alot when your gaming time is limited.
Is there any chance of this being made for the full Island?
Thanks again for the no addon version.
Hi SWAT_BigBear. It's great to hear you had a good time playing WACO! http://forums.bistudio.com/oldsmileys/smile_o.gif
The problem with the full island is that it will degrade performance a lot... all the camps and depots check continously for the presence of units, and each town can spawn teams of resistance. I might do it, just to see if it could still work.
I have been working on a new version however. Its main features are:
- AI capture of the airport,
- AI use of airplanes (if they have the airport),
- much improved resistance team behavior (they will re-capture camps and perform better patrols),
- improved town defense teams (east or west teams that spawn to defend their towns),
- normal AI infantry teams also actively capture camps now,
- AI heavy teams move actively attack enemy bases and units,
- improved AI formation keeping and embarking behavior.
It will be released soon!
Doomguy
Regarding the airport, don't forget to add code to change the side of the airport. That way, if you add lines to the planes AI to refuel and rearm they could do so automatically by using the landAt command, landing at the airport and then taking of after rearming and refuelling.
mmmm, another thing. do you plan to add paratroopers code?
BTW, your version is the one I like most now. Very good enhancements!!
Regarding the airport, don't forget to add code to change the side of the airport. That way, if you add lines to the planes AI to refuel and rearm they could do so automatically by using the landAt command, landing at the airport and then taking of after rearming and refuelling.
mmmm, another thing. do you plan to add paratroopers code?
BTW, your version is the one I like most now. Very good enhancements!!
Yep, I have rewritten the airport code such that whoever owns the new 'Aeroporto' town also controls the airport (hangar). I actually have seen the AI automatically perform landings, supposedly to rearm and refuel.
Paratroopers... not sure. Do you have a pointer to mods that have it? Also, the AI would need to be able to use it too.
Good to hear that you like WACO. Thanks! http://forums.bistudio.com/oldsmileys/smile_o.gif
Oh, by the way, I just released a new version in the top post!
http://forums.bistudio.com/oldsmileys/wink_o.gif
Doomguy
colligpip
Oct 4 2008, 22:47
I just wanted to say I love this version I'm having a great fight (as I type) for the airport I cleared most of the resistance and the damn SLA showed up in force aghhh.......
love it
Wow, works very well. I have edited the mission a little, mostly to add resistance helicopters, and to change a little the AI teams.
I have looked at your flawless code. Very elegant.
Now, some suggestions
- Para drop mission: AI could use transport choppers or planes to drop an squad over an enemy location. The basic code is already in the AI update advance squad.
- Enemy AI could use artillery.
- create some building or unit that repairs/rearms/refuels in the airport that changes sides when the airport is captured so planes can be ordered to land at the airport and then refuel/rearm/repair themselves.
Well, these are the things that have come to my mind.
....and again
very good work http://forums.bistudio.com/oldsmileys/thumbs-up.gif
create a view distance feature. usefull as pilot .
with radio action or better, in "T" menu.
I agree that it could be useful. ECS does it automatically, btw.
Doomguy
Computica
Oct 7 2008, 18:13
Good Work Doom Guy when I get the chance I'll take a peek, Can't wait to see enemy planes fly above my head!
damn it !
i take 2 hours for port your great waco on sarahni , but i didn't "import" object , instead , i cloned folder , and rename it to .sara
the problem stay in height of ground, wich isn't exactly same than saralite. resulting in crappy respawn , under ground => injuring etc ...
i need 2 more hours http://forums.bistudio.com/oldsmileys/sad_o.gif
SWAT_BigBear
Oct 7 2008, 21:12
We will give you 3,
1 to spend drinking some hard liquor during the task at hand.
Quote[/b] ]
[this,"Rashidah",[Paraiso,Chantico],"SmallTown","SmallTown",
"SmallTownTank"]] Exec "Server\Config\Config_Town.sqs"
wich term should be changed for rename the town displayed in the intel message ??
i moved a lot of town , now all is incorrect.
Quote[/b] ][this,"Rashidah",[Paraiso,Chantico],"SmallTown","SmallTown",
"SmallTownTank"]] Exec "Server\Config\Config_Town.sqs"
The name that appears in the "Name" field of the depot, in the case you have shown should be "Rashidah", is the name of the variable that controls that town.
In the onInit field of the depot you can see that line of code. Nos step by step:
This refers to that Depot.
"Rashidah" is the string you can read on the screen when you see all towns that you can capture. It is not a variable, it is just the text associated to that town. You can use numbers, spaces, etc...
[Paraiso,Chantico] are the names of the neighbour towns variables. That is, the names that are in the "Name" fields of the Depots of those towns.
"SmallTown","SmallTown", "SmallTownTank" are the type of configs that are linked to that town. When the town is activated the game spawns some resistance groups. These files (which you will find in the server/config folder) determine which resistance teams are spawned when the town is initialized.
So, if you have ported WACO to another island, for example, Sahrani, what you have to do is town by town, rename the depots, and change both the names of the town and the neighbor towns variable names.
as an example, let's do Bagango.
I would put some camps and one depot near bagango. Then I would go to that depot and I would put the following code:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this,"Bagango",[Carmen,Benoma,Obregan],"LargeTown","LargeTown",
"LargeTown2"]] Exec "Server\Config\Config_Town.sqs" [/QUOTE]
You should do the same for all new towns.
That would be the string "Rashidah", i.e.,
[this,>>"Rashidah"<<,[Paraiso,Chantico],"SmallTown","
SmallTown", "SmallTownTank"]] Exec "Server\Config\Config_Town.sqs"
the one between >> and <<.
It's better to rename all references to the name Rashidah however. Just doing a search and replace should be fine. I think that the new name should not have spaces though (except in the string as above, there it can have spaces).
Doomguy
ok thanks.i will finish it today , then post a download link http://forums.bistudio.com/oldsmileys/smile_o.gif .
i have an armaholic account , but i don't know how send it to them.
Updated to version 1.1.3. Some bugs fixed and small features added. See the top post!
Doomguy
For the RACS, to enable new teams you just have to add the units in the factories and also in the config_resistance file.
You could also add AH-6s and landrovers to the RACS, it would make them much more dangerous.
I have done so even with the airport and PRACS f-16s and it works too.
I hope you add enemy artillery barrages soon, doomguy.
Keep up the good work!!!!!
http://img384.imageshack.us/my.php?image=arma2008100918460411wv9.jpg
don't know why but a large number of corps stay at base, after 2H30 of game .
I've seen that happen some times as well. Was the closest enemy town far away?
SWAT_BigBear
Oct 9 2008, 23:07
I've noticed over the past 2 years, on fresh server starts from a reboot, that most missions will keep dead corpse... seems for ever.
If I restart the 1st mission, or pick another, they fade away properly.
I use FireDaemon Trinity to run the server as a service on Vista, which shouldn't matter.
SWAT_BigBear
Oct 14 2008, 07:16
The more we play this mission, the more we like it. Thanks. (A Lot)
It kinda gives the old mfcti coop feelings of gameplay. Odd points though, spawn points are predictable.
Might there be solutions later?
Doomguy
Oct 14 2008, 07:35
Hi SWAT_BigBear,
Good to hear you like the mission! http://forums.bistudio.com/oldsmileys/smile_o.gif
What spawn points do you mean? Starting locations for the sides or the spawn points for individual soldiers / teams?
I'm working now on some small changes to the way camps work. I want to make it so that you can only build defenses at camps if you actually own the town that the camp belongs to. And that town should have enough supply points before you can start building. I'm also going to add a respawn location at a town's depot (if you own it).
Yours,
Doomguy
SWAT_BigBear
Oct 15 2008, 08:08
Out of 8 times we played in normal mode as Bluefor, the spawns were at Playa de Palomas, San Esteban, Vallejo or Matas.
Both sides were only starting at 1 of those 4 spots.
It will be a few days before I have a chance to enjoy this mission some more, I need to check the spawn distance options, maybe those will spread them out to other locations.
Doomguy
Oct 15 2008, 11:41
Actually, I noticed this behavior too. My theory is that the random number generator tends to produce the same numbers at the time that the starting positions are determined (because it is seeded with the mission running time). I'll try to make this a little bit better.
The spawn distance options definitely have an impact here, because they limit the minimum and maximum distances, effectively reducing the number of possible (pairs of) spawn points. Basically, if you want more randomness, allow for bigger separation, or use normal game.
Doomguy
PS. I might add an option to pick starting locations, or pick the starting location for your side, and have a random starting location for the enemy.
code-red
Oct 15 2008, 19:12
Hey Doomguy
Thank you very much for this coop warfare mission.
I have been playing the mission for about 12 hours total and it seems to run as i like.
Ai teams respond till the end and the enemy doesnt seem to get stuck so far.
I have played on normal setting so far, to try the mission out so i am looking forward to try in on the hardest setting.
They ai air teams do nicely what they are told at airoporto and i see jets taking off all the time http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks and respect
Doomguy
Oct 15 2008, 19:30
Thanks code-red, it's great to hear it's working! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
colligpip
Oct 15 2008, 20:33
I asked you before if i could modify this mission and you kindly said it was OK but when i go to unpbo the file parts of it (this important parts) are slightly scrambled making it hard to read, any idea why. I used the unpbo tool form ofpec i think.
Doomguy
Oct 16 2008, 05:43
Scrambled? Hmm, strange, nothing I did intentionally to scramble the files... I'm using the pbo tool by kegetys, maybe you could try it to see if it works better? It's here (scroll down to Arma Tools): http://www.kegetys.net/arma/.
Edit: Perhaps it's an editor problem. I'm using emacs to edit the files and -- since it's a unix tool -- it might do something different with newlines than windows-based editors. What editor are you using?
Doomguy
colligpip
Oct 16 2008, 08:40
Hi doomguy
I was just looking at them in notepad put them into arma edit and they are fine sorry about that thanks for your help anyway.
Pip
Sneaker-78-
Oct 18 2008, 11:35
hi, this is an great warfare map http://forums.bistudio.com/oldsmileys/thumbs-up.gif
But the wrecks are disapering to fast , can it stay a bit longer ?
and i want to us john marines i can change the players that is not an problem but how must i change the AI
Boshart http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Doomguy
Oct 18 2008, 15:55
Hi Boshart, vehicle wrecks are removed after 5 minutes. You can change it if you un-pbo the mission and edit the file Common\Common_UnitKilled.sqs. At line 63 change "_delay = 300" into something like "_delay = 600" for 10 minutes.
You can get the Johnny marines in Warfare by using a replacement pack, like the one here:
http://www.armaholic.com/page.php?id=1335
Doomguy
Sneaker-78-
Oct 18 2008, 16:06
the problem with replacements is XAm ,i see always the xam uniforms even i use replacements.
And the wrecks dispapears after about 1 min in the mission without the addons , i don`t know if its the same with addons version, i am bussy to try the addon version tonight, so lets find out
Boshart
Doomguy
Oct 18 2008, 16:32
It's not the mission that is removing vehicle wrecks after 1 minute. Also in the stand alone version they are only removed after 5 minutes. Corpses (i.e., dead people) are removed after 1 minute, though.
Never tried XAM so I don't know what to do about that...
Sneaker-78-
Oct 18 2008, 17:43
ok tnks !
btw where must i put the config bpo file ? just in mp missions?
Boshart
mankyle
Oct 18 2008, 18:16
I have ported WACO to Sahrani and I must confess the AI works quite well even with those long distances and the different islands (mainly antigua and Rahmadi).
If you could add paratrooper missions to the air groups that would be sweet.
I have also added new units to the Resistance side and an special town config that spawns planes in the airports so you have to face RACS F-16 whenever you get near antigua and Rahmadi for the first time. works quite well.
Keep up the good work, m8!!!!!!
Doomguy
Oct 18 2008, 20:18
ok tnks !
btw where must i put the config bpo file ? just in mp missions?
Boshart
No, the WACO_config.pbo should go with the other addons, so either in addons, or in a modfolder that you load with -mod.
Doomguy
Oct 18 2008, 20:20
I have ported WACO to Sahrani and I must confess the AI works quite well even with those long distances and the different islands (mainly antigua and Rahmadi).
If you could add paratrooper missions to the air groups that would be sweet.
I have also added new units to the Resistance side and an special town config that spawns planes in the airports so you have to face RACS F-16 whenever you get near antigua and Rahmadi for the first time. works quite well.
Keep up the good work, m8!!!!!!
That sounds excellent! I'm very interested in your mission. Did you also add the other airports?
Doomguy
mankyle
Oct 18 2008, 20:52
Yes, the airport can be used to buy planes as long as you have captured one.
I'm having problems with the RACS planes pathfinding. I want them to take off as soon as you get near them but it seems they have problems to take from where they spawn.
The would have to be scripted so they always spawn in a good point.
Anyway, with the standard Warfare mission if you put the advanced AI on "true" and you add mixed squads, "air" and "infantry", the soldiers get in the chopper, then it takes off and flies to the destination point.
I haven't checked in your version But as your missions for air teams supersede those of the standard squads,....
Anyway Looks very good so far
Sneaker-78-
Oct 18 2008, 22:23
so i tested the addon version ,but i thing something is wrong .
1. the racs is not shooting on us, i can just walk to them and they still don`t, and if i shoot the grab their gun and then shoot @<hidden> , even all the tanks are not shooting
2. we don`t see any russion even after 2 hours of playing or choppers or planes
its just to easy
http://forums.bistudio.com/oldsmileys/confused_o.gif
Doomguy
Oct 19 2008, 10:02
Hi Boshart,
Sorry to hear it's not working out as it should.
With regards to the RACS problem: Are you using any other addons except the ones required for WACO? I've never seen this problem myself, and in my games the RACS is always fighting fiercely.
What bonus setting did you use? To get some challenging performance from the enemy AI, you should at least give it the "Large" bonus.
Doomguy
Sneaker-78-
Oct 19 2008, 10:05
its realy weird i never had this problem before, i test everything now, and sorry to ask but the config file is that client side or server side or both ? i mean must i install it on both or just client or server .
ShrubMiK
Oct 19 2008, 10:46
One thing I never managed to figure out yet: how do you get a dedicated server to run with non-default values for the mission settings? I was never that bothered before, because things like fast day/night cycle were not really that important or useful. But the bonuses for the AI team are!
Sneaker-78-
Oct 19 2008, 11:03
ok its seems ok now ..that AI is shooting now and good ! http://forums.bistudio.com/oldsmileys/yay.gif
This is the best mission i played , the AI is just good now , they play together, i saw soldiers getting in an m113 and the m113 moved to a town and there they getting out to take the camp with support with the m113 ,really great mission to see.
http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Maby an good idea to put an UAV in this mission or support form the radio from Mando ?
Doomguy
Oct 19 2008, 11:36
One thing I never managed to figure out yet: how do you get a dedicated server to run with non-default values for the mission settings? I was never that bothered before, because things like fast day/night cycle were not really that important or useful. But the bonuses for the AI team are!
I had the same thing! It caused me hours of pain back in the OFP days trying to get a CTI mission working properly. I know the solution now, and it's really simple: you have to login as the admin while on the mission settings screen!
So while you're on the screen where you can set the roles and the settings you type #login $password in the chat bar (first press whatever key you need to press to get the chat bar, for me it is /), and replace $password with the admin password that you set for your server. Then you can change the mission settings.
Good luck!
Doomguy
Doomguy
Oct 19 2008, 11:42
ok its seems ok now ..that AI is shooting now and good ! http://forums.bistudio.com/oldsmileys/yay.gif
This is the best mission i played , the AI is just good now , they play together, i saw soldiers getting in an m113 and the m113 moved to a town and there they getting out to take the camp with support with the m113 ,really great mission to see.
http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Maby an good idea to put an UAV in this mission or support form the radio from Mando ?
Glad to hear it's working fine now! http://forums.bistudio.com/oldsmileys/smile_o.gif
I'm pondering now about how to move this mission to the next level: radio's, UAV's, paratroopers, etc. All great things but I'm not really sure about it yet... the AI must also be able to use it.
I just added aircraft support for the normal AI teams that mankyle was talking about. It's working okay-ish, infantry get into the chopper most of the time. It's a shame the choppers are shot down so easily, though. Add least the support to add choppers to all teams will be in the next released version of WACO.
Doomguy out.
Doomguy
Oct 19 2008, 12:08
its realy weird i never had this problem before, i test everything now, and sorry to ask but the config file is that client side or server side or both ? i mean must i install it on both or just client or server .
WACO_config.pbo should be both on the server and clients.
Doomguy
Sneaker-78-
Oct 19 2008, 23:37
hmm .when my gf is joining my server she gets error in top of screen and i don`t getting that error .
we have the same addons and startup http://forums.bistudio.com/oldsmileys/crazy_o.gif
if you want i can get an screenshot, or you know what i mean http://forums.bistudio.com/oldsmileys/tounge2.gif with that error
Doomguy
Oct 20 2008, 12:03
Hi Boshart,
A screenshot would indeed help tracking down your problem.
Doomguy
Sneaker-78-
Oct 20 2008, 17:01
Hi Boshart,
A screenshot would indeed help tracking down your problem.
Doomguy
http://www.horizon-inc.nl/site/pics/error.jpg
Doomguy
Oct 20 2008, 17:26
Thanks for the screenshot. The error is really bizarre... I've never seen it myself. Can you tell me what your setup is? Are you running a dedicated server? Which version do you have, the addon version or stand alone? Do you get it every time you start the mission?
The error is originating from Client/Client_UpdateTownMarkers.sqs, line 26, which sets town markers and supply values at the client side. Did you modify the mission in any way, like renaming a town for instance?
Yours,
Doomguy
Sneaker-78-
Oct 20 2008, 20:23
Thanks for the screenshot. The error is really bizarre... I've never seen it myself. Can you tell me what your setup is? Are you running a dedicated server? Which version do you have, the addon version or stand alone? Do you get it every time you start the mission?
The error is originating from Client/Client_UpdateTownMarkers.sqs, line 26, which sets town markers and supply values at the client side. Did you modify the mission in any way, like renaming a town for instance?
Yours,
Doomguy
I am running an dedicated server 1.14
And i have not edited you`re mission at all
And setup ? =config file ?
stand alone version
And she gets the error all the time when she joins the server
Stucked with Trucks. Again.
Here some screenshots:
http://img66.imageshack.us/my.php?image=arma2008102103211567bo1.jpg
http://img296.imageshack.us/my.php?image=arma2008102103180200nt9.jpg
This stuck game with about 3-11 fps
Here is from arma.rpt:
Error in expression <ing >= 1) then {Exit};
_nearVehicles = nearestObjects [_building,["LandVehicle">
Error position: <nearestObjects [_building,["LandVehicle">
Error 0 elements provided, 3 expected
Tsis is a great modification at all. But why you enable this stupid trucks? For what? I dont understand http://forums.bistudio.com/oldsmileys/sad_o.gif
Doomguy
Oct 21 2008, 06:57
I am running an dedicated server 1.14
And i have not edited you`re mission at all
And setup ? =config file ?
stand alone version
And she gets the error all the time when she joins the server
Hi Boshart, I've tried to reproduce your problem but it doesn't occur with me. Even when I'm running a dedicated server...
Doomguy
Oct 21 2008, 07:04
Stucked with Trucks. Again.
Here some screenshots:
http://img66.imageshack.us/my.php?image=arma2008102103211567bo1.jpg
http://img296.imageshack.us/my.php?image=arma2008102103180200nt9.jpg
This stuck game with about 3-11 fps
Here is from arma.rpt:
Error in expression <ing >= 1) then {Exit};
_nearVehicles = nearestObjects [_building,["LandVehicle">
Error position: <nearestObjects [_building,["LandVehicle">
Error 0 elements provided, 3 expected
Tsis is a great modification at all. But why you enable this stupid trucks? For what? I dont understand http://forums.bistudio.com/oldsmileys/sad_o.gif
Now that is really bizarre! The supply trucks should never spawn in that large numbers - most I've seen in my games is about 3 to 5 simultaneously. I've got no clue what is causing that... does it happen every time you play the mission?
The error message is strange: are you running 1.14?
EDIT: Never mind, I figured out what is causing the error in arma.rpt. There was a script running on clients that should only run on the server. I don't think this will fix your other problem though.
Supply trucks are needed to supply towns - in my games they are working fine.
Gunhawk
Oct 21 2008, 07:24
I have ported WACO to Sahrani and I must confess the AI works quite well even with those long distances and the different islands (mainly antigua and Rahmadi).
If you could add paratrooper missions to the air groups that would be sweet.
I have also added new units to the Resistance side and an special town config that spawns planes in the airports so you have to face RACS F-16 whenever you get near antigua and Rahmadi for the first time. works quite well.
Keep up the good work, m8!!!!!!
Hi Mankyle,
Great news - is your WACO port to Sarani N&S already available for download somewhere?
Regards Gunhawk
Sneaker-78-
Oct 21 2008, 15:03
I am running an dedicated server 1.14
And i have not edited you`re mission at all
And setup ? =config file ?
stand alone version
And she gets the error all the time when she joins the server
Hi Boshart, I've tried to reproduce your problem but it doesn't occur with me. Even when I'm running a dedicated server...
its realy strange, the error appearing only on the pc of my GF and not on my pc , we have excactly the same installation and addons http://forums.bistudio.com/oldsmileys/confused_o.gif
she will delete the mission in the mpchache and test again .otherwise we realy don`t know where to look.
I forgot to tell about the other errors/ bugs:
1. this is in you`re mission, when we are in the lobby and select an soldier and press connect we getting a loading screen ,but after a few min we get back in the lobby ,we must press again to connect to get ingame and seccond time it works
2. some errors , i think in an addon but i don`t know for sure maby you know something from it:
Bin\config.cpp/CFg.magazines.vil_20rnd_105mmsabot_m
Bin\config.cpp/CFg.vehicles/mgunclouds.scope
Bin\config.cpp/CFg.cfgweapons/mp5a5.c_mp5_single
Edit:
I played for an hour and don`t get the error ..i exit the game and joined later and i get also the error..
We realy like this mission and it is only your mission that gives that error, and we getting lot of desync when the server is longer playing.
And we tested you`re mission without the addons and that one runs without error.
2 Doomguy You dont understand me. I wished to ask why you use very old version of Warfare for your mod? Matt disable trucks in 113. Last version 114 have many optimization and features. You like these trucks?
On my server i have same mods as on your. Can you tell me please you load slx_gl3.pbo before ECS or after? And what version of Extended_Eventhandlers you have on server?
Sneaker-78-
Oct 22 2008, 15:31
i tested the addons that you use in the mission just in the editor bit there are no problems , its something in the mission .
And is there not an file i can read the complete error ?
Tried to play with the addon version again ..
we don`t get an error this time but :
Now when i join the game i am a bird .a bird on the middle of hte ocean ..and no camps seeing on the map.so re-join and its ok ...
and AI just stand still they don`t move at all
crash to the desktop ..
And i didn`t change a thing in the mission ...
to many bugs in this one i think
Doomguy
Oct 22 2008, 20:16
2 Doomguy You dont understand me. I wished to ask why you use very old version of Warfare for your mod? Matt disable trucks in 113. Last version 114 have many optimization and features. You like these trucks?
On my server i have same mods as on your. Can you tell me please you load slx_gl3.pbo before ECS or after? And what version of Extended_Eventhandlers you have on server?
I kept the trucks in because they work fine for me. They are an addition to the game play because they increase the supply value of towns, if you keep them alive.
We've got slx_gl3.pbo later in the -mod list than ECS. We use version 1.9 of Extended Event Handlers. It's important to get the latest versions of ECS, slx_gl3.pbo, slx_netcode.pbo and the ECS Themis XEH compatability plugins.
To Boshart: addons that work in the editor are not garantueed to work in the MP game. I'm not sure what addons you use, perhaps you could post the full list?
Thanks,
Doomguy
Sneaker-78-
Oct 22 2008, 20:23
Xam 1.5
Six_pack 1 and 3
Event handlers 1.9
treugameplaymods
EVA
ArmaEffects
Doomguy
Oct 23 2008, 12:08
I'm using the same except for XAM, EVA and truegameplay (I only use AI hearing). Have you tried without these mods? Especially XAM.
Doomguy
Sneaker-78-
Oct 23 2008, 14:56
yes, but that error in top of screen is an script error right ?
Doomguy
Oct 23 2008, 16:58
That error message is generated when a script runs, however, I know what script it is and I'm pretty sure that it is not the script that is the cause of the problem. Judging from the error message, it seems that something has broken the map markers that are used by the script. Another reason why I think the script is fine: nobody else has reported the error before, and I haven't seen it myself ever.
Doomguy
colligpip
Oct 23 2008, 17:02
I have played this mission loads and I dont see those errors.
Sneaker-78-
Oct 23 2008, 17:39
Well its sure gives me headache http://forums.bistudio.com/oldsmileys/yay.gif
Doomguy
Oct 23 2008, 19:47
Updated to 1.1.4. Details and download links in the top post!
Doomguy
Sneaker-78-
Oct 23 2008, 21:56
wich addons are these ?
RACS get Army 4x4 with M2's, OPFOR gets a stronger T64 variant (in the addon version).
and tnks for the update will try it for sure http://forums.bistudio.com/oldsmileys/smile_o.gif
Edit:
Hate it to say it but still getting the error (was hoping that is working) but its a bit strange how i must get into game :
1. i log into the server and choose side and press ok (server loads the mission. and then i get back into to lobby again.
2. when i hit connect again it works now and get in you`re mission and then i get the screen mission etc , when i press to exit that and want to start play arma chrashes to desktop with a nice error from windows (arma is not working anymore)
3. i log in everhting goes well now i get into the game and i gat the error on top of screen
all this is with the addon mission and you`re mission without the addon works ok http://forums.bistudio.com/oldsmileys/confused_o.gif
I give up now , i tried you`re mission, it was good to see the AI now with some nice addons but it just wont work here and my gf`s pc either or friends pc .
Doomguy
Oct 24 2008, 05:50
Quote[/b] ]
and then i get back into to lobby again.
This is the problem. Your dedicated server does not have the addons loaded correctly. Please make sure you have all the required addons... it should work then.
Doomguy
TOTAL22
Oct 24 2008, 07:13
A bug report: 1.1.4 StandAlone version has KA52 in East Aircraft factory.
I love your warfare, I just hope there will be a 32 player version, and a version with the whole Sahrani Island.
Keep up the good work Doomguy! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Doomguy
Oct 24 2008, 10:37
A bug report: 1.1.4 StandAlone version has KA52 in East Aircraft factory.
I love your warfare, I just hope there will be a 32 player version, and a version with the whole Sahrani Island.
Keep up the good work Doomguy! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Hi TOTAL22,
Thanks for the bug report. I'll fix it soon - in the mean time: don't buy it http://forums.bistudio.com/oldsmileys/wink_o.gif
Mankyle is working on a port to the full Sahrani island. I hope he will release it soon. 32 players version is a little bit easier to implement I guess, but 32 independent AI teams probably trash any server.
Doomguy
Bionicman303
Oct 24 2008, 11:16
Updated to 1.1.4. Details and download links in the top post!
Doomguy
Hi DoomGuy!
Thanks a lot for your recent work (and hopefully your future work) on Warfare Cooperative! I had several really intense games with a friend of mine. The atmosphere really rocks :-)
Two questions:
A question on the enemy AI...if they do capture the airport, should they start building aircrafts and go on direct interdiction/reconnaissance missions (given they have enough funds)? Or is this planned for a future release? I guess, this would give a lot more tension to the human players as they really would have to take air defense with them on capturing missions etc.
Another question also on the enemy AI's tactic:
Once, they have spotted your HQ or decided to capture the airport (or another strategic point of interest), will they change their tactic in case they did send a certain number of teams (tanks,infantry) without success?
It would be interesting to let the enemy AI attack the players' HQ for a certain time (depending on how much the AI wants to send with his current wave) and to automatically reroute his attacks, e.g., attacking the airport from the south first, and then from the east. Or even split the teams to let them simultaneously attack from different directions? *g*
(this is really complicated to implement, I guess...working with synchronized waypoints etc.)
A last question, can the enemy AI vary the size of its attacks squads, i.e., sending 2 tanks to a capture a town and the next time probably 4 tanks. This would make his attacks a little bit more unpredictable :-)
again, thanks a lot
cya
bionicman
Doomguy
Oct 24 2008, 14:10
Quote[/b] ]
Hi DoomGuy!
Thanks a lot for your recent work (and hopefully your future work) on Warfare Cooperative! I had several really intense games with a friend of mine. The atmosphere really rocks :-)
Hi Bionicman303!
Great to hear! I've hardly had any time to play it myself recently... good to know that somebody is enjoying it http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Quote[/b] ]
A question on the enemy AI...if they do capture the airport, should they start building aircrafts and go on direct interdiction/reconnaissance missions (given they have enough funds)? Or is this planned for a future release? I guess, this would give a lot more tension to the human players as they really would have to take air defense with them on capturing missions etc.
Yes, the AI will purchase planes if it has captured the airport, provided it has enough funds, and there are enemy targets available for it to attack. It will not purchase planes to do recon missions, only interdiction and base strikes. Also, the AI commander will wait a certain time after mission start before it will start purchasing attack aircraft. This is due to performance - aircraft flying around spawn resistance teams at the towns they pass by, causing more (unneeded) units to be active.
Quote[/b] ]
Once, they have spotted your HQ or decided to capture the airport (or another strategic point of interest), will they change their tactic in case they did send a certain number of teams (tanks,infantry) without success?
It would be interesting to let the enemy AI attack the players' HQ for a certain time (depending on how much the AI wants to send with his current wave) and to automatically reroute his attacks, e.g., attacking the airport from the south first, and then from the east. Or even split the teams to let them simultaneously attack from different directions? *g*
(this is really complicated to implement, I guess...working with synchronized waypoints etc.)
The AI commander will send heavy teams directly to the enemy base if it knows the location, but only if the AI side holds a certain number of towns (3 or 4 from the top of my mind). I like your ideas about attacking the enemy base from different directions, but indeed it's not so easy to make it work. The AI is struggling with path finding a lot already. One idea that might work is let the AI find out which town is to the N, S, E, or W from the enemy base, randomly pick a town, move to that town, then attack the enemy base. The problem with a more generic approach where you would just randomly pick an attack vector, is that there can be water, mountains or forests blocking the way. That stuff is very hard to detect...
Quote[/b] ]
A last question, can the enemy AI vary the size of its attacks squads, i.e., sending 2 tanks to a capture a town and the next time probably 4 tanks. This would make his attacks a little bit more unpredictable :-)
Currently the AI can't do this. It will always purchase all the units in the team template, unless it runs out of funds. It might be interesting if the AI switched team templates depending on the funds it has. That might actually be the easiest way to implement this... I might do it. http://forums.bistudio.com/oldsmileys/smile_o.gif
Doomguy out.
needed addon : "bds_product" plz for the @<hidden> version.
Doomguy
Oct 24 2008, 18:27
needed addon : "bds_product" plz for the @<hidden> version.
Are you sure? For what vehicle? There should already be bds_m60a3.pbo for the M60.
Doomguy
thank i'v missing this addons http://forums.bistudio.com/oldsmileys/smile_o.gif
Sneaker-78-
Oct 24 2008, 21:45
Quote[/b] ]
and then i get back into to lobby again.
This is the problem. Your dedicated server does not have the addons loaded correctly. Please make sure you have all the required addons... it should work then.
Doomguy
all addons where already there , i even double checked.
But please check my server its online now ..and if the errors does now show just relog please http://forums.bistudio.com/oldsmileys/xmas_o.gif
mankyle
Oct 25 2008, 04:18
Another bug I discovered while porting the Stand alone version. There is an M-1 Abrams (RACS) in the heavy factory list.
BTW, more or less I have checked all camp and depot positions for the full Sahrani map and I probably will send it to Doomguy today as soon as I check some other things.
Basically I have added all North cities and Towns, all airports and a couple of Bases.
I also have moved some starting positions to the North.
And some good news. I have added a new config called config_airporttown which is only for airports. Right now it uses F-16 from PRACS and activates when you get nearer than 2400 m from Rahmadi and Antigua. When that happens two RACS f-16 take off from the airports and fly over the islands attacking everythin on their sights.
I was flying one GNATs V-22 and I was shot down by one of them while I was trying to capture antigua.
Doomguy
Oct 25 2008, 09:54
Quote[/b] ]
and then i get back into to lobby again.
This is the problem. Your dedicated server does not have the addons loaded correctly. Please make sure you have all the required addons... it should work then.
Doomguy
all addons where already there , i even double checked.
But please check my server its online now ..and if the errors does now show just relog please http://forums.bistudio.com/oldsmileys/xmas_o.gif
If you have all addons loaded correctly the dedicated server should not return to the lobby after clicking OK.
Sorry I tried to log in to your server yesterday but it wasn't online when I tried (~22:30 CET).
Doomguy
Sneaker-78-
Oct 25 2008, 14:02
srry its online now http://forums.bistudio.com/oldsmileys/tounge2.gif
Doomguy
Oct 25 2008, 16:08
srry its online now http://forums.bistudio.com/oldsmileys/tounge2.gif
I just logged into your server. Indeed, I get hundreds of errors like the one you took a screenshot of. Are you running the server with only the addons required by WACO, or are there more addons running?
Doomguy
Sneaker-78-
Oct 25 2008, 22:16
-some server side addons (there is an topic here on this forum with server side addons ,but cant find it anymore)
-Some units
-Xam 1.5
-Xeh
edit :
i just tried the mission only with you`re addons and nothing else on the server , but stil getting the errors
Lugiahua
Oct 26 2008, 08:50
dunno if anyone asked this before
but will there any chance that you make a complete island version in the future? (both north and south island)
and would you consider to add or replace some units in game?
such as
more detail Land Rover for RACS
http://www.armaholic.com/page.php?id=3205
M1114 armoured humvee for West
http://www.armaholic.com/page.php?id=3544
T-80, T-90, BTR-90 for SLA
http://www.armaholic.com/page.php?id=3613
http://www.armaholic.com/page.php?id=3704
BMD-1 for SLA
http://www.armaholic.com/page.php?id=984
F-16 for West
http://www.armaholic.com/page.php?id=3537
Mirage III for West
http://www.armaholic.com/page.php?id=3962
SU-25 for SLA
http://www.armaholic.com/page.php?id=3650
SU-27 for SLA
http://www.armaholic.com/page.php?id=4040
SU-33 for SLA
http://www.armaholic.com/page.php?id=3721
CH-47 for west, already in Mapfact pack
MV-22 for west
http://www.armaholic.com/page.php?id=3311
AH-1Z for RACS
http://www.armaholic.com/page.php?id=4090
AAVP7A1 for West
http://www.armaholic.com/page.php?id=3438
Leopard II A6 and Wiesel
http://www.armaholic.com/page.php?id=3840
Puma for RACS
http://www.armaholic.com/page.php?id=4033
(I think RACS should use Puma while US use BlackHawk)
sorry if some vehicle already in map, never played Warfare on SLA before...
but anyway, this map is awsome... most intense map I ever played, thank you
Doomguy
Oct 26 2008, 09:05
dunno if anyone asked this before
but will there any chance that you make a complete island version in the future? (both north and south island)
and would you consider to add or replace some units in game?
such as
<SNIP>
sorry if some vehicle already in map, never played Warfare on SLA before...
but anyway, this map is awsome... most intense map I ever played, thank you
Hi Lugiahua,
Mankyle is working on a complete island version - I hope he will release it soon.
Thanks for all the links, I'll check them out.
Glad you like it! http://forums.bistudio.com/oldsmileys/smile_o.gif
Doomguy
mankyle
Oct 26 2008, 09:17
I have tested the Sahrani version I have ported. There are some pathfinding issues but nothing unsurmountable.
I have found some problems though.
- The airport code doesn't work with the radio system. I have to look at the way you have used variables to enable the airport because with multiple airports the radio system doesn't work except with only the normal Paraiso international airport.
- There are pathfinding issues with the area near victoria and Mataredo. The AI stucks there a lot.
But so far the mission porting goes well:
- All town names do work.
- Now Antigua and Rahmadi spawn PRACS F16s that take off and fly CAP over those islands, making an aerial assault without air cover a complete suicide.
- I have enabled also choppers for the RACS. They are a serious opponent and an AH-6 has blasted my strikers more than once now.
I'll try to upload the mission ASAP, but I'd like to polish some things before, such as the camps and depot placements.
EDIT: I have taken a look at the airport code, mainly the teambuy and AIteambuy files.
You have added a markerpos that uses the runway marker as the spawning position of all wingedairteams.
With the standard Warfare mission the spawning position of the planes in the airport code is related to the airport's position so if you have more than one airport and you capture one of them and then spawn some planes, these will be spawned near the airport you have just captured, not in a fixed point determined by the position of one marker.
Wat should be done for enabling multiple airports would be creating a variable that uses the town name for refering to the runwaymarker, more or less like the towns code that uses a system based on that towns name or reverting to the standard BIS method of spawning the planes.
Anyway an excelent mission so far
Doomguy
Oct 26 2008, 10:49
Good news Mankyle!
Indeed, there is a "RunwayMarker" to mark the exact spot where planes should spawn. I thought it would be easier to use a marker than guess the correct offset from the airport building, especially because that building may be in different places for different airports. Now we just need to name the runwaymarker according to the airport it belongs to, like "ParaisoRunwayMarker" and have that string as a parameter somewhere. I will probably put it as a variable to the airport building itself, using setVariable. I'm not sure whether that will also work on clients though. Will let you know when I've made some progress.
Doomguy out.
Sneaker-78-
Oct 29 2008, 15:39
Hey doomguy, i`ll still want to resolve the mission with the add-ons because you make the add-on mission better with all the best add-ons there is.
What is the difference between the mission with add-ons and the mission without except the add-ons of course.
Maby someone else knows the problem that i have
Doomguy
Oct 29 2008, 19:04
The only real difference is in the Config directory, where the unit types are specified. There are also small differences in mission.sqm and Description.ext, which have different version strings ("SA"), and the stand alone version doesn't have any of the addon verhicles in the mission.sqm. That's it.
Doomguy
Sneaker-78-
Oct 29 2008, 19:45
The only real difference is in the Config directory, where the unit types are specified. There are also small differences in mission.sqm and Description.ext, which have different version strings ("SA"), and the stand alone version doesn't have any of the addon verhicles in the mission.sqm. That's it.
Doomguy
so, it must be an addon, strange
colligpip
Oct 30 2008, 16:35
Doomguy you seem to know your stuff about warfare could you answer this question for me at all?
My Webpage (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=81;t=75880)
Sneaker-78-
Nov 2 2008, 17:34
well, reinstalled the server , downloaded the mods and double checked it ,i did check everyting twice,
And gues what , its still not working http://forums.bistudio.com/oldsmileys/banghead.gif
I am going do the bannan song now http://forums.bistudio.com/oldsmileys/yay.gif , and i play the 1 without the addons http://forums.bistudio.com/oldsmileys/help.gif
Sneaker-78-
Nov 3 2008, 17:38
I have tested the Sahrani version I have ported. There are some pathfinding issues but nothing unsurmountable.
I have found some problems though.
- The airport code doesn't work with the radio system. I have to look at the way you have used variables to enable the airport because with multiple airports the radio system doesn't work except with only the normal Paraiso international airport.
- There are pathfinding issues with the area near victoria and Mataredo. The AI stucks there a lot.
But so far the mission porting goes well:
- All town names do work.
- Now Antigua and Rahmadi spawn PRACS F16s that take off and fly CAP over those islands, making an aerial assault without air cover a complete suicide.
- I have enabled also choppers for the RACS. They are a serious opponent and an AH-6 has blasted my strikers more than once now.
I'll try to upload the mission ASAP, but I'd like to polish some things before, such as the camps and depot placements.
EDIT: I have taken a look at the airport code, mainly the teambuy and AIteambuy files.
You have added a markerpos that uses the runway marker as the spawning position of all wingedairteams.
With the standard Warfare mission the spawning position of the planes in the airport code is related to the airport's position so if you have more than one airport and you capture one of them and then spawn some planes, these will be spawned near the airport you have just captured, not in a fixed point determined by the position of one marker.
Wat should be done for enabling multiple airports would be creating a variable that uses the town name for refering to the runwaymarker, more or less like the towns code that uses a system based on that towns name or reverting to the standard BIS method of spawning the planes.
Anyway an excelent mission so far
hey mankyle , how is you`re progress with you`re mission http://forums.bistudio.com/oldsmileys/smile_o.gif
Sneaker-78-
Nov 7 2008, 21:55
Hello ? .. is there any progress ?
I'm loving this. I running the Naked version and its running well. Only issue was the AI love to cruise the runway, makes it hard take the a10 out for a spin http://forums.bistudio.com/oldsmileys/smile_o.gif
Great Warfare Version!!!
Some requests would be.
1. Make the spawn points more random. My experience has shown that there are 3 points of spawn for BLUEFOR. Near the airport, north of Ortego and in valley region, NE of Cayo
2. Use an island where there are 2 airstrips, makes for a more even balance.
Points dont take away from the fun I'm having. I'm running this with ECS and FROMZ, very enjoyable
sparks50
Dec 5 2008, 07:00
My favourite warfare for singleplayer, nice selection of addons too.
Hi!
I'm working on version 1.1.5, which will mainly feature some improvements to the player's commander interface. There will also be many tweaks to the AI behavior, in particular embarking/disembarking, formation keeping and returning to base for reinforcements.
To be released soon.
Doomguy
Kremator
Dec 5 2008, 15:23
Fantastic news Doomguy .... looking forward to it!
Keep up the good work.
[TAO] Kremator
Cant wait!!!
Can you integrate parts of Command center into it as well?
(Satellite view and user view)
Since it mainly single user oriented it would give more C&C kind gameplay into it
Cheers
Hi buble,
Can you point me to addons/missions that have that functionality?
Thanks,
Doomguy
colligpip
Dec 7 2008, 22:33
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=81;t=75682
Its there people have been trying to merge your version and the RBT one.
Somebody has already merged it but not all the functions of your waco version are there, would be great to combine these two great warfares (after that i'll shove in all the mando stuff for my version and well all be happy).
Computica
Dec 8 2008, 02:22
Yo Doomguy Nice Stuff here! Is it okay If I can make a 64 player version of your mod? Mostly good for LAN Play since I like a straight out war! http://forums.bistudio.com/oldsmileys/pistols.gif
Yeah 'arma.isgreat.org' version combines RBT/ADV versions with parts of WACO but alas im yet to see the ai use choppers.
Also he has added dynamic weather too.
So if you could add RBT's command centre that would be great Doomguy http://forums.bistudio.com/oldsmileys/yay.gif
Yo Doomguy Nice Stuff here! Is it okay If I can make a 64 player version of your mod? Mostly good for LAN Play since I like a straight out war! http://forums.bistudio.com/oldsmileys/pistols.gif
Fine by me!
Doomguy
Yeah 'arma.isgreat.org' version combines RBT/ADV versions with parts of WACO but alas im yet to see the ai use choppers.
Also he has added dynamic weather too.
So if you could add RBT's command centre that would be great Doomguy http://forums.bistudio.com/oldsmileys/yay.gif
Thanks, I'll check it out.
Doomguy
My personal recommendation is to keep doing what your doing Doom...1.1.4 works very well. The hybrid (isgreat) has some different code etc in it..was buggy at first and then fix. Some of the features u have were not working on hybrid when i last tried (ie AI chopper sorties)
I had small sided ded server for local mates up for about 400 min last night...running off a laptop !! http://forums.bistudio.com/oldsmileys/smile_o.gif
The only time frames became an issue was getting towards the end. For some reason the OPFOR base had over 20 supply trucks etc. I should take some piccies, I have seen platoons of tanks in the waiting (intimidating as a recon soldier lol http://forums.bistudio.com/oldsmileys/smile_o.gif ) Seems to mass produce. My 2 cents, adding to what I said
1. Make the spawn points more random. My experience has shown that there are 3 points of spawn for BLUEFOR. Near the airport, north of Ortego and in valley region, NE of Cayo
2. Use an island where there are 2 airstrips, makes for a more even balance
3. Give choice of mission time ie night/day/evening etc
4. Give choice of arty support
5. Support additional islands
6. Include a spectator script (click to view through AI)
7. Support for differnt islands
Even without 1-7 I'm having good battles. ArmA+ECS+FROMZ+WACO = http://forums.bistudio.com/oldsmileys/smile_o.gif http://forums.bistudio.com/oldsmileys/smile_o.gif
Edit: Futher to the above adding RBT etc does effect the balance of power etc it also increases the amount of micro managment. Thing I like about WACO is that the AI commander is pretty darn good with troops and armour vectored to appropriate positions
I have had the supply truck issue.
Logged of the game went back on about 2hrs later and loads and loads of supply trucks at base?
The random starting would be nice,get same as mazza sed http://forums.bistudio.com/oldsmileys/smile_o.gif
I have had the supply truck issue.
Logged of the game went back on about 2hrs later and loads and loads of supply trucks at base?
The random starting would be nice,get same as mazza sed http://forums.bistudio.com/oldsmileys/smile_o.gif
I have never seen the supply truck thing in my games, but I know other people also had it with WACO, and other Warfare mods. My hunch is that the ArmA (dedicated) server itself is actually a bit buggy and causes these issues now and then. I'll try to make the scripting a little more "defensive", so that it can deal with the bugs.
Doomguy
Computica
Dec 9 2008, 09:54
I'm about to try out your addon version! Does the scripting for the AI Planes work the same as the Heli teams??? I thought It was cool for you to make a camp at the Airport...
The independent air team script also purchases planes, if its side holds the airport, and there are targets available. Planes are only purchased if there are interdiction or strike targets (shown on the map as red targets).
The town at the airport (Aeroporto) has to be captured in order to get access to the airport hangar. The AI doesn't need to go near the hangar to purchase planes - it stays near the helo factory.
Doomguy
to: Doomguy
this
LINK (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=81;t=74496)
this mission Warfare32V11-RBT-00082.Saralite
path: Client\Scripts\
SatCam.sqs
UniCam.sqs
Unicam.sqs let you see what team leader sees. Its would be nice to be able see all team members as well
Also it would be cool to integrate mando_hitch\
and enable all AI to use it
Cheers
Computica
Dec 9 2008, 23:37
There are more things that need to be added to the UnitCams then that! You'll have to list code in a lot of other places, check out my Sakka Al Jawf Warfare Mission...
I repacked the Missions So there named correctly in one nice .RAR file, I'll make a .ZIP Version too...
http://hosted.filefront.com/computica/
EDIT:
Yo Doomguy I was wondering is it possible to spawn planes already in flight in the air??? I just thought it would be cool to cancel out the Hangar all together...
Doomguy
Dec 22 2008, 18:58
Hi all!
WACO has been updated to 1.1.5! Here are the details of the changes. Download links in the top post.
Merry Christmas!
Doomguy out.
- Added communication towers to each town. If a town's comm. tower is destroyed the RACS teams are cut off from their command and will no longer react to camps being captured by the enemy. A player's team will receive a bounty of $500 for destroying a comm. tower (if the town is controlled by RACS). Comm. towers are marked on the map in black. There is no effect of the comm. towers if either BLUFOR or OPFOR controls the town.
- The RACS teams have been extended and tweaked. The airport town (Aeroporto), and large towns, can now have heli's in their defense teams. Large towns can also have special command team consisting of an officer and commando troops. Killing them is lucrative.
- Addon version: Support for field radio's has been added. For now, to be able to equip field radio's and order radiomen one can (optionally) load Solus' SLX_GL3 addon (available from http://hosted.filefront.com/SLXSolus). Players can order from distant factories if they have a field radio, or there is someone within 2 meters that has a radio, in addition to the old options: within friendly camps, depots, airports, or radio vehicles.
- Players can now only purchase gear from a camp if the camp has been re-supplied to 20. In practice this means that a town must be captured and re-supplied before players can purchase gear at that town's camps.
- Ammo crates can now be constructed for $500. They contain a selection of ammo for the side that constructs the crate.
- Implemented funds and supply caps. Funds: $20000, supply: 5000. This change makes it possible to weaken the enemy AI by taking his towns. Previously he would have build up too much funds/supply.
- Tweaked funds/supply bonusses:
Small: +700 supply, +2000 funds, 1x income multiplier
Large: +2300 supply, +6000 funds, 2x income multiplier
Huge: +3000 supply, +10000 funds, 4x income multiplier
- M113, M113 ambulance, and BMP-2 Ambulance moved to heavy factory.
- Build times for buildings increased:
Barracks: 60 s
Light: 120 s
Heavy: 240 s
Aircraft: 300 s
- Addon version: Added Stryker AA from Xtra Vehicles By Karaya1 to West light factory. AI base patrol and defense teams extended with Stryker AA vehicles and SA-6's, and the AA tripods have been removed.
- Addon version: BTR-80 by Red Cottage et. al removed.
- Implemented return to base behavior for AI teams: if a team has less than 50% of its infantry or vehicles, and it is closer to base than its objective, it will return to base to purchase new stuff. If the player has ordered a team to move somewhere, the team will not automatically return to base for reinforcements.
- Implemented team respawn for AI teams. AI squad leaders are respawned as their next-in-line team members until there are none left. Then the AI squad leader respawns at base as usual.
- Improved performance due to scripting optimizations. There are less move commands and thus less path finding.
- Improved formation keeping for AI teams.
- Improved embarking / disembarking behavior for AI teams. Team members should take over driver and gunner roles if needed. AI squad leaders become vehicle commander if possible.
- Interface improvements for the commander:
* Added a funds meter that shows the funds of the selected team in the commander menu.
* The selected team's map icon is shown in yellow and is
enlarged. Vehicles belonging to the selected team also get a yellow icon.
* The units also get an icon indicating their role in a vehicle
(driver, gunner, commander, cargo). Units that are out of formation are marked with *.
- Changed AI team templates to better cope with low money situations.
- Camps owned by the resistance gets the RACS flag instead of no flag.
ck-claw
Dec 22 2008, 20:11
Nice list of updates there Doomguy!
Thanks http://forums.bistudio.com/oldsmileys/xmas_o.gif
Now off to edited it to UK/ACE Everon http://forums.bistudio.com/oldsmileys/pistols.gif
SWAT_BigBear
Dec 23 2008, 09:27
Nice improvements....
Thanks, Doomguy http://forums.bistudio.com/oldsmileys/smile_o.gif
Kaltrasierer
Dec 23 2008, 15:51
I've installed the WACO 1.1.5 addon version on my server.
When I start the mission, the server go back to mission list an show this error message: 'No entry 'bin\config.bin/CfgVehicles.CH_T72'.'
The WACO addon folder (on client an server) looks like this: http://www.miskywhixer.ath.cx/ArmA/WACO_Addons.png
Did I miss something?
Doomguy
Dec 23 2008, 16:24
Uh oh, might be that the new version of CH_T72 (released yesterday) uses a different class name for the T72... I'll try it myself and release a patch if needed. In the mean time, you could try with an older version of the CH_T72, which was packaged with CH_M1A1 before.
Doomguy out.
Thanks for the update. A friend and myself had an epic game yesterday. I have one observation / comment. You have srunk the repair /rearm /refuel radius for the bases. It now seems a little too small.
This small point aside an excellent mod, thank you.
Doomguy
Dec 24 2008, 11:42
Thanks for the update. A friend and myself had an epic game yesterday. I have one observation / comment. You have srunk the repair /rearm /refuel radius for the bases. It now seems a little too small.
This small point aside an excellent mod, thank you.
I'm glad it's working out! And thanks for the report on repair range, I'll look into it.
Doomguy
Doomguy
Dec 24 2008, 17:46
I uploaded an updated version: 1.1.5a with the following changes. See the top post for download links.
- Baserange for players was reverted back to 150, and a new range variable is used for players for purchasing (25 meters).
- Changed configuration of vehicles to use the new M1A1's and T72's from CH Addons.
That should fix the problems that were reported earlier.
Yours,
Doomguy http://forums.bistudio.com/oldsmileys/xmas_o.gif
Merry Christmas!
sparks50
Dec 24 2008, 23:52
Thanks for the update. Its such a huge "whtf" moment when you cap a camp and a very deadly RACS littlebird takes off nearby to light up your position.
Kaltrasierer
Dec 25 2008, 18:36
Thank you for this fast update.
Now the game starts with the new T72 addon but there is one error message left: 'No entry 'bin\config.bin/CfgMagazines.vil_20Rnd_105mmSABOT_M1'.'
And you can not save your weapon setup in factory or camps.
We still had a lot of fun on this map! Thank you!
Doomguy
Dec 25 2008, 22:25
Quote[/b] ]
Now the game starts with the new T72 addon but there is one error message left: 'No entry 'bin\config.bin/CfgMagazines.vil_20Rnd_105mmSABOT_M1'.'
This is a problem with an old version of vilas' RACS M1. Get the new version here: http://ofp.gamepark.cz/_hosted/vilas/upd/vil_racsm1.7z.
Quote[/b] ]
And you can not save your weapon setup in factory or camps.
Saving and loading loadouts works fine for me. Could you describe exactly what goes wrong?
Doomguy
.kju [PvPscene]
Dec 26 2008, 06:30
Doomguy do you have a FTP server at hand with unlimited traffic?
If so, you could setup a yoma server for the addon version.
That would make it super easy for people to get the addons
or an update of it. http://forums.bistudio.com/oldsmileys/smile_o.gif
Kaltrasierer
Dec 26 2008, 14:35
Quote[/b] ]This is a problem with an old version of vilas' RACS M1. Get the new version here: http://ofp.gamepark.cz/_hosted/vilas/upd/vil_racsm1.7z
Thank you. Now all works fine without an error message!
Sorry, the loadout saving works fine. It was my fault. http://forums.bistudio.com/oldsmileys/whistle.gif http://forums.bistudio.com/oldsmileys/banghead.gif
Thanks for your fast answers!
Doomguy
Dec 27 2008, 01:04
I give you... WACO + ACE!
Download here: http://files.filefront.com/WACO+v115a+ACEzip/;12779592;/fileinfo.html
It's not completely tested out yet, but it seems to work fine. I tried to put as many ACE vehicles and weapons in.
Doomguy out.
ck-claw
Dec 27 2008, 07:16
LOL Excellent Doomguy.
I was about to attempt that!
http://forums.bistudio.com/oldsmileys/notworthy.gif
Kremator
Dec 27 2008, 08:50
Doomguy this is great !!
A conflict however ! "T" is used to access the menu but "T" is also used to access 6thSense.eu menu. Anyway that the default key can be changed ?
[TAO] Kremator
Doomguy
Dec 27 2008, 12:50
A small update:
WACO_v115b_ACE.zip (http://files.filefront.com/WACO+v115b+ACEzip/;12783895;/fileinfo.html)
Changes:
- Medical stuff and rucksacks added to player loadout.
- Preliminary rucksack support. Rucksack contents are kept when player buys loadout. Can't buy rucksack contents directly from gear menu, but you can put stuff in the rucksack in the normal gear menu ('g' key).
- Loadout fixes.
- Ammo boxes filled with ACE stuff.
Knows isues:
- Warfare sounds for town capture, commander vote, etc. cannot be found. No idea why...
- Error messages in Arma.rpt about magazines that cannot be added or removed. Not sure what is the problem - in game things seem to work fine.
- Conflict with 6thSense menu as reported by Kremator. Not sure what that 6thSense menu is being used for.
Doomguy out.
ck-claw
Dec 27 2008, 14:08
Thanks for the update.
Just a small sugestion?
Seems as most of south Sahrani is in desert-thought u might of used the ACE desert troops?
Doomguy
Dec 27 2008, 14:34
Thought about that... most of the vehicles have NATO camo though.
Doomguy
Doomguy
Dec 27 2008, 16:35
Some more fixes and tweaks: WACO_v115c_ACE.zip (http://files.filefront.com/WACO+v115c+ACEzip/;12785533;/fileinfo.html)
WEST could not capture camps, problem now fixed.
Rest is mostly small stuff, like correct config names for the ammo box items, and slight tweak to RACS armored teams.
Doomguy.
Kremator
Dec 27 2008, 17:20
A small update:
WACO_v115b_ACE.zip (http://files.filefront.com/WACO+v115b+ACEzip/;12783895;/fileinfo.html)
Changes:
- Medical stuff and rucksacks added to player loadout.
- Preliminary rucksack support. Rucksack contents are kept when player buys loadout. Can't buy rucksack contents directly from gear menu, but you can put stuff in the rucksack in the normal gear menu ('g' key).
- Loadout fixes.
- Ammo boxes filled with ACE stuff.
Knows isues:
- Warfare sounds for town capture, commander vote, etc. cannot be found. No idea why...
- Error messages in Arma.rpt about magazines that cannot be added or removed. Not sure what is the problem - in game things seem to work fine.
- Conflict with 6thSense menu as reported by Kremator. Not sure what that 6thSense menu is being used for.
Doomguy out.
It seems to happen on dying. Sometimes you can access warfare menu, other times its the 6thsense menu.
Now i realise that the 6thsense menu is from the BattleCentre, and i suppose I could kill the BattleCentre addons - that would sort it.
[TAO] Kremator
Please update your SPON_Core!
Your version is 0.2.0, current version is 0.5.3.
This is required since in 0.5.1 Spooner added this:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Fixed: SPON Core key event handlers incompatible with Shole's Display Event Handlers (If both are used, DEH's key events will always work, while SPON's won't).[/QUOTE]
Therefore WACO won't override the ACE key handler and the ACE keys like Shift + F still work.
Link to SPON_Core (http://www.ofpec.com/forum/index.php?topic=30274.0)
Kremator
Dec 29 2008, 14:19
THANKS ionos !! Well found. Doing that now!
[TAO] Kremator
Doomguy
Dec 29 2008, 16:35
ACE version updated to 1.1.5d.
Download here: http://files.filefront.com/WACO+v115d+ACEzip/;12814070;/fileinfo.html.
Changes:
- Overhauled gear menu to support the way that ACE handles weapon attachments and CQB sights (multiple weapon types).
- Disabled SPON debug log for now because of compatability issues with ACE keys. Thanks i0n0s for the heads-up - I'll update WACO's version of SPON core soon.
- Added some new ACE weapons to both east and west sides (HK417C's, CAR-L's, MK12SPR SD, M249 para with M135, Skorpion, TT-33, and more).
Doomguy out.
Doomguy
Dec 29 2008, 16:37
Please update your SPON_Core!
Your version is 0.2.0, current version is 0.5.3.
This is required since in 0.5.1 Spooner added this:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Fixed: SPON Core key event handlers incompatible with Shole's Display Event Handlers (If both are used, DEH's key events will always work, while SPON's won't).
Therefore WACO won't override the ACE key handler and the ACE keys like Shift + F still work.
Link to SPON_Core (http://www.ofpec.com/forum/index.php?topic=30274.0)[/QUOTE]
Thanks! For me actually the ACE keys didn't work, but the SPON ones did. I'll update SPON in the next version.
Doomguy
Tom_Anger
Dec 30 2008, 05:48
Thanks doom for your dedication on this. At the moment, we are giving A.C.E. and your WACO maps complete attention and we will be running 'C', 'D', and whatever you have regularly. If you want us to report issues or requests would you like them in this thread or via some other portal?
Also, quick question for you. If we wanted to modify basic warfare settings such as costs and other related parameters, keeping the WACO map, would you want it as a request or can we have consent to do so? I ask because we know how to make basic warfare changes to tailor to our games, however, I would rather have consent to make these simple changes. It's a respect thing we have for the scripters and mappers out there in the community.
If we have consent would you like us to name the map something else? Anyway - Have a great New Year bud.
Doomguy
Dec 30 2008, 07:00
Quote[/b] ]
Thanks doom for your dedication on this. At the moment, we are giving A.C.E. and your WACO maps complete attention and we will be running 'C', 'D', and whatever you have regularly. If you want us to report issues or requests would you like them in this thread or via some other portal?
Hi Tom,
It's cool to report issues and requests here in this thread, I check it regularly.
Quote[/b] ]
Also, quick question for you. If we wanted to modify basic warfare settings such as costs and other related parameters, keeping the WACO map, would you want it as a request or can we have consent to do so? I ask because we know how to make basic warfare changes to tailor to our games, however, I would rather have consent to make these simple changes. It's a respect thing we have for the scripters and mappers out there in the community.
If we have consent would you like us to name the map something else? Anyway - Have a great New Year bud.
Feel free to edit it yourselves. I think it's the whole idea of this map to allow players as much freedom as they like. If you release your version out in the wild please name it a little different from WACO, something like "WACO Tom Anger edit" for instance would be fine.
Thanks for asking and a happy new year to you too!
Doomguy
klamacz
Dec 30 2008, 09:04
Thank you for your effort Doomguy. Its the only map for ACE I play actually as I do not have working inet connection.
I was really happy to see that you added possibility to buy backpacks and some more ACE weapons.
I'm looking forward to more weapons and vehicles from ACE.
Anyway, I have question: will it be possible to add buying whole squads/groups as they're defined in ACE. For example USMC Mortar Squad or whatever.
Second, sometimes I do not know if I should destroy radio tower in city, its not rewarded or I just didnt see any reward for this. Of course I know that it halts reinforcements.
Thing I do not like is respawn as next team member. It breaks my realistic feeling. Maybe it should be optional?
Last thing: in ACE version medics always do not act when you are wounded. In ACE mod they should and sometimes go to wounded men and treat them. Maybe its coincidence maybe not but its not working in your Warfare. Sometimes very frustrating http://forums.bistudio.com/oldsmileys/smile_o.gif
Anyway, keep up good work http://forums.bistudio.com/oldsmileys/smile_o.gif
Doomguy
Dec 30 2008, 09:49
It turns out that ace_version.pbo re-defines the list of named sounds in its CfgSounds.hpp. This causes the problem of missing sounds during Warfare missions. I've submitted it as a bug to ACE. In the mean time you can fix it yourself by un-pboing ACE\Addons\ace_version.pbo, un-rapping config.bin and editing CfgSounds.hpp. Remove the line where it says "sounds = [];", and pack the whole ace_version directory into a pbo again.
Doomguy out.
Doomguy
Dec 30 2008, 09:59
Hi klamacz,
Quote[/b] ]
Anyway, I have question: will it be possible to add buying whole squads/groups as they're defined in ACE. For example USMC Mortar Squad or whatever.
Would be nice to have, indeed. However, I don't think I'll be making that functionality soon. No time...
Quote[/b] ]
Thing I do not like is respawn as next team member. It breaks my realistic feeling. Maybe it should be optional?
Well, it is optional in the sense that you can still click on the base or camps for respawn... The problem is that ArmA doesn't allow you to define many options for a mission so I can't make everything optional.
Quote[/b] ]
Second, sometimes I do not know if I should destroy radio tower in city, its not rewarded or I just didnt see any reward for this. Of course I know that it halts reinforcements.
You should be rewarded if and only if the town belongs to the resistance.
Quote[/b] ]
Last thing: in ACE version medics always do not act when you are wounded. In ACE mod they should and sometimes go to wounded men and treat them. Maybe its coincidence maybe not but its not working in your Warfare. Sometimes very frustrating http://forums.bistudio.com/oldsmileys/smile_o.gif
Not sure about this one, as I have hardly played the mission myself ;-) I'll check it out.
Doomguy out.
colligpip
Dec 30 2008, 10:03
Quote[/b] ]
Thing I do not like is respawn as next team member. It breaks my realistic feeling. Maybe it should be optional?
Well, it is optional in the sense that you can still click on the base or camps for respawn... The problem is that ArmA doesn't allow you to define many options for a mission so I can't make everything optional.
[
Please whatever you do don't remover the respawn on leader... its the thing in my opinion that makes your mod stand out.
I can get a group going to the objective and still be in the action if I die.
I dont suppose you could point me to the script that controlls the respawn on leader part I would really like to fiddle with it but cant find it.
Doomguy
Dec 30 2008, 10:21
Quote[/b] ]
Please whatever you do don't remover the respawn on leader... its the thing in my opinion that makes your mod stand out.
I can get a group going to the objective and still be in the action if I die.
I dont suppose you could point me to the script that controlls the respawn on leader part I would really like to fiddle with it but cant find it.
There I was, hoping that the AI performance of WACO set it apart http://forums.bistudio.com/oldsmileys/wink_o.gif But don't worry, I won't remove it! http://forums.bistudio.com/oldsmileys/smile_o.gif
The implementation of respawn-as-team-member is a little bit scattered. In Client\Client_Killed.sqs look at lines 81 to 85. There is a call to PlayerRespawnAsMember if there are members left. That function is defined in Client\Functions\Client_PlayerRespawnAsMember.sqf.
Cheers,
Doomguy
HI there
Thanks for the very speedy update a few days ago. Just had a few issues trying to run it as a server. I've fixed it and though this may have been explained earlier, here's the solution:
It was to do with the T72 and Abrams updates.... I had a T72 and M1A1 REPLACEMENT .pbo which when you've up dated to the CH versions you don't need so remove them.
If I missed someone telling me this already sorry and thanks once again Doomguy for a great (and Stable) MOD. http://forums.bistudio.com/oldsmileys/xmas_o.gif
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">There I was, hoping that the AI performance of WACO set it apart;) [/QUOTE]
For sure on that.. http://forums.bistudio.com/oldsmileys/smile_o.gif...
I went ahead and made the config.bin change as mentioned above and now get the correct sounds. Will I still be able to join sig check enabled servers though?...no big deal yet for me...
I also am getting the following error after about 10-15 mins of game play. It appears to be related to spawning new AI squads or possibly town/base reinforcements...not sure. This was happening in previous 1.1.5c as well...
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <edTemplateUnits = _indexedTemplateUnits - [ObjNull];
_orderBarracksUnits = [>
Error position: <- [ObjNull];
_orderBarracksUnits = [>
Error Generic error in expression[/QUOTE]
L8r and TIA,
Doomguy
Dec 30 2008, 19:56
Hi AlDente,
Quote[/b] ]
I went ahead and made the config.bin change as mentioned above and now get the correct sounds. Will I still be able to join sig check enabled servers though?...no big deal yet for me...
I guess not... But don't worry, Sickboy of ACE already fixed the problem and so it won't be in the next version of ACE.
Quote[/b] ]
I also am getting the following error after about 10-15 mins of game play. It appears to be related to spawning new AI squads or possibly town/base reinforcements...not sure. This was happening in previous 1.1.5c as well...
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <edTemplateUnits = _indexedTemplateUnits - [ObjNull];
_orderBarracksUnits = [>
Error position: <- [ObjNull];
_orderBarracksUnits = [>
Error Generic error in expression
[/QUOTE]
Roger, I'm seeing these errors occurring occasionally as well. Looking into it...
Doomguy.
twisted
Dec 31 2008, 04:02
great addition with ACE added. just spent a while playing against the AI - really intense experience.
did find that blufor units did sometimes speak Russian. 1st time i have had that in ACE.
thanks and i look forward to more developments on this... http://forums.bistudio.com/oldsmileys/smile_o.gif
klamacz
Dec 31 2008, 09:15
Last night we had a problem with AI. They didnt attack enemies. I'm not sure if this is a problem with ACE or a mission.
We played WACO 1.1.5d ACE version on dedicated server. On local server we had no such a problems.
( I will report this on ACE forum too)
Doomguy
Dec 31 2008, 09:40
Last night we had a problem with AI. They didnt attack enemies. I'm not sure if this is a problem with ACE or a mission.
We played WACO 1.1.5d ACE version on dedicated server. On local server we had no such a problems.
( I will report this on ACE forum too)
Hi klamacz,
What AI do you mean? BLUFOR, OPFOR, or resistance? I'll do a few runs myself on a dedicated server to see if I get the same thing.
Doomguy
Tom_Anger
Dec 31 2008, 12:43
It turns out that ace_version.pbo re-defines the list of named sounds in its CfgSounds.hpp. This causes the problem of missing sounds during Warfare missions. I've submitted it as a bug to ACE. In the mean time you can fix it yourself by un-pboing ACE\Addons\ace_version.pbo, un-rapping config.bin and editing CfgSounds.hpp. Remove the line where it says "sounds = [];", and pack the whole ace_version directory into a pbo again.
Doomguy out.
Thanks doom. It works like a charm. For those who would like this fix, but don't know how to make the edits, I have done it and setup the file. Since this is related to the A.C.E. mod it is something players would need on their pc (the client). Here is the link to the zip file with simple instructions
A.C.E. WARFARE Sound Fix (http://shadowcompanyelite.com/forum/index.php?autocom=downloads&showfile=40)
Because this change has been submitted to the A.C.E. team, they may come up with some other fix. Because of that you may want to keep a copy of the ace_version.pbo file in some other saved folder should you need it back. It's not a big deal so I say download, overwrite this, and enjoy the sounds again.
Happy New Year all!!!
Tom_Anger
Dec 31 2008, 13:02
Last night we had a problem with AI. They didnt attack enemies. I'm not sure if this is a problem with ACE or a mission.
We played WACO 1.1.5d ACE version on dedicated server. On local server we had no such a problems.
( I will report this on ACE forum too)
Hi klamacz,
What AI do you mean? BLUFOR, OPFOR, or resistance? I'll do a few runs myself on a dedicated server to see if I get the same thing.
Doomguy
We verified this a bit. We believe when AI is in command and soldiers are recruited (i.e. infantry, tanks, etc), you will find that the tanks and soldiers all hang around the base. I believe this is what the discussion is about, but klamacz can put in his thoughts if I am wrong. I haven't gone through testing when I was commander, but my feeling is the same may be possible.
klamacz
Dec 31 2008, 14:07
We had problem both with Opfor and Bluefor. I dont know if Resistance was working. It was PvP game with multiple players and both Commanders was AI. Very often there was report about AI who ignore player but not only standing AI in base. There was many AI's standing in base but there was some running through landscape. Only couple of them engaged players and I'm not sure because of what condition.
Furthermore I'm not sure if they were AI controlled squads or players as nobody could verify this ingame.
I'm sorry that my report is not precise. I'll try to test it more and find out where problem lies.
As I heard today, there was match played in standard Warfare too with same problem but for less AI.
Doomguy
Dec 31 2008, 14:36
Well, there tend to be fewer AI units in standard Warfare games because the standard config has fewer units in it.
I just played a game on a dedicated server and everything seemed to work OK. How many FPS do you get during play (as admin, do #monitor 1)? If it the FPS is far below 15, the server may be overloaded.
Doomguy
Doomguy
Dec 31 2008, 14:43
We verified this a bit. We believe when AI is in command and soldiers are recruited (i.e. infantry, tanks, etc), you will find that the tanks and soldiers all hang around the base. I believe this is what the discussion is about, but klamacz can put in his thoughts if I am wrong. I haven't gone through testing when I was commander, but my feeling is the same may be possible.
That behavior is normal. The AI squad leaders wait for up to 3 minutes so that all purchased units can join their squads before they head out.
A mod that I can recommend to boost AI behavior in general is SLX_GL3. ACE AI is better than standard ArmA but not as good as ECS + SIX Pack 3 + SLX_GL3 can be. I use slx_gl3.pbo, slx_netcode.pbo and slx_nosuppress.pbo with my ACE games.
Doomguy
Nemesis_wales
Dec 31 2008, 15:57
ive also noticed some strange behavoir. on SCE server who were running ur 1.1.5d vesion, i buy tanks and order my ai tanks to engage at will which they do, but when i jump in, and equip machine gun, i have 2 hit F3 then 2 then choose a target every time, where as before they used to engage any infantry with MG all by them selves, just had to hit TAB with cannon selected to hit tanks.
also as commander i noticed alot of AI teams will not move/work. even after they have got all there untis 2 gether etc, they simply just stand around, also the other day there was like 50! empty vehicles all at base where the squads bought them, then simply abandend them! some times the independant air units work, others not.
but RACS seem to be working fine with no problems at all.
hope this is some accurate info m8.
keep up good work love ur version http://forums.bistudio.com/oldsmileys/smile_o.gif
awotter
Dec 31 2008, 19:03
Hi Doomguy,
I really appreciate all your hard work on WACO and thanks for the A.C.E. enhancements you are adding to the mission as well.
I do have a favor to ask, could you please tell me where the values for the factory ranges and camp supply values are located? I'd like to set them back to what they were prior to the last two releases if it's possible.
Currently you have to be right on top of a factory in order for the buy gear icon to pop up and I'd like to set the original radius back.
Same with the ability to build static defenses at camps and rearm/rebuy when you respawn at a contested camp.
I play with a small group of folks once a week and I'd like to keep the same settings we've been using. Thanks.
SWAT_BigBear
Dec 31 2008, 21:08
Currently you have to be right on top of a factory in order for the buy gear icon to pop up and I'd like to set the original radius back.
I agree with this change.
It is 1 of the "thumbs up" over MFCTI.
Especially since it's a must to spread factories far from HQ due to supply vehicles.
Currently you have to be right on top of a factory in order for the buy gear icon to pop up and I'd like to set the original radius back.
I agree with this change.
It is 1 of the "thumbs up" over MFCTI.
Especially since it's a must to spread factories far from HQ due to supply vehicles.
I'm not asking for it to be changed for everyone, I'm asking for the variable locations so I can change them myself for our group.
You can change the purchase range for player in Common\Init\Init_CommonConstants.sqs. The variable is called PURCHASERANGE.
If you want to change back the behavior for camps you need to do a little bit more. In the following files:
GUI_UpdateCommanderVoteMenu.sqs
GUI_UpdateGearMenu.sqs
GUI_UpdateHelpMenu.sqs
GUI_UpdateMissionMap.sqs
GUI_UpdateTeamMenu.sqs
Change 'suppliedCampInRange' to 'campInRange' throughout the files.
Also, in Client_UpdateAvailableActions.sqf change 'suppliedCampInRange' to 'campInRange' in the conditions at lines 166 and 174.
I'll make this more easlity configurable in the future.
Doomguy out.
ive also noticed some strange behavoir. on SCE server who were running ur 1.1.5d vesion, i buy tanks and order my ai tanks to engage at will which they do, but when i jump in, and equip machine gun, i have 2 hit F3 then 2 then choose a target every time, where as before they used to engage any infantry with MG all by them selves, just had to hit TAB with cannon selected to hit tanks.
also as commander i noticed alot of AI teams will not move/work. even after they have got all there untis 2 gether etc, they simply just stand around, also the other day there was like 50! empty vehicles all at base where the squads bought them, then simply abandend them! some times the independant air units work, others not.
but RACS seem to be working fine with no problems at all.
hope this is some accurate info m8.
keep up good work love ur version http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks for the report! What would really help is to have the arma.rpt and arma_server.rpt (if you used a dedicated server) logs of the games were you noticed that behavior.
Doomguy
You can change the purchase range for player in Common\Init\Init_CommonConstants.sqs. The variable is called PURCHASERANGE.
If you want to change back the behavior for camps you need to do a little bit more. In the following files:
GUI_UpdateCommanderVoteMenu.sqs
GUI_UpdateGearMenu.sqs
GUI_UpdateHelpMenu.sqs
GUI_UpdateMissionMap.sqs
GUI_UpdateTeamMenu.sqs
Change 'suppliedCampInRange' to 'campInRange' throughout the files.
Also, in Client_UpdateAvailableActions.sqf change 'suppliedCampInRange' to 'campInRange' in the conditions at lines 166 and 174.
I'll make this more easlity configurable in the future.
Doomguy out.
Thanks Doomguy,
we currently have about 5-6 of us who run WACO at least once a week, we'll try and pass on any quirks if we find any.
Thanks Doomguy,
we currently have about 5-6 of us who run WACO at least once a week, we'll try and pass on any quirks if we find any.
That sounds great!
It turns out I was not properly awake this morning when I answered your question. There is a far easier way to change back the camp behavior. In Client\Client_UpdateAvailableActions.sqf at lines 50 to 52 where it says
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
if (Call Compile Format["%1SupplyValue", Str _camp] >= 20) then {
suppliedCampInRange = _camp;
};
[/QUOTE]
change the 20 into 10. Camps get supply level 10 when they are captured, so essentially you'll have the old behavior back where you can order gear and construct stuff at the camps you just captured.
Sorry if you already waded through all the other files...
Doomguy
Thanks Doomguy,
we currently have about 5-6 of us who run WACO at least once a week, we'll try and pass on any quirks if we find any.
That sounds great!
It turns out I was not properly awake this morning when I answered your question. There is a far easier way to change back the camp behavior. In Client\Client_UpdateAvailableActions.sqf at lines 50 to 52 where it says
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
if (Call Compile Format["%1SupplyValue", Str _camp] >= 20) then {
suppliedCampInRange = _camp;
};
change the 20 into 10. Camps get supply level 10 when they are captured, so essentially you'll have the old behavior back where you can order gear and construct stuff at the camps you just captured.
Sorry if you already waded through all the other files...
Doomguy[/QUOTE]
No problem,
I did and it wasn't working so I changed SupplyValue to 0 and it worked, I'll set it back to 10 so I don't mess something up!
@<hidden>
Your warfare has great feature with buying assets by radio. Player can use radio himself, radioman or radio in vehicle. Thats great and realistic
but, there is issue with that feature. If you die in vehicle then mission still thinks you are in vehicle ie. dont refresh buying buttons/functions. You still can use radio even if you dont have one and you cant use standard rearm/buy functions by standing near factory.
I found that in 1.1.5d version, ACE 1.00, non-dedicated server.
@<hidden>
Your warfare has great feature with buying assets by radio. Player can use radio himself, radioman or radio in vehicle. Thats great and realistic
but, there is issue with that feature. If you die in vehicle then mission still thinks you are in vehicle ie. dont refresh buying buttons/functions. You still can use radio even if you dont have one and you cant use standard rearm/buy functions by standing near factory.
I found that in 1.1.5d version, ACE 1.00, non-dedicated server.
Hi klamacz,
Thanks for the report, but I can't replicate the problem. I tried dying in a vehicle with radio several times, but each time I was still able to use factories without radio. The buying buttons are refreshed every 3 seconds as well, so I can't really see how this can go wrong...
Doomguy
Nemesis_wales
Jan 2 2009, 15:28
but, there is issue with that feature. If you die in vehicle then mission still thinks you are in vehicle ie. dont refresh buying buttons/functions. You still can use radio even if you dont have one and you cant use standard rearm/buy functions by standing near factory.
I found that in 1.1.5d version, ACE 1.00, non-dedicated server.
my self an dothers have found this also, but i dont think its related to dying in a vehicle. sometimes it seems to be very 30 mins or every 2nd or 3rd death we found! thats was on SCE server but running of a home pc but using dedicated config or wotever. butweve had it 2, stand by barracks, no gear options etc
but, there is issue with that feature. If you die in vehicle then mission still thinks you are in vehicle ie. dont refresh buying buttons/functions. You still can use radio even if you dont have one and you cant use standard rearm/buy functions by standing near factory.
I found that in 1.1.5d version, ACE 1.00, non-dedicated server.
my self an dothers have found this also, but i dont think its related to dying in a vehicle. sometimes it seems to be very 30 mins or every 2nd or 3rd death we found! thats was on SCE server but running of a home pc but using dedicated config or wotever. butweve had it 2, stand by barracks, no gear options etc
We had five people on last night, 2 of us had this issue but only after flying/dying in helos (not sure if KA or M117 or both).
Did you notice any scripting error messages? Could you post your arma.rpt and arma_server.rpt somewhere?
Doomguy
Doomguy,
How can initiate the SPON Debug stuff in the Warfare mod? I've changed the DEBUG_OFF to DEBUG_CLIENT_SERVER, but I'm not seeing the debug log. How can i view it?
Regards
Gnrnr
Got it now.
Only get the menu when in a vehicle, but i can see the log now.
I'm releasing a version with an updated SPON Core soon, that will solve issues with not getting the debug log.
Doomguy.
Updated all versions to v1.1.5e. Changes:
- Updated included SPON Core to 0.53.
- Fixed problems with various scripts. Error messages should be a
thing of the past now.
- Attack helicopters and planes are 50% more expensive. (Testing turned out that attack helicopters are extremely powerful and should be rare).
All improvements previously made to the ACE version are now also merged into the normal and stand-alone versions.
Doomguy out.
Just a point about the ACE version : Warfare equipment management and buying system is at the moment not really fitting with the ACE rucksack system, it's a bit of a pain to custom your backpack http://forums.bistudio.com/oldsmileys/sad_o.gif
I don't really see a good way to adapt it unfortunately http://forums.bistudio.com/oldsmileys/sad_o.gif
Just a point about the ACE version : Warfare equipment management and buying system is at the moment not really fitting with the ACE rucksack system, it's a bit of a pain to custom your backpack http://forums.bistudio.com/oldsmileys/sad_o.gif
I don't really see a good way to adapt it unfortunately http://forums.bistudio.com/oldsmileys/sad_o.gif
well, you have to buy backpack and some stuff, turn off Warfare menu, get into gear, pack stuff into rucksack, turn on buy menu, buy more stuff, repeat http://forums.bistudio.com/oldsmileys/smile_o.gif
yes its long and not really fast but somewhat realistic.
I like it http://forums.bistudio.com/oldsmileys/smile_o.gif
The point is that it doesnt replace your backpack with empty one http://forums.bistudio.com/oldsmileys/smile_o.gif
Yup, it doesn't (big *sigh* of relief here http://forums.bistudio.com/oldsmileys/wink_o.gif )
But ...well...
Perhaps some button to stuff things in the backpack from the equipment menu could do it.
Dooms thanks for the updates !!
Running ArmA 1.15 patch and ACE mode on a small dedicated server with 2 human players. I experienced a situation where two groups (6 and 8 from memory) seemed to get stuck around home base i.e. they were not moving to designated towns/objectives. This didn't happen initially!! Only after completion of the first objective, from memory the taking of Cayo.
As mentioned in a previous reply on this thread this could be due to the fact that they were organising themselves. They were building tanks (new nice looking m60s). I got myself voted as Commander i gave orders to move. they didn't. This raises some questions
1 - If a group is designated as Armour, do they have to build a full compliment before moving to an objective?
2- Is 1 determined by the amount of money AI have and/or the build queue?
3- Is it possible to display a build queue?
Sorry about all the questions so early in the new year http://forums.bistudio.com/oldsmileys/smile_o.gif http://forums.bistudio.com/oldsmileys/smile_o.gif
I have been away on holidays last 2 weeks and all this ACE and WACO has been a nice surprise!!!
Hi Mazza,
Quote[/b] ]Running ArmA 1.15 patch and ACE mode on a small dedicated server with 2 human players. I experienced a situation where two groups (6 and 8 from memory) seemed to get stuck around home base i.e. they were not moving to designated towns/objectives. This didn't happen initially!! Only after completion of the first objective, from memory the taking of Cayo.
As mentioned in a previous reply on this thread this could be due to the fact that they were organising themselves. They were building tanks (new nice looking m60s). I got myself voted as Commander i gave orders to move. they didn't.
I noticed this myself too. They seem to be stuck even if they have all units according to their templates. It must be something related to ACE, since it doesn't happen in the normal addon or stand alone versions. Can you recall if the men crewing the vehicles were wounded (shown as red or yellow in the commander's team status menu)? My current theory is that the ACE wounding behavior causes these problems when soldiers go unconscious.
Quote[/b] ]1 - If a group is designated as Armour, do they have to build a full compliment before moving to an objective?
2- Is 1 determined by the amount of money AI have and/or the build queue?
AI teams will always buy all the units their funds allow them to buy, given that there is a factory they can buy from. After buying, they will wait for some time (armor teams wait at least 3 minutes) before they will try to buy again, or move on to their objective. The buying behavior is not based on the build queue.
Quote[/b] ]3- Is it possible to display a build queue?
Not for AI teams currently.
Doomguy out.
Doomguy
Quote[/b] ]Can you recall if the men crewing the vehicles were wounded (shown as red or yellow in the commander's team status menu)?
From memory they were not injured. However they were the new ACE mod vehicles ( re you previous ACE mod effects comments). Interesting to note is that when I entered the tanks as commander I was un-able to give commands to the crew i.e. forwarded etc. There was not reply tomy command.
I will continue to test.
Quote[/b] ]
(snip)... My current theory is that the ACE wounding behavior causes these problems when soldiers go unconscious.
Wounding behaviour being the culprit may just be it. It might be if the old group still has a unit somewhere left on the battlefield... What if it is the group leader that is wounded?
I've had this happen with AI squads hanging around the HQ usually after they were decimated when trying to take a town and have now respawned. It is after this first respawn where the AI commander is no longer assigning missions and when I am commander, I can not get the AI squads to move out either. When I am commander, I noticed that those squads do have units as wounded (RED/YELLOW), so I just respawned the entire group. They still would not move out...:(
Being ACE related may be the culprit as it doesn't happen in just the ACE WACO version...it happens in several of the ACE Warfare versions I've played.
I have noticed that the 1.1.5e version of WACO reduces the frequency and increases the game time elapsed before it happens. I thought it might be somewhere in the server side AI scripts...
L8r,
EEM
Kaltrasierer
Jan 7 2009, 15:53
Quote[/b] ]klamacz:If you die in vehicle then mission still thinks you are in vehicle ie. dont refresh buying buttons/functions. You still can use radio even if you dont have one and you cant use standard rearm/buy functions by standing near factory.
awotter: We had five people on last night, 2 of us had this issue but only after flying/dying in helos (not sure if KA or M117 or both).
Same here. After dying in helos or jets we can not buy anything at the factories.
And a little bug at the airport. The Harrier AA and GBU were swapped.
(both in ACE version)
Hi, here's a Warfare mod I have been working on for quite some time! It's reasonably well tested and stable. Its goal is to give a number of players a challenge when cooperating against an AI commander, and to provide the player with a dynamic 'background war' while he is playing.
News
* gnrnr found a bug in v1.1.5e normal and standalone versions (not ACE) that causes the radios of OPFOR helicopters to be incorrectly configured. A fix is coming in v1.1.5f.
* Updated to v1.1.5e! See below for download link and changes.
* If you get an error containing "M1 SABOT" please download the lastest version Vilas' RACS M1 (http://ofp.gamepark.cz/_hosted/vilas/upd/vil_racsm1.7z).
Download links for normal version (see required addons below):
FileFront (http://files.filefront.com/WACO+v115ezip/;12870432;/fileinfo.html) [v1.1.5e]
Armaholic (http://www.armaholic.com/page.php?id=3872) [old version v1.1.5a]
Download links for stand alone version (no addons required):
FileFront (http://files.filefront.com/WACO+v115e+SAzip/;12870436;/fileinfo.html) [v1.1.5e SA]
Armaholic (http://www.armaholic.com/page.php?id=3877) [old version v1.1.5a SA]
Download links for ACE version (requires only ACE (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=76692)):
FileFront (http://files.filefront.com/WACO+v115e+ACEzip/;12870435;/fileinfo.html) [v1.1.5e ACE]
Armaholic (http://www.armaholic.com/page.php?id=4499) [old version v1.1.5d ACE]
Many thanks to all hosts!
.
Hi Doomguy,
just curious if there is also a WACO mod for entire Sarani (North and South) available. I tried the downloads but only got South Sarani
Thanks in advance
Quote[/b] ]Same here. After dying in helos or jets we can not buy anything at the factories.
Any error messages that you saw before that happened? Could you send me arma.rpt of the session?
Quote[/b] ]And a little bug at the airport. The Harrier AA and GBU were swapped.
Thanks for that, I'll fix it.
Gunhawk: Could you please cut the enormous quote?
I haven't made a full Sahrani version, but at some point somebody was working on one. I'm not sure if it was ever released, sorry.
Personally I think the AI won't perform that well on full Sahrani as there are too many chokepoints and mountain ranges.
Doomguy
Kaltrasierer
Jan 7 2009, 19:52
There was no error message i could remember. Sorry, the arma.rpt was filled up with errors of another map we played after WACO ACE. http://forums.bistudio.com/oldsmileys/smile_o.gif
Next time we play, I clean it and than save it for you.
Never mind the arma.rpt, I reproduced the problem (and there is no error message). It happens only on the ACE version: die in a heli and the buying options cannot be changed anymore.
I'll look into it.
Doomguy
Quote[/b] ]
Personally I think the AI won't perform that well on full Sahrani as there are too many chokepoints and mountain ranges.
Is that fixxed wing, helos, or both?
There used to be a game type of something like Warfare (can't remember the name), that let you set your own AI controlled helicopter's altitude via the "Action" menu. Something like that would help a lot since the ACE mod has the really nice weapons controlled from the "2" spot. I can tell my pilot to set altitude and hold face hdg ..etc..
... but would probably see a lot of fire and smoke in the mountains...heh...does EVO do it?
L8r,
EEM
Last night in the 1.15e ACE version I loaded a laser designator (inc. battery) and it did not work.
I just verified that in the editor using the ACE weapons box it worked just fine.
I don't know if it's me or not, but I've never had any luck with LD in MP.
Hi Mazza,
Quote[/b] ]Running ArmA 1.15 patch and ACE mode on a small dedicated server with 2 human players. I experienced a situation where two groups (6 and 8 from memory) seemed to get stuck around home base i.e. they were not moving to designated towns/objectives. This didn't happen initially!! Only after completion of the first objective, from memory the taking of Cayo.
As mentioned in a previous reply on this thread this could be due to the fact that they were organising themselves. They were building tanks (new nice looking m60s). I got myself voted as Commander i gave orders to move. they didn't.
I noticed this myself too. They seem to be stuck even if they have all units according to their templates. It must be something related to ACE, since it doesn't happen in the normal addon or stand alone versions. Can you recall if the men crewing the vehicles were wounded (shown as red or yellow in the commander's team status menu)? My current theory is that the ACE wounding behavior causes these problems when soldiers go unconscious.
I've seen this happen in the normal WACO missions, both SA and normal. I don't have ACE (dial-up would take a month) so can't comment, but the behaviour certainly exists in the normal WACO versions. Usually its the independant air, but sometimes stryker units.
regards
Gnrnr
Quote[/b] ]Is that fixxed wing, helos, or both?
There used to be a game type of something like Warfare (can't remember the name), that let you set your own AI controlled helicopter's altitude via the "Action" menu. Something like that would help a lot since the ACE mod has the really nice weapons controlled from the "2" spot. I can tell my pilot to set altitude and hold face hdg ..etc..
... but would probably see a lot of fire and smoke in the mountains...heh...does EVO do it?
I was mainly thinking of normal land vehicles that suffer from mountain ranges and chokepoints such as cities (Corazol). The AI path finding has a hard time navigating around/through those things.
Quote[/b] ]I've seen this happen in the normal WACO missions, both SA and normal. I don't have ACE (dial-up would take a month) so can't comment, but the behaviour certainly exists in the normal WACO versions. Usually its the independant air, but sometimes stryker units.
The independent air team is programmed to ignore commander commands. Its squad leader stays at the base, in particular at the aircraft factory if there is one. The aircraft it purchases are sent on missions independently, the commander has no control over where they go.
It's certainly possible that vehicles get stuck. In fact, it happens quite a lot in ArmA, especially wheeled vehicles such as Strykers. This is why, if the commander is AI controlled, AI teams' movements are tracked. If an AI team doesn't move more than 50 meters in 5 minutes (numbers from the top of my mind), they are respawned. If the player is commander, this doesn't happen. Therefore you sometimes have to unstick teams yourself (respawn them).
Quote[/b] ]Last night in the 1.15e ACE version I loaded a laser designator (inc. battery) and it did not work.
I just verified that in the editor using the ACE weapons box it worked just fine.
I don't know if it's me or not, but I've never had any luck with LD in MP.
Me neither, actually. Also, in ACE the laser designator is put in the binocular slot, normally it is a launcher weapon. I haven't really tried to fix this yet, as I hardly ever use the laser designator myself.
Doomguy
I found the cause of the being unable to buy stuff at factories after dying (or just being inside) a helo or plane!
It turns out that the Mando Missile HUD that's shown in helo's and planes causes a client side script to halt (forever). That script should update the actions the player can do, like buying at factories.
There will be a fix in the next update.
Also, I found that ACE needs some setup that is overwritten by Warfare. This probably causes the AI to remain stuck after respawn. ACE is releasing a patch soon that will allow me to fix this.
Doomguy out.
Doomguy
Jan 10 2009, 20:31
Here is ACE version v1.1.5f! The first version that really works well enough. AI teams are no longer stuck after respawn, and most ACE stuff seems to work fine.
Thanks everyone for your feedback!
Download from FileFront (http://files.filefront.com/WACO+v115f+ACEzip/;12933078;/fileinfo.html)
Here are the changes:
- (ACE) AI squads should no longer become stuck after respawn. This has been fixed by a work around, which will be replaced by a proper fix once the ACE patch is out.
- (ACE) Due to a compatability problem between Warfare UI and Mando Missile HUD, players could no longer buy stuff from factories once they entered a helo or plane. This has been fixed.
- (ACE) Soldiers in AI teams that are unconscious are killed during their regular update cycle (between 15 - 30 seconds). This is to prevent AI teams being held up by unconscious men, and also descreases the amount of ammo wasted on injured soldiers.
- (ACE) Replaced ACE resistance units by standard BIS because ACE units have config problems.
- (ACE) AV8B GBU and AV8B AA were incorrectly swapped in factory menu.
Doomguy
Nice work on the ACE support, lovin' this mission.
Are there any plans to implement ACE's map system (http://www.acemod.net/wiki/ACE:Feature:Map_(Inventory_Object))?
One thing that does bug me though, (not just in this warfare flavour, pretty much all of them) is that the player's vehicles disappear if left alone for a certain amount of time. The obvious solution for the moment is to leave someone in the vehicle, but isn't really practical with a 12 man hardcoded limit. It can become quite frustrating later on with the more expensive vehicles. Perhaps vehicles controlled by the player (and his squad) could be exempt from the timer?
Nice work on the ACE support, lovin' this mission.
Are there any plans to implement ACE's map system (http://www.acemod.net/wiki/ACE:Feature:Map_(Inventory_Object))?
One thing that does bug me though, (not just in this warfare flavour, pretty much all of them) is that the player's vehicles disappear if left alone for a certain amount of time. The obvious solution for the moment is to leave someone in the vehicle, but isn't really practical with a 12 man hardcoded limit. It can become quite frustrating later on with the more expensive vehicles. Perhaps vehicles controlled by the player (and his squad) could be exempt from the timer?
Bhaz,
If you need to, just change the abandoned vehicle time variable in init_commonconstants.
Looking at the WACO files, 900 seconds is used (15 minutes) I think you could change it to 3600 (30 minutes) without it crunching the game too much.
Having said that i don't pretend to speak for the WACO team regarding their mod.
Does anyone know of anyway to identify player created units over AI created units? As far as I know there is no indentifier attached to the vehicles to say if AI orhuman players purchased them.
Regards
Gnrnr
I haven't really tried to fix this yet, as I hardly ever use the laser designator myself.
I wouldn't usually either, but I think it doubles as a rangefinder now.
If you need to, just change the abandoned vehicle time variable in init_commonconstants.
Thanks, i'll take a look.
Does anyone know of anyway to identify player created units over AI created units?
I haven't done hardly any scripting since my OFP days, but AFAIK it'd be easier to check if they're in a player's squad? Example could be moulded into a loop (or a forEach maybe, not sure) to check every human player's squad. Something along the lines of:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit in (group player);[/QUOTE]
ToadBall
Jan 15 2009, 21:58
Re: ACE_Map in warfare
Doesn't quite work in warfare, as the equipment purchasing menu is set up the way it is, there is no way to purchase gubbins such as NVgoggles, Binos and in this case the map. This negates the addition of the requires map object unless the user has to dump it in favour of say a parachute etc (Though NV goggles have become redundant anyway, from what I see, no one plays with the day/night mode on sadly). An update of the equipment purchasing screen is well in order imho and as such a slight modification to the associated load out script.
Tried fiddling around with the map system in warfare m'self to no avail. Would certainly be a nice thing to have in warfare if we could get it. http://forums.bistudio.com/oldsmileys/smile_o.gif
(got it in the right thread this time, doh)
Doomguy
Jan 16 2009, 06:40
Agreed, something I might look at for the next update.
Most Warfare missions give you NVgoggles and binoculars as default - you don't need to purchase them. Problem is that we now have more equipment that fits in those slots with ACE, like the laser designator/range finder, parachute packs, and the map object.
I'll see if I can add it to the gear menu somehow.
Doomguy
hi and thank you for this great modification.
I have a problem with the Waco ace(1.1.5f).
The so squads stuck somewhere in the map(not at the base) after an hour or so. I use ecs, ace and gl3 and It happens since I use gl3. Snkman doesn't really know warfare so he couldn't tell me too much about it. Any ideas why it could happen? Thx in advance.e
Doomguy
Jan 16 2009, 10:08
Hi spangg,
I already saw your post on the GL3 topic. I haven't tried SNKMAN's GL3 yet, so I have no idea what goes wrong. That being said, I think you're using a very ambitious number of addons that change the AI. ECS, ACE, GL3 and WACO all make overlapping changes to the AI (WACO mostly at the strategic level, where to move, etc.). The AI behavior of all these addons together is highly unpredictable.
In the games I'm currently playing myself I use only ACE, and I find I do not miss the added AI behavior offered by ECS or SLX GL3 that much.
I'll let you know how it works out when I try GL3.
Doomguy
Thank you, look forward http://forums.bistudio.com/oldsmileys/smile_o.gif
bundling all the addons would be a little better for folks ...
mabe when i get a little free time ill toss up a link with all in 1 DL
Doomguy
Jan 18 2009, 22:40
A little update: I implemented rucksack support for ACE. You'll be able to pack stuff directly into (and out of) your rucksack from the gear menu. Also, you'll be able to buy binoculars, nv goggles, and laser designators that now go into the correct slots.
The coolest thing is: you can pack stuff like rockets, satchel charges, mines, etc. into your backpack, which you can't do in with the normal gear menu in the current ACE version. http://forums.bistudio.com/oldsmileys/yay.gif
I'll release it when the ACE patch is there and I made some more compatability fixes.
Doomguy
Ripperjk
Jan 19 2009, 19:22
Just D/Led the addon version and find there is no WACO_config.pbo in the zip. Theres a bsign for the config but the config itself is missing.
Obviously the game keeps telling me WACO_config is missing so Ive yet to be able to try it with all the addons.
Is there somewhere I could find WACO_config.pbo for download?
By the way - excellent job on the standalone version!
There is a problem since the ace patch the start of the mission keep telling me that the medicalitems are missing from the config.bin. I guess they implemented some new ones? Can you have a look pls?
thx
Error msg (http://rapidshare.com/files/186599241/error.jpg.html)
Kremator
Jan 20 2009, 17:45
Can confrim spangg's error, as I'm getting the same.
Would be good if you could have a little look into it please Doomguy.
Cheers
[TAO] Kremator
Doomguy
Jan 20 2009, 19:53
You're seeing that error because you installed the ACE 1.01 patch.
WACO v1.1.6 will be compatible.
Doomguy
Thx for the info.
Doomguy, is it possible to use the heli's missiles as a pilot? I know ace restrict it, but at least to tell the gunner to switch weapon as he uses the gun only.
alex911
Jan 20 2009, 22:45
I think that you can switch weapons for the gunner while holding spacebar and pressing F http://forums.bistudio.com/oldsmileys/smile_o.gif
Looking forward to it http://forums.bistudio.com/oldsmileys/smile_o.gif
however. can you make the Ai a bit smarter? like. make i build walls around ther base and such stuff.. its way to easy as it is now..
did a mission in 1/2 hour :\
also.. i dont know if its acemod or mission scripts related. but the laser marker doesnt seams to work. i could fix this myself. if i had the time. but i dont.!
anyway Keep up the good work.. i love playing waco http://forums.bistudio.com/oldsmileys/smile_o.gif
Doomguy
Jan 21 2009, 07:39
Looking forward to it http://forums.bistudio.com/oldsmileys/smile_o.gif
however. can you make the Ai a bit smarter? like. make i build walls around ther base and such stuff.. its way to easy as it is now..
did a mission in 1/2 hour :\
also.. i dont know if its acemod or mission scripts related. but the laser marker doesnt seams to work. i could fix this myself. if i had the time. but i dont.!
anyway Keep up the good work.. i love playing waco http://forums.bistudio.com/oldsmileys/smile_o.gif
You give the enemy a `huge bonus'?
The laser designator is working in my current development version. It wasn't working before because I used the ACE_ classnames, which turns out to be wrong.
I probably won't script the AI to build walls because it will completely mess up the AI pathfinding around the base, which is very poor already.
WACO v1.1.6 will be released soon, once I tested out the compatibility with the new ACE 1.0.1.
Doomguy
Kremator
Jan 21 2009, 18:06
WACO v1.1.6 will be released soon, once I tested out the compatibility with the new ACE 1.0.1.
Very good news Doomguy. Your warfare version is the only one I host on my dedi server (with ACE 1.01 of course !http://forums.bistudio.com/oldsmileys/wink_o.gif
Keep up the good work.
One final thing - Benny added extra features to his warfare like Satellite camera and units camera (both VERY useful indeed). Would it also be possible to add extra goodies like these ?
[TAO] Kremator
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