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zGuba
Dec 30 2008, 20:21
zWarfare 1.2.G
This is an improved version of Warfare 1.2 gathered from 1.16 beta patch, distributed as an addon, designed to improve mission performance.

http://img191.imageshack.us/img191/8491/zwarfarenogova.th.jpg (http://img191.imageshack.us/my.php?image=zwarfarenogova.jpg)http://img5.imageshack.us/img5/3516/zwarfareneveklov.th.jpg (http://img5.imageshack.us/my.php?image=zwarfareneveklov.jpg)

CWR Nogova island version is out!

Release highlights:
- added 32 player CWR Nogova Warfare (requires CWR islands pack)
- added option to disable grass
- AI not engaging enemy base when no player is connected
- Russian Hinds and more equipment avaiable in A.C.E. version

Additional units avaiable:
- M2A2 Bradley ported by modEmMaik
- Mi-24D/V Hind gunship using model by EricM and RKSL instead of funky Ka-50 Hokum
- Su-34 Fullback equipped with KAB-250L

Key features:
- A.C.E. scenario config #1: USMC vs VDV
- self-dependant (only XEH is required to play basic set with new vehicles)
- using default BLUFOR units instead of forcing BIS USMC
- added AI choppers starting in the air
- added correct crews for armored and aerial units
- added option to repair, refuel and rearm vehicles in corresponding factories
- added option to rearm nearby team members via Barracks menu
- improved AI skill values and experience system, higher initial skills for sniper and commando units
- improved AI team descriptions
- improved death cam effect
- improved gears
- changed pricing balance
- changed light factory offer: Strykers moved there
- changed city depot offer: added motorcycles, trucks and reinforcements
- default team for vehicle crews: green
- default team for troops: yellow
- localized display names for new units and weapons
- mission date based on build time
- proportional endgame statistic bars

Community made features:
- Battlefield 2 / A.C.E. style armament for assault helicopters
- SmurfC OFP M2A2 Bradley IFV ported by modEmMaik
- AI gunship teams
- Mando Hitching v1.5 with little modifications
- Mi-24 automatically makes use of A.C.E. missile guidance
Thank You guys!

Improvements to Warfare 1.2:
- improved vehicle rearming
- some wasteful 'waitUntil' loops replaced with less resource consuming 'whiles & sleeps'

Warfare 1.2 features:
- motorcycles in Light Factory
- auto-unstucking AI supply trucks and salvagers

Addon requires ArmA 1.14 and Extended EventHandlers.

Download from The Workshop (http://zguba.ofp.pl/ucms/file.php?id=25&action=1) - 28.8 MB

*KEEPER*
Dec 30 2008, 20:50
Did you put in a SLA bomber? If no then could you? Pretty please http://forums.bistudio.com/oldsmileys/sad_o.gif

zGuba
Dec 30 2008, 20:54
Yes I did http://forums.bistudio.com/oldsmileys/smile_o.gif

I used WinMerge and compared many community made Warfare versions, picked up and improved the features that weren't too complicated.

zGuba
Jan 14 2009, 23:27
An update: 1.2.C. Optimized, fixed and shortened a bit.

[dead end - link removed]

Doomguy
Jan 15 2009, 07:48
Hi zGuba,

Some really nice features in this mission, keep up the good work!

I'm wondering how you added the SU-34 with laser guided bombs. Is that done via a config entry, i.e., would you need an addon to be loaded for that, or did you somehow add it using mission-only resources.

Cheers,
Doomguy

zGuba
Jan 15 2009, 18:11
Currently it's done via BuyUnit scripts, so Su34 gets bombs in the place of rockets.

However I think it's obsolete. NonWonderDog's specification of Ch-29L missiles makes AT Su-34 even better at the point of laser guided strikes... but hey, it still could be improved!

I've just found a picture of KAB-250L. Looks quite similar to GBU-12, doesn't it?
http://sistemadearmas.sites.uol.com.br/mis/kab250l.jpg (http://sistemadearmas.sites.uol.com.br/mis/kab.html)
http://red-stars.org/IMG/jpg/kab250l.jpg (http://red-stars.org/IMG/jpg/kab250l.jpg)
GBU-12:
http://www.iyaoyas.com/images/533_GBU12S.jpg

zGuba
Jan 15 2009, 21:20
zWarfare 1.2.D (http://www.zshare.net/download/54212488f5e0e41c/) - 208 KB

Changes:
- Su-34 with KAB-250L bombs (currently using BIS GBU-12 model)
- localized display names of new vehicles and weapons.

zGuba
Apr 10 2009, 18:37
Announcing update 1.2.E:
- Battlefield 2 / A.C.E. style armament for assault helicopters: use spacebar to control gunner's weapons
- integrated SmurfC OFP M2A2 Bradley IFV ported by modEmMaik instead of useless M113
- armour crews are cheaper to buy in tank factories than in barracks
- pilots are cheaper to buy in aircraft factories than in barracks
- player can repair, rearm and refuel his team's vehicles in corresponding factories: cars in light, aircrafts in hangar etc.
- player can rearm and heal members of his team in barracks: $25 * unit wounds per unit healing, $50 per unit rearm
- improved service pricing: based on vehicle type (light, heavy, helicopter, aircraft) and status (damage, fuel)

Scroll up to download the updated addon!

ViperMaul
Apr 11 2009, 04:53
Bravo zGuba!!
Great Work!!

Leopard
Apr 11 2009, 14:08
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=5290).

http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=5286)
zWarfare (http://www.armaholic.com/page.php?id=5286)

http://www.armaholic.com/skins/Blaster07/img/required_addons.png
ArmA 1.15 (http://www.armaholic.com/page.php?id=3564)
EricM Hind Pack (http://www.armaholic.com/page.php?id=3390)
Extended EventHandlers (included)

CEMaestro
Apr 12 2009, 20:45
I've been having some weird difficulty with the friendly AI: Every time I begin a game, all of the friendly AI units bunch up in the middle of the base and refuse to move. They'll still respond to orders, such as changing their unit type, but no matter how I try to get them to leave the base (i.e., ordering them to capture towns, patrol an area, or just an explicit 'move' command), they'll never leave.

The problem seems to extend to the enemy AI as well, whether they are US or Russian / SLA. Once you've located the enemy base, all their units are bunched up the same as the friendly units. I have not noticed any problems with the RACS / resistance units.

If anyone has any tips to resolve this issue, and take advantage of this great map :) I would greatly appreciate it.

zGuba
Apr 15 2009, 10:09
OMG, I thought it's related to my PC... gotta check it! It could be too low AI update times or basically syntax error (I hate SQS scripts)

AFAIK vehicle units does not have this error, they are doing their tasks.

Thanks for confirmation!

vengeance1
Apr 15 2009, 12:42
I have noticed that if you leave the Dedi Server and come back the Dead AI don't all get deleted. They are laying around the base bunched up alive and dead.

Great mod, like the changes.

zGuba
Apr 15 2009, 21:18
Actually I'm testing engine updates. My current firewall/network driver crashes ArmA while trying to connect locally spawned dedi server - that slows my work down.

TY for valuable info!

zGuba
May 11 2009, 23:32
zWarfare 1.2.F - probably the last addon update.

Release highlights:
- standalone - thanks to modEmMaik, EricM and RKSL Studios!
- Mi-24D and Mi-24V avaiable in Mission Editor
- Hind automatically makes use of A.C.E. Missile Guidance
- A.C.E. scenario - USMC vs VDV

[link removed]

Sorry for still no ACEIP/Sara support, got another tasks ;)

vengeance1
May 12 2009, 12:48
Thanks zGuba, can't wait to give it a try tonight.

Not sure but Mission Template Link doesn't seem to work for me? Says 404 HTML error.

zGuba
May 12 2009, 14:16
Not sure but Mission Template Link doesn't seem to work for me? Says 404 HTML error.

Thanks, typo fixed :)

vengeance1
May 13 2009, 13:06
zGuba, being that you keep the Warfare mission in your PBO how do I enter the path for the Template on the Server so it starts with your mission?

class Missions
{
class Mission0
{
template=????????????????;
param1=1;
param2=2;
cadetMode=1;
};
};

zGuba
May 13 2009, 13:43
I don't know it either ;P

Use one of mission files (http://zguba.ofp.pl/ucms/file.php?id=31&action=1) instead and write server config as usual.

vengeance1
May 14 2009, 01:05
Ah, good idea I will pack the Mission file and try that.

Dedi Server:

I am finding that the Non-ACE version runs better than any I have tried, the AI actually do something, current Warfare has been running for 48 hours on one session. However ACE version had errors after awhile, AI stopped moving, Helo when purchased and M1A2 would appear then disappear taking your money! :(

zGuba
May 14 2009, 02:14
I have disabled grass and done little optimisations. A.C.E. scenario is still under development as I cannot use my own dedicated server, however it's not only the mission to blame here :)

vengeance1
May 14 2009, 12:52
Understood (ACE Version), I have tested on my Dedi Server most all of the ACE Warfare Mods out there and have not found 1 that does not eventually lockup AI, show same Vehicle issue, drive FPS to 1 or Crash ARMA and the Server Report file is filled with errors.

Question: Do you think Compact Fix would work with your Non-Warfare version?

zGuba
May 14 2009, 18:19
AFAIK Compact Fix 1.16 should work even with A.C.E., but some features will not be used there.

vengeance1
May 19 2009, 17:07
zGuba, not to ask a dumb question but what do you mean by STANDALONE?

ALSO you said you were having issues with your Dedi Server here is my Dedi Server if it helps a shortened Display(after all Updating) of the ArmaServer.rpt file these errors just continue to repeat. (hope this helps, runing nothing but zWarefare and ACE).

Warning: no idc entry inside class RscDisplayStart/controls/Progress2
Server error: Player without identity Vengeance (id 744586352)
Client: Nonnetwork object 6ab9400.
String (0) ace_sys_network_opc - Player Connected: Vengeance, UID: 1, IDX: 0 not found
Server: Object 3:2 not found (message UpdateDamageObject)
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
GUER 1-1-C:1: Getting out while IsMoveOutInProgress
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
ca\voice\dan\rearmat.wss: sSize 0
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
GUER 1-1-L:2 (Insurgent, Basic): Unknown action Eject, target GUER 1-1-L:2
ca\voice\dan\rearmat.wss: sSize 0
Error: selection end missing in memory LOD of model ca\cti_buildings\cti_factory_heavy_east.p3d
Cannot create non-ai vehicle ACE_BMP2D,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
WestSlot8: Getting out while IsMoveOutInProgress
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Cannot create non-ai vehicle ACE_M1A1,
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot create non-ai vehicle ACE_SoldierG_IEDMED,
Cannot search path - no algorithm
Cannot search path - no algorithm

zGuba
May 19 2009, 17:09
It does not need any external addons (except of XEH and zWarfare of course).

@<hidden>:

It seems that I'm not up to date with these classes ;) thanks!

javelin10
May 20 2009, 09:37
Hi Guba. I'm playing around with the ACE version on non-dedi server (just me on server) and can't seem to capture bases or towns. Sometimes capture bar appears and doesn't move, sometimes doesn't appear at all. I've checked for enemy in vicinity.

Note Im relying on ACE's XEH as it seems to be up to date (1.08)...

vengeance1
May 20 2009, 13:17
I have found the same thing, unfortunately on the Dedi Server I can not keep it (ACE Version) running eventually it will lockup AI Teams and Server will crash. It is not just zWarefare it is ACE too. Most of the ACE versions seem to have this issue although I didn't know it was local MP as well.

That said zGuba's Non-ACE version is solid, runs great AI teams respond excellently when AI is Commander.

javelin10
May 20 2009, 15:00
Thanks, Vengeance, I'll try searching the ACE thread again.

Keep up the good work, Guba.

GLeek
May 29 2009, 20:25
Hi guba.
i noticed that MI24 is bugged. i can't manual switch fire. neither use gun or missile so....

i tested with and without RKSL(+FIX) AND ERIC HIND. it seem it's not a conflict. simply buggeD. anyone confirme that ?

zGuba
May 29 2009, 21:30
Hi guba.
i noticed that MI24 is bugged. i can't manual switch fire. neither use gun or missile so....

i tested with and without RKSL(+FIX) AND ERIC HIND. it seem it's not a conflict. simply buggeD. anyone confirme that ?

It's intended - just the same as with all A.C.E. helicopters, pilot has direct control over FFARs only.

To switch gunner's weapons hold spacebar and press your weapon switch key ([F] by default). In manual fire mode you can't fire YakB though. There's an alternate "Fire" key that You can assign in control options, which will make it possible to fire missiles with it, but AFAIK you won't be able to guide the missile - it's better to get an AI or player gunner who can shoot and guide the missiles as well using the optics, especially in combination with A.C.E. missile guidance addon.

zWarfare is standalone (with exception of XEH), so "my" Hinds are using separate models and configs independently from original EricM/RKSL beta addon. However A.C.E. Hinds are improved a bit when compared to zWarfare's especially in terms of weaponry.

And, huh, EricM/RKSL Hinds don't have very much in common with RHS ones, except of the fact they're adding Mi-24 to the game ;)

GLeek
May 30 2009, 01:09
oki :)

i'm porting your warfare on Ensk island. And i would like to know how workaround a pathfinding problem.

as see here :
http://img20.imageshack.us/my.php?image=arma2009053003021635.png

AI team don't use bridge at start. proly due to not having vehicle.

zGuba
May 30 2009, 12:11
Thanks :)

hmmm... check Dolores bridges, if there's no solution for it then I guess there's mapmakers' bug.

zGuba
Jun 6 2009, 02:23
zWarfare 1.2.G

Release highlights:
- mission converted for CWR Nogova island
- grass is now optional
- fixed some bugs
- more vehicles and weapons in A.C.E. scenarios
- template mission files integrated into archive

http://img191.imageshack.us/img191/8491/zwarfarenogova.th.jpg (http://img191.imageshack.us/my.php?image=zwarfarenogova.jpg)http://img5.imageshack.us/img5/3516/zwarfareneveklov.th.jpg (http://img5.imageshack.us/my.php?image=zwarfareneveklov.jpg)

Download from RapidShare (http://zguba.ofp.pl/ucms/file.php?id=25&action=1) - 28.8 MB

Malick
Jun 6 2009, 17:42
Hello zGuba and thanks for your mission.

I've been fiddling with Warfare for quite some time and also used your version as a base. However, as some others here, it seems there's a bug with the ACE version, 32 players.

I can't capture camps or towns ! So the main goal of the mission is quite useless...

Does this version solve the problem ?

Thanks !

Malick

zGuba
Jun 6 2009, 20:28
I've no idea what could cause that, however I had no problems playing ACE+Nogova on listen server.

Try disabling grass, maybe it's performance related issue.

CrazyAce
Jun 9 2009, 21:21
Not bad Guba I'm having fun. I would like to see alot more of the ACE weapons integrated into the pooling system though and maybe a few more vehicles, but I can do with what there is, but the weapons are a must.

zGuba
Jun 9 2009, 21:48
Suggestions are welcome!

I'm not using every A.C.E. weapon or vehicle for a reason: I wanted players to use their faction's equipment - USMC is not Bundeswehra, Russian soldiers don't have such wide choice of weapons, and army warehouse is not a rifle shop. If You posses knowledge about what weapons/vehicles used by regular USMC/VDV/SpetsNaz units and present in A.C.E. are not listed in the scenario - please share it here, as I'm not an expert in these terms.

In future I'm gonna extend zWarfare with more scenarios and create separate version for ARMA2 based on Warfare 2.

BTW I have revised feature list, as it wasn't complete.

CrazyAce
Jun 10 2009, 00:57
ok cool, looking forward to what you come up with in ArmA 2.

I did notice a problem with the M40A3, it has the wrong ammo assigned to it. I would go in a fix it on my end, but I have no idea how your mod is set up for these things. Most Warfare mods (at least ones that I mess with) are MPMissions.

:edit:

Heh never mind I just couldn't resist. Found the issue located in:

C:\Program Files\Atari\ArmA\@<hidden>\Addons\ZGB_Warfare\MPMissions\zWarfare_32_ACE.SaraLite\Common\Config\Config_Loadouts.sqs

In there the ammo is assighned to the M40A3 as "ACE_5Rnd_25x59_HEDP_Barrett", instead of "ACE_5Rnd_762x51_SB".

:edit2:

Hu... Well this is weird, I get an error message on startup that says Size: 'requiredAddons/' not an array... I only changed the ammo... Guess thats not the correct ammo to use for the M40 or something.

calibro8185
Jun 11 2009, 18:51
Hey, I have read through and have not seen any mention of these directly in this thread, so here goes.

When I play the vanilla version of Warfare (1.0) I can get the artillery to fire beautifully. However, in zWarfare, I can get the men to load into the gunner's spot and fire the mission in the correct direction with raised guns, but the shells do not land anywhere near the target zone. I don't even see the splash downs. I do know for a fact that the cannons can fire the ammo since the AI calls out ammo low after numerous rounds (and I have personally gotten in to fire the rounds myself to make sure they hit a hillside near the base, and they do). I have tested with 1, few, and many (up to 19 guns) fired at once. I have placed them on flat ground and on hillsides. I have also tried it in the normal ARMA and ACE Mod version of ARMA. Currently I am running the ARMA 1.16b and ACE 1.09 Am I doning something wrong to get the artillery to fire correctly?

Also, have the messages and bounties been disabled? I don't get money for killing enemy troops or vehicles. I only get money for salvage and per/min cash flow.

I have experienced both of these problems by myself on LAN and with a firend (who also experiences it) via online. Do I have a version or file problem?

Please help and thanks

zGuba
Jun 11 2009, 20:38
Hey, I have read through and have not seen any mention of these directly in this thread, so here goes.

When I play the vanilla version of Warfare (1.0) I can get the artillery to fire beautifully. However, in zWarfare, I can get the men to load into the gunner's spot and fire the mission in the correct direction with raised guns, but the shells do not land anywhere near the target zone. I don't even see the splash downs. I do know for a fact that the cannons can fire the ammo since the AI calls out ammo low after numerous rounds (and I have personally gotten in to fire the rounds myself to make sure they hit a hillside near the base, and they do). I have tested with 1, few, and many (up to 19 guns) fired at once. I have placed them on flat ground and on hillsides. I have also tried it in the normal ARMA and ACE Mod version of ARMA. Currently I am running the ARMA 1.16b and ACE 1.09 Am I doning something wrong to get the artillery to fire correctly?

Also, have the messages and bounties been disabled? I don't get money for killing enemy troops or vehicles. I only get money for salvage and per/min cash flow.

I have experienced both of these problems by myself on LAN and with a firend (who also experiences it) via online. Do I have a version or file problem?

Please help and thanks

I'll probably change artillery barrage script to Evil Echo's in final release, so this error shouldn't occur anymore. Just give me time to carry improvements out.

Thank You CrazyAce for Your support! Config related issues are first in line to be corrected.

I'm planning to add A.C.E. static weapons to config.

BTW. Do You have any particular feature requests, like certain UI improvements?

CrazyAce
Jun 12 2009, 05:17
Uhh nothing to major, I would like to have the ACE_M249Para_M145, I think this is the SAW with the aimdot. Uhh a very important feature that would probably be asking to much is more commander buildings, like a minefeild... Some other commander build options that I can't think of.

zWarfare_32_ACE.SaraLite

Another thing that I'm noticing is after I purchase a weapon with ammo and go back into the buy menu that the ammo and sometimes the weapon are gone and if the player buys an AT and goes back into the buy menu it also disappears.

Sometimes when in game I get this error message:



Error: creating magazine ACE_IEDMED with scope=private


I guess it referring to the IED RACK troops. I also can't mount my weapons to anything, like a humve hood, top of sandbag walls, ect...

Thats about all I can think of at the moment, if I find anything along the way I'll drop a line.


:edit:
Found another annoying lil bugger, when starting on OpFor side, I got 2 error messages, unfortunately I'm unable to screen cap the first message, but the second message is really annoying. Every 5 seconds this error message pops up in the upper left hand corner of the screen, covering the fire mode:



_positionSlot = _slots |#|Select _count'
Error Zero divisor


Probably has something to do with the amount of troops on start up or something.

Parasio is abandon, I got all straped up thinking I'll be fighting tanks and such, not 1 soul in the entire city.

This is why I love zWarfare, the AI knows what to do.

http://g.imagehost.org/t/0983/Untitled_9.jpg (http://g.imagehost.org/view/0983/Untitled_9)

zGuba
Jun 17 2009, 15:41
Problem with some ACE features not working in Warfare is connected to displayEventHandler. I have replaced this with automated S/ACE displayEH usage.

On the other hand, the problem with capturing towns is a mystery. First bug I solved was connected to base classes (should remain SoldierWB, SoldierEB, SoldierGB). While Server_UpdateTown and Server_UpdateCamp scripts seem to be okay, they refuse to work correctly with ACE units.

Also I have replaced IED insurgents with PG-7VL equipped grenadiers, expect next release as soon as the Warfare vs. ACE incompatibilities get fixed.

CrazyAce
Jun 17 2009, 15:52
Also I have replaced IED insurgents with PG-7VL equipped grenadiers, expect next release as soon as the Warfare vs. ACE incompatibilities get fixed.


Right on, I'm glad that IED gets replaced, that error message pop would sometimes lag me out of the game. I will miss them as they are sneaky lil butt heads. When I was driving a tank this one time one of them would sneak behind me and lay down a satchel charge, then run off... Sort of like the good ol BF2 days, except I still haven't seen them set one off yet.


Looking forward to the ACE EH fix, should make the game even funner.

zGuba
Jun 17 2009, 20:00
Okay, most problems that were affecting A.C.E. & Warfare combination are solved. Cities and camps are beign captured with my latest build, now I'm experimenting with some new features:

- bounty queue
- resistance recapturing camps (it's still random though)
- more variants of vehicles and some extra weapons for A.C.E.

BTW while testing the mission I have witnessed "battle of Modrava" - Whiskey Cobra & 2 Bradleys struggling to survive against insurgents in an enormous count. It looked like every male citizen was fighting for freedom, and they were fighting effectively! I'll upload mission updates as soon as I get planned features to work.

CrazyAce
Jun 17 2009, 21:25
Sounds promising, looking forward to it.



zWarfare 1.2.G

Oh I almost forgot to mention that the M1A1 does not spawn when bought empty, I don't know if it still doesn't spawn when bought full, I only had enough funds for that. I haven't had a chance yet to see if any of the helicopters or planes are having the same none spawn after being bought issue also.

:edit:

Oh and the m107 has the M109 ammo so when buying that weapon it doesn't come with any ammo, luckily some of the 5ton trucks has ammo for it. the weired thing is that the AI has the ammo , so thats good news.

I have one concern about the enemy spawning out of no were within a few meters of the player, like I was in Parasio and the whole town was quite then all of a sudden the enemy just started spawning all around me.

zGuba
Jun 17 2009, 22:13
Sure, I'm taking these bugs into account, gotta fix them!

CrazyAce
Jun 19 2009, 04:03
Do you have an ETA on the new build? I'm getting anchious to try it out :bounce3:

zGuba
Jun 19 2009, 15:24
No official ETA ATM, I'm fighting against "undocumented features" like loopy camp capturing by resistance, ACE GL grenades not beign indexed properly etc. which keep me busy.

One more vanilla bug fixed is doubled Warfare environment created on listen servers, which was caused by executing InitMission twice. It's not 100% bugproof yet, but at least you'll be able to respawn in the camp.

I expect bugs to be solved before Thursday.

Law-Giver
Sep 4 2009, 17:25
Hi zGuba

I'm playing your Warfare 1.2g which me and my 8 year old son play on a daily basis after locating in on armaholic, thanks for pm'ing me and pointing me to it. It's my son who's addicted to it, anyway i'm getting this error pop up.

Taken from the RPT:

Error in expression <rType = _soldierType};

_leader = _team CreateUnit [_leaderType,_position,[],0.5>
Error position: <CreateUnit [_leaderType,_position,[],0.5>
Error Type Any, expected String

I know not many people seem to play warfare on ArmA or it just seems that way, but we do. It's very quiet on the Warfare section of the forum. Sorry for waking it up. I hope you're not going to push ArmA1 to the sideline. I have ArmA2 but i don't play it that much atm, waiting for it to mature a little.

Anyway, thanks for all your work zGuba, and remember don't forget your ArmA1 fans. My son would be very upset. ;-)

zGuba
Sep 4 2009, 17:55
Hi zGuba

I'm playing your Warfare 1.2g which me and my 8 year old son play on a daily basis after locating in on armaholic, thanks for pm'ing me and pointing me to it. It's my son who's addicted to it, anyway i'm getting this error pop up.

Taken from the RPT:

Error in expression <rType = _soldierType};

_leader = _team CreateUnit [_leaderType,_position,[],0.5>
Error position: <CreateUnit [_leaderType,_position,[],0.5>
Error Type Any, expected String

I know not many people seem to play warfare on ArmA or it just seems that way, but we do. It's very quiet on the Warfare section of the forum. Sorry for waking it up. I hope you're not going to push ArmA1 to the sideline. I have ArmA2 but i don't play it that much atm, waiting for it to mature a little.

Anyway, thanks for all your work zGuba, and remember don't forget your ArmA1 fans. My son would be very upset. ;-)

:yay: it's still shocking news to me ;)

I wait for official A1 patch (1.17?), then I will release final pack of goodies I have collected over 18 months of modding this game. Until then - I'm not sure about anything.

Law-Giver
Sep 4 2009, 19:28
I wait for official A1 patch (1.17?), then I will release final pack of goodies I have collected over 18 months of modding this game. Until then - I'm not sure about anything.

I can't wait mate. Roll on patch 1.17 if it ever appears. I use most if not all your addon's, so anything new of yours is most welcome. Oh and the error that i mentioned earlier only popped up once in over 4 days of playing so it's no biggie. :)

Take care buddy ;)

Law-Giver
Sep 5 2009, 23:00
Hi zGuba I think the error was down to me, so I'm going to apologise........sorry mate! I went back to your untouched one and added a few bits and bobs from other warfare mods and must of created the error by being sloppy, it's gone now.

If you do ever finish this or add to it, something I would like added is trucks taking troops to towns. Just a thought, I've seen it in other mods but cant remember which one. I don't like addon versions as it's too much to download.

I won't bug you any more as I think warfare seems to be dead here.......shame! I will pop on every now and then, you never know eh! :)

Thanks zGuba

Computica
Sep 14 2009, 17:47
Ok after months I've been able to get to the new forum! whew! Ok, I've been getting back into ARMA again and I wanted to know how zGuba made helicopters for AI spawn in the air?

zGuba
Sep 14 2009, 18:04
Hmmm I'm finished with my Gameplay Modifications for A2, so maybe I'll try sorting my old addons and missions out. To tell the truth, zWarfare relies on final ACE release more than on final A1 patch ;)

I'm happy that someone else finds my mission OK :)

About spawning helicopters in the air - please check COMREF for creating units:
http://www.ofpec.com/COMREF/index.php?action=details&id=455&game=All

Computica
Sep 14 2009, 18:24
I don't know where you put that script at. Could you tell me which file it's in?

zGuba
Sep 14 2009, 18:35
Hmmm... I believe Server\****BuyUnit.sqs

Computica
Sep 14 2009, 18:46
Wow thankyou! I'm gonna try this with the fixed wings!

I was looking at this code right here it caught my interest in the "Server_BuyUnit.sqs":
--------------------------
;Select proper crew and cargo type.
_sideChar = "E"
_crewType = "SOLDIER"
if (_side == West) then {_sideChar = "W"};
if (_vehicle isKindOf "Tank") then {_crewType = "CREW"};
if (_vehicle isKindOf "Air") then {_crewType = "PILOT"};
_crewName = Call Compile Format["%1%2",_sideChar,_crewType]
---------------------------
It's different from the warfare 1.2 script which is just:
------------------
_soldierName = ESOLDIER
if (_side == West) then {_soldierName = WSOLDIER};
------------------
I thought that the type of crew that spawned in diffrent type of vehicles like crew, pilots, and so fourth was done automatically. Why did you decide to use this code?

EDIT2: Ok I figured why you have it there! It's a check to make sure you know what units you want to spawn, This is really cool because you can adjust what type of units you want to have in what vehicle type!